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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PauloDeWalshio</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=PauloDeWalshio"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/PauloDeWalshio"/>
	<updated>2026-05-15T15:09:38Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=431330</id>
		<title>Jason Jace Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=431330"/>
		<updated>2022-11-22T21:31:45Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TheExpanse TU Troubleshooters PbP | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Jason &amp;quot;Jace&amp;quot; Carter=&lt;br /&gt;
&lt;br /&gt;
==Character Info==&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Martian&lt;br /&gt;
*&#039;&#039;&#039;Social Class:&#039;&#039;&#039; Lower&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Laborer&lt;br /&gt;
*&#039;&#039;&#039;Profession:&#039;&#039;&#039; Soldier&lt;br /&gt;
*&#039;&#039;&#039;Drive:&#039;&#039;&#039; Protection&lt;br /&gt;
**Quality: Devotion&lt;br /&gt;
**Downfall: Recklessness&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 3 [17]&lt;br /&gt;
**Rifles (Soldier)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039;: 2 (+1 from Laborer) [12]&lt;br /&gt;
*&#039;&#039;&#039;Fighting&#039;&#039;&#039;: 3 [16]&lt;br /&gt;
*&#039;&#039;&#039;Communication&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
**Engineering (Benefit Roll)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039;: 0 [10]&lt;br /&gt;
**Might (Laborer)&lt;br /&gt;
*&#039;&#039;&#039;Willpower&#039;&#039;&#039;: 0 [6]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Overwhelm Style (Laborer), Tactical Awareness (Soldier), Protector (Protection)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Ordinary clothes; Hand terminal; Rifle&lt;br /&gt;
==Stats==&lt;br /&gt;
Income: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Defence: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Fortune: 20 (+5 from Drive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=430812</id>
		<title>Jason Jace Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=430812"/>
		<updated>2022-11-11T02:22:46Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added link to campaign&amp;#039;s main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[TheExpanse TU Troubleshooters PbP | Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
=Jason &amp;quot;Jace&amp;quot; Carter=&lt;br /&gt;
&lt;br /&gt;
==Character Info==&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Martian&lt;br /&gt;
*&#039;&#039;&#039;Social Class:&#039;&#039;&#039; Lower&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Laborer&lt;br /&gt;
*&#039;&#039;&#039;Profession:&#039;&#039;&#039; Soldier&lt;br /&gt;
*&#039;&#039;&#039;Drive:&#039;&#039;&#039; Protection&lt;br /&gt;
**Quality: Devotion&lt;br /&gt;
**Downfall: Recklessness&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 3 [17]&lt;br /&gt;
**Rifles (Soldier)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039;: 2 (+1 from Laborer) [12]&lt;br /&gt;
*&#039;&#039;&#039;Fighting&#039;&#039;&#039;: 3 [16]&lt;br /&gt;
*&#039;&#039;&#039;Communication&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
**Engineering (Benefit Roll)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039;: 0 [10]&lt;br /&gt;
**Might (Laborer)&lt;br /&gt;
*&#039;&#039;&#039;Willpower&#039;&#039;&#039;: 0 [6]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Overwhelm Style (Laborer), Tactical Awareness (Soldier), Protector (Protection)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Ordinary clothes; Hand terminal; Rifle(?)&lt;br /&gt;
==Stats==&lt;br /&gt;
Income: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Defence: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Fortune: 20 (+5 from Drive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TheExpanse_TU_Troubleshooters_PbP&amp;diff=430811</id>
		<title>TheExpanse TU Troubleshooters PbP</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TheExpanse_TU_Troubleshooters_PbP&amp;diff=430811"/>
		<updated>2022-11-11T02:21:28Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added link to character sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Expanse RPG - Tranportation Union Troubleshooters Play-by-Post =&lt;br /&gt;
&lt;br /&gt;
This is the main page for this game wiki. This page will be used to contain and link to player character sheets, location, and NPC information.&lt;br /&gt;
&lt;br /&gt;
This space will hopefully also contain a summary of the game as it progresses.&lt;br /&gt;
&lt;br /&gt;
== Game Thread Links ==&lt;br /&gt;
&lt;br /&gt;
TBD...&lt;br /&gt;
&lt;br /&gt;
== Player Character Sheets ==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Ashleyn_Jamorr Ashleyn Jamorr]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Kieran_Kim Kieran Kim]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Jason_Jace_Carter Jason &amp;quot;Jace&amp;quot; Carter]&lt;br /&gt;
* Character 4&lt;br /&gt;
&lt;br /&gt;
== Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* NPC 1 - relevant information&lt;br /&gt;
* NPC 2 - relevant information&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1 - relevant information&lt;br /&gt;
* Location 2 - relevant information&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=430810</id>
		<title>Jason Jace Carter</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jason_Jace_Carter&amp;diff=430810"/>
		<updated>2022-11-11T02:20:07Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Character sheet for Expanse TTRPG game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Jason &amp;quot;Jace&amp;quot; Carter=&lt;br /&gt;
&lt;br /&gt;
==Character Info==&lt;br /&gt;
*&#039;&#039;&#039;Origin:&#039;&#039;&#039; Martian&lt;br /&gt;
*&#039;&#039;&#039;Social Class:&#039;&#039;&#039; Lower&lt;br /&gt;
*&#039;&#039;&#039;Background:&#039;&#039;&#039; Laborer&lt;br /&gt;
*&#039;&#039;&#039;Profession:&#039;&#039;&#039; Soldier&lt;br /&gt;
*&#039;&#039;&#039;Drive:&#039;&#039;&#039; Protection&lt;br /&gt;
**Quality: Devotion&lt;br /&gt;
**Downfall: Recklessness&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*&#039;&#039;&#039;Accuracy&#039;&#039;&#039;: 3 [17]&lt;br /&gt;
**Rifles (Soldier)&lt;br /&gt;
*&#039;&#039;&#039;Constitution&#039;&#039;&#039;: 2 (+1 from Laborer) [12]&lt;br /&gt;
*&#039;&#039;&#039;Fighting&#039;&#039;&#039;: 3 [16]&lt;br /&gt;
*&#039;&#039;&#039;Communication&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Dexterity&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
*&#039;&#039;&#039;Intelligence&#039;&#039;&#039;: 0 [8]&lt;br /&gt;
**Engineering (Benefit Roll)&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039;: 0 [7]&lt;br /&gt;
*&#039;&#039;&#039;Strength&#039;&#039;&#039;: 0 [10]&lt;br /&gt;
**Might (Laborer)&lt;br /&gt;
*&#039;&#039;&#039;Willpower&#039;&#039;&#039;: 0 [6]&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Overwhelm Style (Laborer), Tactical Awareness (Soldier), Protector (Protection)&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Ordinary clothes; Hand terminal; Rifle(?)&lt;br /&gt;
==Stats==&lt;br /&gt;
Income: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Defence: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Speed: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Toughness: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Fortune: 20 (+5 from Drive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=400811</id>
		<title>M&amp;M.EmeraldCityHeroes.PauloDeWalshio</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=400811"/>
		<updated>2021-06-14T02:46:21Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added Sustained onto Full Light Spectrum Perception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to main WIKI[https://wiki.rpg.net/index.php/M%26M.EmeraldCityHeroes]&lt;br /&gt;
&lt;br /&gt;
==PHOTON [PL 10]==&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: Michael Rhodes&lt;br /&gt;
&lt;br /&gt;
===ATTRIBUTES [10pp]===&lt;br /&gt;
:&#039;&#039;&#039;Strength (STR)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Stamina (STA)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Agility (AGL)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Fighting (FGT)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039; 1&lt;br /&gt;
:&#039;&#039;&#039;Awareness (AWE)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Presence (PRE)&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
===POWERS [73pp]===&lt;br /&gt;
:&#039;&#039;&#039;Atmospheric Flight: Flight 5&#039;&#039;&#039; (Speed: 60 miles/hour, 900 feet/round)&lt;br /&gt;
:&#039;&#039;&#039;. . Space Flight: Movement 1&#039;&#039;&#039; (Alternate; Space Travel 1: within solar system)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Enhanced Physique:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . Perfect Physiology: Immunity 5&#039;&#039;&#039; (Aging, Disease, Starvation &amp;amp; Thirst, Suffocation (All))&lt;br /&gt;
:&#039;&#039;&#039;. . Super Strength: Enhanced Strength 8&#039;&#039;&#039; (+8 STR)&lt;br /&gt;
:&#039;&#039;&#039;. . Super-Stamina: Enhanced Stamina 8&#039;&#039;&#039; (+8 STA)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Full Light Spectrum Perception: Senses 4&#039;&#039;&#039; (Counters Concealment: Visual - Invisibility, Infravision, Ultravision; Sustained)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Attacks:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . All Light, No Force: Cumulative Affliction 10&#039;&#039;&#039; (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Beam: Damage 8&#039;&#039;&#039; (DC 23; Accurate: +2, Increased Range: ranged, Precise)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Flare: Burst Area Damage 10&#039;&#039;&#039; (DC 25; Burst Area: 30 feet radius sphere, DC 20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Shield: Protection 4&#039;&#039;&#039; (+4 Toughness; Sustained; Activation: move action)&lt;br /&gt;
&lt;br /&gt;
===ADVANTAGES [8pp]===&lt;br /&gt;
:&#039;&#039;&#039;All-out Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Connected: ASTRO Labs&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Improved Initiative 2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Interpose&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Move-by Action&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Power Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Takedown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SKILLS [33pp]===&lt;br /&gt;
:Acrobatics N/A (AGI)&lt;br /&gt;
:Athletics 4 (+12) (STR)&lt;br /&gt;
:Close Combat Grab 6 (+8) (FTG)&lt;br /&gt;
:Close Combat Unarmed 10 (+12) (FTG)&lt;br /&gt;
:Deception 0 (+0) (PRE)&lt;br /&gt;
:Expertise: Science 7 (+8) (INT)&lt;br /&gt;
:Insight 0 (+0) (AWE)&lt;br /&gt;
:Intimidation 0 (+0) (PRE)&lt;br /&gt;
:Investigation N/A (INT)&lt;br /&gt;
:Perception 8 (+8) (AWE)&lt;br /&gt;
:Persuasion 8 (+10) (PRE)&lt;br /&gt;
:Ranged Combat: Solar Energy Attacks 8 (+10) (DEX)&lt;br /&gt;
:Sleight of Hand N/A (DEX)&lt;br /&gt;
:Stealth 0 (+0) (AGI)&lt;br /&gt;
:Technology 7 (+8) (INT)&lt;br /&gt;
:Treatment N/A (INT)&lt;br /&gt;
:Vehicles 10 (+12) (DEX)&lt;br /&gt;
&lt;br /&gt;
===DEFENSIVE [26pp]===&lt;br /&gt;
:Dodge 8&lt;br /&gt;
:Parry 8&lt;br /&gt;
:Fortitude 10&lt;br /&gt;
:Toughness 12&lt;br /&gt;
:Will 10&lt;br /&gt;
&lt;br /&gt;
===OFFENSIVE===&lt;br /&gt;
:Initiative +8&lt;br /&gt;
:All Light, No Force: Cumulative Affliction 10, +10 (DC Fort 20)&lt;br /&gt;
:Grab, +8 (DC Spec 18)&lt;br /&gt;
:Solar Beam: Damage 8, +12 (DC 23)&lt;br /&gt;
:Solar Flare: Burst Area Damage 10 (DC 25)&lt;br /&gt;
:Throw, +2 (DC 23)&lt;br /&gt;
:Unarmed, +12 (DC 23)&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
:&#039;&#039;&#039;Amnesia:&#039;&#039;&#039; Michael has no recollection of what happened to him during the test flight or where he&#039;s been for the past 10 years.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fame:&#039;&#039;&#039; Michael&#039;s disappearance in the early 2010s was headline news, and so was his mysterious return a decade later, looking like he hasn&#039;t aged a day in the intervening time. It&#039;s made maintaining a secret identity pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Man Out of Time:&#039;&#039;&#039; Michael was last on Earth in the early 2010s, so he has a lot of catching up to do with...pretty much everything.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Motivation - Doing Good:&#039;&#039;&#039; Even if doesn&#039;t know how or why he has these powers, Michael is still going to use them to help whoever he can.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Power Loss:&#039;&#039;&#039; Michael can run out of solar energy if he pushes himself too hard or if he&#039;s completely deprived of sunlight for more than a day. If this happens, he&#039;ll lose all of his powers and will need to be exposed to sunlight for at least a few hours to recharge. Additionally, if he isn&#039;t allowed to recharge for 48 hours, he&#039;ll die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; Michael had a loving wife, Julie, and a son, Aiden. Although it&#039;s only felt like a few months for him, they&#039;ve spent 10 years mourning him and then moving on. Naturally, things are...awkward between them now.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; After the test flight incident, Michael&#039;s best friend, Justin Williams, began working for ASTRO Labs so that he could determine what exactly caused Michael&#039;s mysterious disappearance. He has since become one of the Emerald City division&#039;s head researchers. He&#039;s currently allowing Michael to crash on his couch and acts as Michael&#039;s liaison to ASTRO Labs as a whole.&lt;br /&gt;
&lt;br /&gt;
===Backdown===&lt;br /&gt;
&#039;&#039;Attributes 10 + Powers 77 + Advantages 8 + Skills 34 (68 ranks) + Defenses 26 = 155 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History/Backstory===&lt;br /&gt;
Michael Rhodes had about as close to a perfect life as most people can hope for. He had a well-paying job as a test pilot for Nolan Aircrafts, helping to develop and stress-test cutting edge aerospace technology alongside his best friend from college, Justin. He married his high school sweetheart, Julie, and they had a beautiful baby boy called Aiden together. His life outside of his career wasn&#039;t always the most eventful, but it was generally stable and no problems were so great that he could not overcome them with the help of his loved ones.&lt;br /&gt;
&lt;br /&gt;
Then everything changed. ASTRO Labs and Nolan Aircrafts began collaborating on a new prototype jet craft designed to reach heights and speeds far beyond the limits of most other aircraft via an experimental fuel source, and Michael was one of the jet&#039;s primary test pilots. Preliminary tests were business as usual, but something very strange happened on the day of its first flight. Michael took to the skies with no trouble, taking notes all the while, but just before he was meant to come back around for landing, the jet&#039;s controls completely locked up. On the ground, readings of the jet&#039;s altitude and speed began fluctuating wildly, and Michael&#039;s transmissions were becoming increasingly garbled through their radio. The last words from him they could understand where &amp;quot;Oh my god, it&#039;s --&amp;quot; before the jet inexplicably vanished off of their radar. Neither it nor Michael was ever found.&lt;br /&gt;
&lt;br /&gt;
Until ten years later, when a mysterious comet with a bright golden trail crash-landed right outside Emerald City. Authorities investigated and discovered the &amp;quot;comet&amp;quot; in question was actually Michael, comatose and completely unaged in ten years. When Michael awoke a few days later, he was under the custody of AEGIS, and they were very interested to learn where he had been all these years. Unfortunately, he wasn&#039;t of much help in that regard, as he had absolutely no clue what happened to him during the test flight or where had been for ten years; In fact, he was horrified to learn it had even been ten years since that fateful, to him it felt like mere days ago. AEGIS then did their best to acclimate him to the present day, informing him of everything that had happened in the previous decade, particularly the Silver Storm. They then helped get him back in contact with Julie and Aiden, though that was an extremely uncomfortable mixture of a touching family reunion and a harsh realisation that his family had mourned him and eventually managed to move on.&lt;br /&gt;
&lt;br /&gt;
With nothing more that they could do for him, AEGIS set him loose out into a world he barely recognised anymore. Julie offered to let him move in for a while with her and her new husband, Richard, but Michael politely declined. He couldn&#039;t put her (or himself, if he was being honest) through that, especially once he discovered that his mysterious disappearance and equally mysterious return had essentially turned him into an overnight celebrity. Michael tried to get a motel room, but with no money to his name and a bank account that had long been closed, that plan didn&#039;t even get off the ground. Thankfully, he didn&#039;t have to sleep rough, as an old friend quickly got in touch with him.&lt;br /&gt;
&lt;br /&gt;
Justin had never fully believed that Michael had died, and he had even started working at ASTRO Lab to try and prove his theories correct. Though his search was ultimately in vain, he wound up becoming a head researcher for ASTRO Lab&#039;s Emerald City division in the decade he spent with them. Justin let Michael stay with him for as long as he needed, which he was all too happy to accept. Just when it seemed that Michael might have been able to find some sense of normalcy again, however, he and Justin discovered something incredible.&lt;br /&gt;
&lt;br /&gt;
At first, it wasn&#039;t anything major, except that Michael realised he never actually felt hungry or thirsty, he just ate and drank because he was accustomed to it. Then the signs became more obvious when Michael accidentally smashed an alarm clock to pieces just by hitting the snooze button too hard. Then it became impossible to ignore when he nearly blasted Justin in the face with an accidental energy blast. Somehow, Michael had gained superhuman abilities. Justin ran all manner of tests on him at his lab, and they discovered that Michael had strength and stamina well above the peak of an average human, that his physiology had been improved to the point where he no longer needed to eat, drink, or even breathe; and, most amazingly of all, he could harness solar energy and manipulate solar energy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
At first, Michael just wanted to forget these powers even existed, despite Justin&#039;s pleas to the contrary. To him, they were just another reminder of the time he lost. But this wouldn&#039;t last long, as one day, while Justin was off to work and Michael was left to stew in his thoughts, he saw a news report that some punk supervillain called &amp;quot;Explodo the Great&amp;quot; was holding a bank hostage and that several people had already been injured. Despite the rational part of his mind screaming at him not to get involved, Michael couldn&#039;t just sit by and watch it happen. And so, not even bothering to grab anything that could work as a mask, Michael flew to the scene as fast as he could.&lt;br /&gt;
&lt;br /&gt;
After a brief and, even by his own admission, very sloppy fight against Explodo, Michael managed to defeat the villain and save the day. Justin was ecstatic to learn what he had done, and Michael finally relented and admitted that he needed to use his powers for the greater good. Justin soon got to work designing and producing a costume for Michael, and a few weeks later, he made his proper debut as the solar-powered hero, Photon!&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=400810</id>
		<title>M&amp;M.EmeraldCityHeroes.PauloDeWalshio</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=400810"/>
		<updated>2021-06-14T02:41:13Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added new power and bumped up Perception&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to main WIKI[https://wiki.rpg.net/index.php/M%26M.EmeraldCityHeroes]&lt;br /&gt;
&lt;br /&gt;
==PHOTON [PL 10]==&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: Michael Rhodes&lt;br /&gt;
&lt;br /&gt;
===ATTRIBUTES [10pp]===&lt;br /&gt;
:&#039;&#039;&#039;Strength (STR)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Stamina (STA)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Agility (AGL)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Fighting (FGT)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039; 1&lt;br /&gt;
:&#039;&#039;&#039;Awareness (AWE)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Presence (PRE)&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
===POWERS [73pp]===&lt;br /&gt;
:&#039;&#039;&#039;Atmospheric Flight: Flight 5&#039;&#039;&#039; (Speed: 60 miles/hour, 900 feet/round)&lt;br /&gt;
:&#039;&#039;&#039;. . Space Flight: Movement 1&#039;&#039;&#039; (Alternate; Space Travel 1: within solar system)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Enhanced Physique:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . Perfect Physiology: Immunity 5&#039;&#039;&#039; (Aging, Disease, Starvation &amp;amp; Thirst, Suffocation (All))&lt;br /&gt;
:&#039;&#039;&#039;. . Super Strength: Enhanced Strength 8&#039;&#039;&#039; (+8 STR)&lt;br /&gt;
:&#039;&#039;&#039;. . Super-Stamina: Enhanced Stamina 8&#039;&#039;&#039; (+8 STA)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Full Light Spectrum Perception: Senses 4&#039;&#039;&#039; (Counters Concealment: Visual - Invisibility, Infravision, Ultravision)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Attacks:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . All Light, No Force: Cumulative Affliction 10&#039;&#039;&#039; (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Beam: Damage 8&#039;&#039;&#039; (DC 23; Accurate: +2, Increased Range: ranged, Precise)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Flare: Burst Area Damage 10&#039;&#039;&#039; (DC 25; Burst Area: 30 feet radius sphere, DC 20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Shield: Protection 4&#039;&#039;&#039; (+4 Toughness; Sustained; Activation: move action)&lt;br /&gt;
&lt;br /&gt;
===ADVANTAGES [8pp]===&lt;br /&gt;
:&#039;&#039;&#039;All-out Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Connected: ASTRO Labs&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Improved Initiative 2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Interpose&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Move-by Action&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Power Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Takedown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SKILLS [33pp]===&lt;br /&gt;
:Acrobatics N/A (AGI)&lt;br /&gt;
:Athletics 4 (+12) (STR)&lt;br /&gt;
:Close Combat Grab 6 (+8) (FTG)&lt;br /&gt;
:Close Combat Unarmed 10 (+12) (FTG)&lt;br /&gt;
:Deception 0 (+0) (PRE)&lt;br /&gt;
:Expertise: Science 7 (+8) (INT)&lt;br /&gt;
:Insight 0 (+0) (AWE)&lt;br /&gt;
:Intimidation 0 (+0) (PRE)&lt;br /&gt;
:Investigation N/A (INT)&lt;br /&gt;
:Perception 8 (+8) (AWE)&lt;br /&gt;
:Persuasion 8 (+10) (PRE)&lt;br /&gt;
:Ranged Combat: Solar Energy Attacks 8 (+10) (DEX)&lt;br /&gt;
:Sleight of Hand N/A (DEX)&lt;br /&gt;
:Stealth 0 (+0) (AGI)&lt;br /&gt;
:Technology 7 (+8) (INT)&lt;br /&gt;
:Treatment N/A (INT)&lt;br /&gt;
:Vehicles 10 (+12) (DEX)&lt;br /&gt;
&lt;br /&gt;
===DEFENSIVE [26pp]===&lt;br /&gt;
:Dodge 8&lt;br /&gt;
:Parry 8&lt;br /&gt;
:Fortitude 10&lt;br /&gt;
:Toughness 12&lt;br /&gt;
:Will 10&lt;br /&gt;
&lt;br /&gt;
===OFFENSIVE===&lt;br /&gt;
:Initiative +8&lt;br /&gt;
:All Light, No Force: Cumulative Affliction 10, +10 (DC Fort 20)&lt;br /&gt;
:Grab, +8 (DC Spec 18)&lt;br /&gt;
:Solar Beam: Damage 8, +12 (DC 23)&lt;br /&gt;
:Solar Flare: Burst Area Damage 10 (DC 25)&lt;br /&gt;
:Throw, +2 (DC 23)&lt;br /&gt;
:Unarmed, +12 (DC 23)&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
:&#039;&#039;&#039;Amnesia:&#039;&#039;&#039; Michael has no recollection of what happened to him during the test flight or where he&#039;s been for the past 10 years.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fame:&#039;&#039;&#039; Michael&#039;s disappearance in the early 2010s was headline news, and so was his mysterious return a decade later, looking like he hasn&#039;t aged a day in the intervening time. It&#039;s made maintaining a secret identity pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Man Out of Time:&#039;&#039;&#039; Michael was last on Earth in the early 2010s, so he has a lot of catching up to do with...pretty much everything.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Motivation - Doing Good:&#039;&#039;&#039; Even if doesn&#039;t know how or why he has these powers, Michael is still going to use them to help whoever he can.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Power Loss:&#039;&#039;&#039; Michael can run out of solar energy if he pushes himself too hard or if he&#039;s completely deprived of sunlight for more than a day. If this happens, he&#039;ll lose all of his powers and will need to be exposed to sunlight for at least a few hours to recharge. Additionally, if he isn&#039;t allowed to recharge for 48 hours, he&#039;ll die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; Michael had a loving wife, Julie, and a son, Aiden. Although it&#039;s only felt like a few months for him, they&#039;ve spent 10 years mourning him and then moving on. Naturally, things are...awkward between them now.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; After the test flight incident, Michael&#039;s best friend, Justin Williams, began working for ASTRO Labs so that he could determine what exactly caused Michael&#039;s mysterious disappearance. He has since become one of the Emerald City division&#039;s head researchers. He&#039;s currently allowing Michael to crash on his couch and acts as Michael&#039;s liaison to ASTRO Labs as a whole.&lt;br /&gt;
&lt;br /&gt;
===Backdown===&lt;br /&gt;
&#039;&#039;Attributes 10 + Powers 77 + Advantages 8 + Skills 34 (68 ranks) + Defenses 26 = 155 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History/Backstory===&lt;br /&gt;
Michael Rhodes had about as close to a perfect life as most people can hope for. He had a well-paying job as a test pilot for Nolan Aircrafts, helping to develop and stress-test cutting edge aerospace technology alongside his best friend from college, Justin. He married his high school sweetheart, Julie, and they had a beautiful baby boy called Aiden together. His life outside of his career wasn&#039;t always the most eventful, but it was generally stable and no problems were so great that he could not overcome them with the help of his loved ones.&lt;br /&gt;
&lt;br /&gt;
Then everything changed. ASTRO Labs and Nolan Aircrafts began collaborating on a new prototype jet craft designed to reach heights and speeds far beyond the limits of most other aircraft via an experimental fuel source, and Michael was one of the jet&#039;s primary test pilots. Preliminary tests were business as usual, but something very strange happened on the day of its first flight. Michael took to the skies with no trouble, taking notes all the while, but just before he was meant to come back around for landing, the jet&#039;s controls completely locked up. On the ground, readings of the jet&#039;s altitude and speed began fluctuating wildly, and Michael&#039;s transmissions were becoming increasingly garbled through their radio. The last words from him they could understand where &amp;quot;Oh my god, it&#039;s --&amp;quot; before the jet inexplicably vanished off of their radar. Neither it nor Michael was ever found.&lt;br /&gt;
&lt;br /&gt;
Until ten years later, when a mysterious comet with a bright golden trail crash-landed right outside Emerald City. Authorities investigated and discovered the &amp;quot;comet&amp;quot; in question was actually Michael, comatose and completely unaged in ten years. When Michael awoke a few days later, he was under the custody of AEGIS, and they were very interested to learn where he had been all these years. Unfortunately, he wasn&#039;t of much help in that regard, as he had absolutely no clue what happened to him during the test flight or where had been for ten years; In fact, he was horrified to learn it had even been ten years since that fateful, to him it felt like mere days ago. AEGIS then did their best to acclimate him to the present day, informing him of everything that had happened in the previous decade, particularly the Silver Storm. They then helped get him back in contact with Julie and Aiden, though that was an extremely uncomfortable mixture of a touching family reunion and a harsh realisation that his family had mourned him and eventually managed to move on.&lt;br /&gt;
&lt;br /&gt;
With nothing more that they could do for him, AEGIS set him loose out into a world he barely recognised anymore. Julie offered to let him move in for a while with her and her new husband, Richard, but Michael politely declined. He couldn&#039;t put her (or himself, if he was being honest) through that, especially once he discovered that his mysterious disappearance and equally mysterious return had essentially turned him into an overnight celebrity. Michael tried to get a motel room, but with no money to his name and a bank account that had long been closed, that plan didn&#039;t even get off the ground. Thankfully, he didn&#039;t have to sleep rough, as an old friend quickly got in touch with him.&lt;br /&gt;
&lt;br /&gt;
Justin had never fully believed that Michael had died, and he had even started working at ASTRO Lab to try and prove his theories correct. Though his search was ultimately in vain, he wound up becoming a head researcher for ASTRO Lab&#039;s Emerald City division in the decade he spent with them. Justin let Michael stay with him for as long as he needed, which he was all too happy to accept. Just when it seemed that Michael might have been able to find some sense of normalcy again, however, he and Justin discovered something incredible.&lt;br /&gt;
&lt;br /&gt;
At first, it wasn&#039;t anything major, except that Michael realised he never actually felt hungry or thirsty, he just ate and drank because he was accustomed to it. Then the signs became more obvious when Michael accidentally smashed an alarm clock to pieces just by hitting the snooze button too hard. Then it became impossible to ignore when he nearly blasted Justin in the face with an accidental energy blast. Somehow, Michael had gained superhuman abilities. Justin ran all manner of tests on him at his lab, and they discovered that Michael had strength and stamina well above the peak of an average human, that his physiology had been improved to the point where he no longer needed to eat, drink, or even breathe; and, most amazingly of all, he could harness solar energy and manipulate solar energy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
At first, Michael just wanted to forget these powers even existed, despite Justin&#039;s pleas to the contrary. To him, they were just another reminder of the time he lost. But this wouldn&#039;t last long, as one day, while Justin was off to work and Michael was left to stew in his thoughts, he saw a news report that some punk supervillain called &amp;quot;Explodo the Great&amp;quot; was holding a bank hostage and that several people had already been injured. Despite the rational part of his mind screaming at him not to get involved, Michael couldn&#039;t just sit by and watch it happen. And so, not even bothering to grab anything that could work as a mask, Michael flew to the scene as fast as he could.&lt;br /&gt;
&lt;br /&gt;
After a brief and, even by his own admission, very sloppy fight against Explodo, Michael managed to defeat the villain and save the day. Justin was ecstatic to learn what he had done, and Michael finally relented and admitted that he needed to use his powers for the greater good. Justin soon got to work designing and producing a costume for Michael, and a few weeks later, he made his proper debut as the solar-powered hero, Photon!&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=398060</id>
		<title>M&amp;M.EmeraldCityHeroes.PauloDeWalshio</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=398060"/>
		<updated>2021-03-25T03:29:06Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: /* Backdown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to main WIKI[https://wiki.rpg.net/index.php/M%26M.EmeraldCityHeroes]&lt;br /&gt;
&lt;br /&gt;
==PHOTON [PL 10]==&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: Michael Rhodes&lt;br /&gt;
&lt;br /&gt;
===ATTRIBUTES [10pp]===&lt;br /&gt;
:&#039;&#039;&#039;Strength (STR)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Stamina (STA)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Agility (AGL)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Fighting (FGT)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039; 1&lt;br /&gt;
:&#039;&#039;&#039;Awareness (AWE)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Presence (PRE)&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
===POWERS [73pp]===&lt;br /&gt;
:&#039;&#039;&#039;Atmospheric Flight: Flight 5&#039;&#039;&#039; (Speed: 60 miles/hour, 900 feet/round)&lt;br /&gt;
:&#039;&#039;&#039;. . Space Flight: Movement 1&#039;&#039;&#039; (Alternate; Space Travel 1: within solar system)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Enhanced Physique:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . Perfect Physiology: Immunity 5&#039;&#039;&#039; (Aging, Disease, Starvation &amp;amp; Thirst, Suffocation (All))&lt;br /&gt;
:&#039;&#039;&#039;. . Super Strength: Enhanced Strength 8&#039;&#039;&#039; (+8 STR)&lt;br /&gt;
:&#039;&#039;&#039;. . Super-Stamina: Enhanced Stamina 8&#039;&#039;&#039; (+8 STA)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Attacks:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . All Light, No Force: Cumulative Affliction 10&#039;&#039;&#039; (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Beam: Damage 8&#039;&#039;&#039; (DC 23; Accurate: +2, Increased Range: ranged, Precise)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Flare: Burst Area Damage 10&#039;&#039;&#039; (DC 25; Burst Area: 30 feet radius sphere, DC 20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Shield: Protection 4&#039;&#039;&#039; (+4 Toughness; Sustained; Activation: move action)&lt;br /&gt;
&lt;br /&gt;
===ADVANTAGES [8pp]===&lt;br /&gt;
:&#039;&#039;&#039;All-out Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Connected: ASTRO Labs&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Improved Initiative 2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Interpose&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Move-by Action&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Power Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Takedown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SKILLS [33pp]===&lt;br /&gt;
:Acrobatics N/A (AGI)&lt;br /&gt;
:Athletics 4 (+12) (STR)&lt;br /&gt;
:Close Combat Grab 6 (+8) (FTG)&lt;br /&gt;
:Close Combat Unarmed 10 (+12) (FTG)&lt;br /&gt;
:Deception 0 (+0) (PRE)&lt;br /&gt;
:Expertise: Science 7 (+8) (INT)&lt;br /&gt;
:Insight 0 (+0) (AWE)&lt;br /&gt;
:Intimidation 0 (+0) (PRE)&lt;br /&gt;
:Investigation N/A (INT)&lt;br /&gt;
:Perception 6 (+6) (AWE)&lt;br /&gt;
:Persuasion 8 (+10) (PRE)&lt;br /&gt;
:Ranged Combat: Solar Energy Attacks 8 (+10) (DEX)&lt;br /&gt;
:Sleight of Hand N/A (DEX)&lt;br /&gt;
:Stealth 0 (+0) (AGI)&lt;br /&gt;
:Technology 7 (+8) (INT)&lt;br /&gt;
:Treatment N/A (INT)&lt;br /&gt;
:Vehicles 10 (+12) (DEX)&lt;br /&gt;
&lt;br /&gt;
===DEFENSIVE [26pp]===&lt;br /&gt;
:Dodge 8&lt;br /&gt;
:Parry 8&lt;br /&gt;
:Fortitude 10&lt;br /&gt;
:Toughness 12&lt;br /&gt;
:Will 10&lt;br /&gt;
&lt;br /&gt;
===OFFENSIVE===&lt;br /&gt;
:Initiative +8&lt;br /&gt;
:All Light, No Force: Cumulative Affliction 10, +10 (DC Fort 20)&lt;br /&gt;
:Grab, +8 (DC Spec 18)&lt;br /&gt;
:Solar Beam: Damage 8, +12 (DC 23)&lt;br /&gt;
:Solar Flare: Burst Area Damage 10 (DC 25)&lt;br /&gt;
:Throw, +2 (DC 23)&lt;br /&gt;
:Unarmed, +12 (DC 23)&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
:&#039;&#039;&#039;Amnesia:&#039;&#039;&#039; Michael has no recollection of what happened to him during the test flight or where he&#039;s been for the past 10 years.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fame:&#039;&#039;&#039; Michael&#039;s disappearance in the early 2010s was headline news, and so was his mysterious return a decade later, looking like he hasn&#039;t aged a day in the intervening time. It&#039;s made maintaining a secret identity pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Man Out of Time:&#039;&#039;&#039; Michael was last on Earth in the early 2010s, so he has a lot of catching up to do with...pretty much everything.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Motivation - Doing Good:&#039;&#039;&#039; Even if doesn&#039;t know how or why he has these powers, Michael is still going to use them to help whoever he can.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Power Loss:&#039;&#039;&#039; Michael can run out of solar energy if he pushes himself too hard or if he&#039;s completely deprived of sunlight for more than a day. If this happens, he&#039;ll lose all of his powers and will need to be exposed to sunlight for at least a few hours to recharge. Additionally, if he isn&#039;t allowed to recharge for 48 hours, he&#039;ll die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; Michael had a loving wife, Julie, and a son, Aiden. Although it&#039;s only felt like a few months for him, they&#039;ve spent 10 years mourning him and then moving on. Naturally, things are...awkward between them now.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; After the test flight incident, Michael&#039;s best friend, Justin Williams, began working for ASTRO Labs so that he could determine what exactly caused Michael&#039;s mysterious disappearance. He has since become one of the Emerald City division&#039;s head researchers. He&#039;s currently allowing Michael to crash on his couch and acts as Michael&#039;s liaison to ASTRO Labs as a whole.&lt;br /&gt;
&lt;br /&gt;
===Backdown===&lt;br /&gt;
&#039;&#039;Attributes 10 + Powers 73 + Advantages 8 + Skills 33 (66 ranks) + Defenses 26 = 150 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 points banked&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===History/Backstory===&lt;br /&gt;
Michael Rhodes had about as close to a perfect life as most people can hope for. He had a well-paying job as a test pilot for Nolan Aircrafts, helping to develop and stress-test cutting edge aerospace technology alongside his best friend from college, Justin. He married his high school sweetheart, Julie, and they had a beautiful baby boy called Aiden together. His life outside of his career wasn&#039;t always the most eventful, but it was generally stable and no problems were so great that he could not overcome them with the help of his loved ones.&lt;br /&gt;
&lt;br /&gt;
Then everything changed. ASTRO Labs and Nolan Aircrafts began collaborating on a new prototype jet craft designed to reach heights and speeds far beyond the limits of most other aircraft via an experimental fuel source, and Michael was one of the jet&#039;s primary test pilots. Preliminary tests were business as usual, but something very strange happened on the day of its first flight. Michael took to the skies with no trouble, taking notes all the while, but just before he was meant to come back around for landing, the jet&#039;s controls completely locked up. On the ground, readings of the jet&#039;s altitude and speed began fluctuating wildly, and Michael&#039;s transmissions were becoming increasingly garbled through their radio. The last words from him they could understand where &amp;quot;Oh my god, it&#039;s --&amp;quot; before the jet inexplicably vanished off of their radar. Neither it nor Michael was ever found.&lt;br /&gt;
&lt;br /&gt;
Until ten years later, when a mysterious comet with a bright golden trail crash-landed right outside Emerald City. Authorities investigated and discovered the &amp;quot;comet&amp;quot; in question was actually Michael, comatose and completely unaged in ten years. When Michael awoke a few days later, he was under the custody of AEGIS, and they were very interested to learn where he had been all these years. Unfortunately, he wasn&#039;t of much help in that regard, as he had absolutely no clue what happened to him during the test flight or where had been for ten years; In fact, he was horrified to learn it had even been ten years since that fateful, to him it felt like mere days ago. AEGIS then did their best to acclimate him to the present day, informing him of everything that had happened in the previous decade, particularly the Silver Storm. They then helped get him back in contact with Julie and Aiden, though that was an extremely uncomfortable mixture of a touching family reunion and a harsh realisation that his family had mourned him and eventually managed to move on.&lt;br /&gt;
&lt;br /&gt;
With nothing more that they could do for him, AEGIS set him loose out into a world he barely recognised anymore. Julie offered to let him move in for a while with her and her new husband, Richard, but Michael politely declined. He couldn&#039;t put her (or himself, if he was being honest) through that, especially once he discovered that his mysterious disappearance and equally mysterious return had essentially turned him into an overnight celebrity. Michael tried to get a motel room, but with no money to his name and a bank account that had long been closed, that plan didn&#039;t even get off the ground. Thankfully, he didn&#039;t have to sleep rough, as an old friend quickly got in touch with him.&lt;br /&gt;
&lt;br /&gt;
Justin had never fully believed that Michael had died, and he had even started working at ASTRO Lab to try and prove his theories correct. Though his search was ultimately in vain, he wound up becoming a head researcher for ASTRO Lab&#039;s Emerald City division in the decade he spent with them. Justin let Michael stay with him for as long as he needed, which he was all too happy to accept. Just when it seemed that Michael might have been able to find some sense of normalcy again, however, he and Justin discovered something incredible.&lt;br /&gt;
&lt;br /&gt;
At first, it wasn&#039;t anything major, except that Michael realised he never actually felt hungry or thirsty, he just ate and drank because he was accustomed to it. Then the signs became more obvious when Michael accidentally smashed an alarm clock to pieces just by hitting the snooze button too hard. Then it became impossible to ignore when he nearly blasted Justin in the face with an accidental energy blast. Somehow, Michael had gained superhuman abilities. Justin ran all manner of tests on him at his lab, and they discovered that Michael had strength and stamina well above the peak of an average human, that his physiology had been improved to the point where he no longer needed to eat, drink, or even breathe; and, most amazingly of all, he could harness solar energy and manipulate solar energy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
At first, Michael just wanted to forget these powers even existed, despite Justin&#039;s pleas to the contrary. To him, they were just another reminder of the time he lost. But this wouldn&#039;t last long, as one day, while Justin was off to work and Michael was left to stew in his thoughts, he saw a news report that some punk supervillain called &amp;quot;Explodo the Great&amp;quot; was holding a bank hostage and that several people had already been injured. Despite the rational part of his mind screaming at him not to get involved, Michael couldn&#039;t just sit by and watch it happen. And so, not even bothering to grab anything that could work as a mask, Michael flew to the scene as fast as he could.&lt;br /&gt;
&lt;br /&gt;
After a brief and, even by his own admission, very sloppy fight against Explodo, Michael managed to defeat the villain and save the day. Justin was ecstatic to learn what he had done, and Michael finally relented and admitted that he needed to use his powers for the greater good. Justin soon got to work designing and producing a costume for Michael, and a few weeks later, he made his proper debut as the solar-powered hero, Photon!&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=396214</id>
		<title>M&amp;M.EmeraldCityHeroes.PauloDeWalshio</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=396214"/>
		<updated>2021-02-15T06:06:35Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added banked point to point breakdown&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to main WIKI[https://wiki.rpg.net/index.php/M%26M.EmeraldCityHeroes]&lt;br /&gt;
&lt;br /&gt;
==PHOTON [PL 10]==&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: Michael Rhodes&lt;br /&gt;
&lt;br /&gt;
===ATTRIBUTES [10pp]===&lt;br /&gt;
:&#039;&#039;&#039;Strength (STR)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Stamina (STA)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Agility (AGL)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Fighting (FGT)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039; 1&lt;br /&gt;
:&#039;&#039;&#039;Awareness (AWE)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Presence (PRE)&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
===POWERS [73pp]===&lt;br /&gt;
:&#039;&#039;&#039;Atmospheric Flight: Flight 5&#039;&#039;&#039; (Speed: 60 miles/hour, 900 feet/round)&lt;br /&gt;
:&#039;&#039;&#039;. . Space Flight: Movement 1&#039;&#039;&#039; (Alternate; Space Travel 1: within solar system)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Enhanced Physique:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . Perfect Physiology: Immunity 5&#039;&#039;&#039; (Aging, Disease, Starvation &amp;amp; Thirst, Suffocation (All))&lt;br /&gt;
:&#039;&#039;&#039;. . Super Strength: Enhanced Strength 8&#039;&#039;&#039; (+8 STR)&lt;br /&gt;
:&#039;&#039;&#039;. . Super-Stamina: Enhanced Stamina 8&#039;&#039;&#039; (+8 STA)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Attacks:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . All Light, No Force: Cumulative Affliction 10&#039;&#039;&#039; (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Beam: Damage 8&#039;&#039;&#039; (DC 23; Accurate: +2, Increased Range: ranged, Precise)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Flare: Burst Area Damage 10&#039;&#039;&#039; (DC 25; Burst Area: 30 feet radius sphere, DC 20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Shield: Protection 4&#039;&#039;&#039; (+4 Toughness; Sustained; Activation: move action)&lt;br /&gt;
&lt;br /&gt;
===ADVANTAGES [8pp]===&lt;br /&gt;
:&#039;&#039;&#039;All-out Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Connected: ASTRO Labs&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Improved Initiative 2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Interpose&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Move-by Action&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Power Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Takedown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SKILLS [33pp]===&lt;br /&gt;
:Acrobatics N/A (AGI)&lt;br /&gt;
:Athletics 4 (+12) (STR)&lt;br /&gt;
:Close Combat Grab 6 (+8) (FTG)&lt;br /&gt;
:Close Combat Unarmed 10 (+12) (FTG)&lt;br /&gt;
:Deception 0 (+0) (PRE)&lt;br /&gt;
:Expertise: Science 7 (+8) (INT)&lt;br /&gt;
:Insight 0 (+0) (AWE)&lt;br /&gt;
:Intimidation 0 (+0) (PRE)&lt;br /&gt;
:Investigation N/A (INT)&lt;br /&gt;
:Perception 6 (+6) (AWE)&lt;br /&gt;
:Persuasion 8 (+10) (PRE)&lt;br /&gt;
:Ranged Combat: Solar Energy Attacks 8 (+10) (DEX)&lt;br /&gt;
:Sleight of Hand N/A (DEX)&lt;br /&gt;
:Stealth 0 (+0) (AGI)&lt;br /&gt;
:Technology 7 (+8) (INT)&lt;br /&gt;
:Treatment N/A (INT)&lt;br /&gt;
:Vehicles 10 (+12) (DEX)&lt;br /&gt;
&lt;br /&gt;
===DEFENSIVE [26pp]===&lt;br /&gt;
:Dodge 8&lt;br /&gt;
:Parry 8&lt;br /&gt;
:Fortitude 10&lt;br /&gt;
:Toughness 12&lt;br /&gt;
:Will 10&lt;br /&gt;
&lt;br /&gt;
===OFFENSIVE===&lt;br /&gt;
:Initiative +8&lt;br /&gt;
:All Light, No Force: Cumulative Affliction 10, +10 (DC Fort 20)&lt;br /&gt;
:Grab, +8 (DC Spec 18)&lt;br /&gt;
:Solar Beam: Damage 8, +12 (DC 23)&lt;br /&gt;
:Solar Flare: Burst Area Damage 10 (DC 25)&lt;br /&gt;
:Throw, +2 (DC 23)&lt;br /&gt;
:Unarmed, +12 (DC 23)&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
:&#039;&#039;&#039;Amnesia:&#039;&#039;&#039; Michael has no recollection of what happened to him during the test flight or where he&#039;s been for the past 10 years.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fame:&#039;&#039;&#039; Michael&#039;s disappearance in the early 2010s was headline news, and so was his mysterious return a decade later, looking like he hasn&#039;t aged a day in the intervening time. It&#039;s made maintaining a secret identity pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Man Out of Time:&#039;&#039;&#039; Michael was last on Earth in the early 2010s, so he has a lot of catching up to do with...pretty much everything.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Motivation - Doing Good:&#039;&#039;&#039; Even if doesn&#039;t know how or why he has these powers, Michael is still going to use them to help whoever he can.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Power Loss:&#039;&#039;&#039; Michael can run out of solar energy if he pushes himself too hard or if he&#039;s completely deprived of sunlight for more than a day. If this happens, he&#039;ll lose all of his powers and will need to be exposed to sunlight for at least a few hours to recharge. Additionally, if he isn&#039;t allowed to recharge for 48 hours, he&#039;ll die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; Michael had a loving wife, Julie, and a son, Aiden. Although it&#039;s only felt like a few months for him, they&#039;ve spent 10 years mourning him and then moving on. Naturally, things are...awkward between them now.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; After the test flight incident, Michael&#039;s best friend, Justin Williams, began working for ASTRO Labs so that he could determine what exactly caused Michael&#039;s mysterious disappearance. He has since become one of the Emerald City division&#039;s head researchers. He&#039;s currently allowing Michael to crash on his couch and acts as Michael&#039;s liaison to ASTRO Labs as a whole.&lt;br /&gt;
&lt;br /&gt;
===Backdown===&lt;br /&gt;
&#039;&#039;Attributes 10 + Powers 73 + Advantages 8 + Skills 33 (66 ranks) + Defenses 26 = 150 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1 point banked&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===History/Backstory===&lt;br /&gt;
Michael Rhodes had about as close to a perfect life as most people can hope for. He had a well-paying job as a test pilot for Nolan Aircrafts, helping to develop and stress-test cutting edge aerospace technology alongside his best friend from college, Justin. He married his high school sweetheart, Julie, and they had a beautiful baby boy called Aiden together. His life outside of his career wasn&#039;t always the most eventful, but it was generally stable and no problems were so great that he could not overcome them with the help of his loved ones.&lt;br /&gt;
&lt;br /&gt;
Then everything changed. ASTRO Labs and Nolan Aircrafts began collaborating on a new prototype jet craft designed to reach heights and speeds far beyond the limits of most other aircraft via an experimental fuel source, and Michael was one of the jet&#039;s primary test pilots. Preliminary tests were business as usual, but something very strange happened on the day of its first flight. Michael took to the skies with no trouble, taking notes all the while, but just before he was meant to come back around for landing, the jet&#039;s controls completely locked up. On the ground, readings of the jet&#039;s altitude and speed began fluctuating wildly, and Michael&#039;s transmissions were becoming increasingly garbled through their radio. The last words from him they could understand where &amp;quot;Oh my god, it&#039;s --&amp;quot; before the jet inexplicably vanished off of their radar. Neither it nor Michael was ever found.&lt;br /&gt;
&lt;br /&gt;
Until ten years later, when a mysterious comet with a bright golden trail crash-landed right outside Emerald City. Authorities investigated and discovered the &amp;quot;comet&amp;quot; in question was actually Michael, comatose and completely unaged in ten years. When Michael awoke a few days later, he was under the custody of AEGIS, and they were very interested to learn where he had been all these years. Unfortunately, he wasn&#039;t of much help in that regard, as he had absolutely no clue what happened to him during the test flight or where had been for ten years; In fact, he was horrified to learn it had even been ten years since that fateful, to him it felt like mere days ago. AEGIS then did their best to acclimate him to the present day, informing him of everything that had happened in the previous decade, particularly the Silver Storm. They then helped get him back in contact with Julie and Aiden, though that was an extremely uncomfortable mixture of a touching family reunion and a harsh realisation that his family had mourned him and eventually managed to move on.&lt;br /&gt;
&lt;br /&gt;
With nothing more that they could do for him, AEGIS set him loose out into a world he barely recognised anymore. Julie offered to let him move in for a while with her and her new husband, Richard, but Michael politely declined. He couldn&#039;t put her (or himself, if he was being honest) through that, especially once he discovered that his mysterious disappearance and equally mysterious return had essentially turned him into an overnight celebrity. Michael tried to get a motel room, but with no money to his name and a bank account that had long been closed, that plan didn&#039;t even get off the ground. Thankfully, he didn&#039;t have to sleep rough, as an old friend quickly got in touch with him.&lt;br /&gt;
&lt;br /&gt;
Justin had never fully believed that Michael had died, and he had even started working at ASTRO Lab to try and prove his theories correct. Though his search was ultimately in vain, he wound up becoming a head researcher for ASTRO Lab&#039;s Emerald City division in the decade he spent with them. Justin let Michael stay with him for as long as he needed, which he was all too happy to accept. Just when it seemed that Michael might have been able to find some sense of normalcy again, however, he and Justin discovered something incredible.&lt;br /&gt;
&lt;br /&gt;
At first, it wasn&#039;t anything major, except that Michael realised he never actually felt hungry or thirsty, he just ate and drank because he was accustomed to it. Then the signs became more obvious when Michael accidentally smashed an alarm clock to pieces just by hitting the snooze button too hard. Then it became impossible to ignore when he nearly blasted Justin in the face with an accidental energy blast. Somehow, Michael had gained superhuman abilities. Justin ran all manner of tests on him at his lab, and they discovered that Michael had strength and stamina well above the peak of an average human, that his physiology had been improved to the point where he no longer needed to eat, drink, or even breathe; and, most amazingly of all, he could harness solar energy and manipulate solar energy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
At first, Michael just wanted to forget these powers even existed, despite Justin&#039;s pleas to the contrary. To him, they were just another reminder of the time he lost. But this wouldn&#039;t last long, as one day, while Justin was off to work and Michael was left to stew in his thoughts, he saw a news report that some punk supervillain called &amp;quot;Explodo the Great&amp;quot; was holding a bank hostage and that several people had already been injured. Despite the rational part of his mind screaming at him not to get involved, Michael couldn&#039;t just sit by and watch it happen. And so, not even bothering to grab anything that could work as a mask, Michael flew to the scene as fast as he could.&lt;br /&gt;
&lt;br /&gt;
After a brief and, even by his own admission, very sloppy fight against Explodo, Michael managed to defeat the villain and save the day. Justin was ecstatic to learn what he had done, and Michael finally relented and admitted that he needed to use his powers for the greater good. Justin soon got to work designing and producing a costume for Michael, and a few weeks later, he made his proper debut as the solar-powered hero, Photon!&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=392342</id>
		<title>M&amp;M.EmeraldCityHeroes.PauloDeWalshio</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=M%26M.EmeraldCityHeroes.PauloDeWalshio&amp;diff=392342"/>
		<updated>2021-01-07T20:15:18Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added Character Sheet details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to main WIKI[https://wiki.rpg.net/index.php/M%26M.EmeraldCityHeroes]&lt;br /&gt;
&lt;br /&gt;
==Photon==&lt;br /&gt;
&#039;&#039;&#039;Real Name&#039;&#039;&#039;: Michael Rhodes&lt;br /&gt;
&lt;br /&gt;
===ATTRIBUTES [10pp]===&lt;br /&gt;
:&#039;&#039;&#039;Strength (STR)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Stamina (STA)&#039;&#039;&#039; 8&lt;br /&gt;
:&#039;&#039;&#039;Agility (AGL)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Dexterity (DEX)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Fighting (FGT)&#039;&#039;&#039; 2&lt;br /&gt;
:&#039;&#039;&#039;Intelligence (INT)&#039;&#039;&#039; 1&lt;br /&gt;
:&#039;&#039;&#039;Awareness (AWE)&#039;&#039;&#039; 0&lt;br /&gt;
:&#039;&#039;&#039;Presence (PRE)&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
===POWERS [73pp]===&lt;br /&gt;
:&#039;&#039;&#039;Atmospheric Flight: Flight 5&#039;&#039;&#039; (Speed: 60 miles/hour, 900 feet/round)&lt;br /&gt;
:&#039;&#039;&#039;. . Space Flight: Movement 1&#039;&#039;&#039; (Alternate; Space Travel 1: within solar system)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Enhanced Physique:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . Perfect Physiology: Immunity 5&#039;&#039;&#039; (Aging, Disease, Starvation &amp;amp; Thirst, Suffocation (All))&lt;br /&gt;
:&#039;&#039;&#039;. . Super Strength: Enhanced Strength 8&#039;&#039;&#039; (+8 STR)&lt;br /&gt;
:&#039;&#039;&#039;. . Super-Stamina: Enhanced Stamina 8&#039;&#039;&#039; (+8 STA)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Attacks:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;. . All Light, No Force: Cumulative Affliction 10&#039;&#039;&#039; (1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Visual)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Beam: Damage 8&#039;&#039;&#039; (DC 23; Accurate: +2, Increased Range: ranged, Precise)&lt;br /&gt;
:&#039;&#039;&#039;. . Solar Flare: Burst Area Damage 10&#039;&#039;&#039; (DC 25; Burst Area: 30 feet radius sphere, DC 20)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Solar Energy Shield: Protection 4&#039;&#039;&#039; (+4 Toughness; Sustained; Activation: move action)&lt;br /&gt;
&lt;br /&gt;
===ADVANTAGES [8pp]===&lt;br /&gt;
:&#039;&#039;&#039;All-out Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Connected: ASTRO Labs&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Improved Initiative 2&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Interpose&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Move-by Action&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Power Attack&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Takedown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===SKILLS [33pp]===&lt;br /&gt;
:Acrobatics N/A (AGI)&lt;br /&gt;
:Athletics 4 (+12) (STR)&lt;br /&gt;
:Close Combat Grab 6 (+8) (FTG)&lt;br /&gt;
:Close Combat Unarmed 10 (+12) (FTG)&lt;br /&gt;
:Deception 0 (+0) (PRE)&lt;br /&gt;
:Expertise: Science 7 (+8) (INT)&lt;br /&gt;
:Insight 0 (+0) (AWE)&lt;br /&gt;
:Intimidation 0 (+0) (PRE)&lt;br /&gt;
:Investigation N/A (INT)&lt;br /&gt;
:Perception 6 (+6) (AWE)&lt;br /&gt;
:Persuasion 8 (+10) (PRE)&lt;br /&gt;
:Ranged Combat: Solar Energy Attacks 8 (+10) (DEX)&lt;br /&gt;
:Sleight of Hand N/A (DEX)&lt;br /&gt;
:Stealth 0 (+0) (AGI)&lt;br /&gt;
:Technology 7 (+8) (INT)&lt;br /&gt;
:Treatment N/A (INT)&lt;br /&gt;
:Vehicles 10 (+12) (DEX)&lt;br /&gt;
&lt;br /&gt;
===DEFENSIVE [26pp]===&lt;br /&gt;
:Dodge 8&lt;br /&gt;
:Parry 8&lt;br /&gt;
:Fortitude 10&lt;br /&gt;
:Toughness 12&lt;br /&gt;
:Will 10&lt;br /&gt;
&lt;br /&gt;
===OFFENSIVE===&lt;br /&gt;
:Initiative +8&lt;br /&gt;
:All Light, No Force: Cumulative Affliction 10, +10 (DC Fort 20)&lt;br /&gt;
:Grab, +8 (DC Spec 18)&lt;br /&gt;
:Solar Beam: Damage 8, +12 (DC 23)&lt;br /&gt;
:Solar Flare: Burst Area Damage 10 (DC 25)&lt;br /&gt;
:Throw, +2 (DC 23)&lt;br /&gt;
:Unarmed, +12 (DC 23)&lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
:&#039;&#039;&#039;Amnesia:&#039;&#039;&#039; Michael has no recollection of what happened to him during the test flight or where he&#039;s been for the past 10 years.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Fame:&#039;&#039;&#039; Michael&#039;s disappearance in the early 2010s was headline news, and so was his mysterious return a decade later, looking like he hasn&#039;t aged a day in the intervening time. It&#039;s made maintaining a secret identity pretty much impossible.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Man Out of Time:&#039;&#039;&#039; Michael was last on Earth in the early 2010s, so he has a lot of catching up to do with...pretty much everything.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Motivation - Doing Good:&#039;&#039;&#039; Even if doesn&#039;t know how or why he has these powers, Michael is still going to use them to help whoever he can.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Power Loss:&#039;&#039;&#039; Michael can run out of solar energy if he pushes himself too hard or if he&#039;s completely deprived of sunlight for more than a day. If this happens, he&#039;ll lose all of his powers and will need to be exposed to sunlight for at least a few hours to recharge. Additionally, if he isn&#039;t allowed to recharge for 48 hours, he&#039;ll die.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; Michael had a loving wife, Julie, and a son, Aiden. Although it&#039;s only felt like a few months for him, they&#039;ve spent 10 years mourning him and then moving on. Naturally, things are...awkward between them now.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Relationship:&#039;&#039;&#039; After the test flight incident, Michael&#039;s best friend, Justin Williams, began working for ASTRO Labs so that he could determine what exactly caused Michael&#039;s mysterious disappearance. He has since become one of the Emerald City division&#039;s head researchers. He&#039;s currently allowing Michael to crash on his couch and acts as Michael&#039;s liaison to ASTRO Labs as a whole.&lt;br /&gt;
&lt;br /&gt;
===Backdown===&lt;br /&gt;
&#039;&#039;Attributes 10 + Powers 73 + Advantages 8 + Skills 33 (66 ranks) + Defenses 26 = 150 points&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===History/Backstory===&lt;br /&gt;
Michael Rhodes had about as close to a perfect life as most people can hope for. He had a well-paying job as a test pilot for Nolan Aircrafts, helping to develop and stress-test cutting edge aerospace technology alongside his best friend from college, Justin. He married his high school sweetheart, Julie, and they had a beautiful baby boy called Aiden together. His life outside of his career wasn&#039;t always the most eventful, but it was generally stable and no problems were so great that he could not overcome them with the help of his loved ones.&lt;br /&gt;
&lt;br /&gt;
Then everything changed. ASTRO Labs and Nolan Aircrafts began collaborating on a new prototype jet craft designed to reach heights and speeds far beyond the limits of most other aircraft via an experimental fuel source, and Michael was one of the jet&#039;s primary test pilots. Preliminary tests were business as usual, but something very strange happened on the day of its first flight. Michael took to the skies with no trouble, taking notes all the while, but just before he was meant to come back around for landing, the jet&#039;s controls completely locked up. On the ground, readings of the jet&#039;s altitude and speed began fluctuating wildly, and Michael&#039;s transmissions were becoming increasingly garbled through their radio. The last words from him they could understand where &amp;quot;Oh my god, it&#039;s --&amp;quot; before the jet inexplicably vanished off of their radar. Neither it nor Michael was ever found.&lt;br /&gt;
&lt;br /&gt;
Until ten years later, when a mysterious comet with a bright golden trail crash-landed right outside Emerald City. Authorities investigated and discovered the &amp;quot;comet&amp;quot; in question was actually Michael, comatose and completely unaged in ten years. When Michael awoke a few days later, he was under the custody of AEGIS, and they were very interested to learn where he had been all these years. Unfortunately, he wasn&#039;t of much help in that regard, as he had absolutely no clue what happened to him during the test flight or where had been for ten years; In fact, he was horrified to learn it had even been ten years since that fateful, to him it felt like mere days ago. AEGIS then did their best to acclimate him to the present day, informing him of everything that had happened in the previous decade, particularly the Silver Storm. They then helped get him back in contact with Julie and Aiden, though that was an extremely uncomfortable mixture of a touching family reunion and a harsh realisation that his family had mourned him and eventually managed to move on.&lt;br /&gt;
&lt;br /&gt;
With nothing more that they could do for him, AEGIS set him loose out into a world he barely recognised anymore. Julie offered to let him move in for a while with her and her new husband, Richard, but Michael politely declined. He couldn&#039;t put her (or himself, if he was being honest) through that, especially once he discovered that his mysterious disappearance and equally mysterious return had essentially turned him into an overnight celebrity. Michael tried to get a motel room, but with no money to his name and a bank account that had long been closed, that plan didn&#039;t even get off the ground. Thankfully, he didn&#039;t have to sleep rough, as an old friend quickly got in touch with him.&lt;br /&gt;
&lt;br /&gt;
Justin had never fully believed that Michael had died, and he had even started working at ASTRO Lab to try and prove his theories correct. Though his search was ultimately in vain, he wound up becoming a head researcher for ASTRO Lab&#039;s Emerald City division in the decade he spent with them. Justin let Michael stay with him for as long as he needed, which he was all too happy to accept. Just when it seemed that Michael might have been able to find some sense of normalcy again, however, he and Justin discovered something incredible.&lt;br /&gt;
&lt;br /&gt;
At first, it wasn&#039;t anything major, except that Michael realised he never actually felt hungry or thirsty, he just ate and drank because he was accustomed to it. Then the signs became more obvious when Michael accidentally smashed an alarm clock to pieces just by hitting the snooze button too hard. Then it became impossible to ignore when he nearly blasted Justin in the face with an accidental energy blast. Somehow, Michael had gained superhuman abilities. Justin ran all manner of tests on him at his lab, and they discovered that Michael had strength and stamina well above the peak of an average human, that his physiology had been improved to the point where he no longer needed to eat, drink, or even breathe; and, most amazingly of all, he could harness solar energy and manipulate solar energy for a variety of purposes.&lt;br /&gt;
&lt;br /&gt;
At first, Michael just wanted to forget these powers even existed, despite Justin&#039;s pleas to the contrary. To him, they were just another reminder of the time he lost. But this wouldn&#039;t last long, as one day, while Justin was off to work and Michael was left to stew in his thoughts, he saw a news report that some punk supervillain called &amp;quot;Explodo the Great&amp;quot; was holding a bank hostage and that several people had already been injured. Despite the rational part of his mind screaming at him not to get involved, Michael couldn&#039;t just sit by and watch it happen. And so, not even bothering to grab anything that could work as a mask, Michael flew to the scene as fast as he could.&lt;br /&gt;
&lt;br /&gt;
After a brief and, even by his own admission, very sloppy fight against Explodo, Michael managed to defeat the villain and save the day. Justin was ecstatic to learn what he had done, and Michael finally relented and admitted that he needed to use his powers for the greater good. Justin soon got to work designing and producing a costume for Michael, and a few weeks later, he made his proper debut as the solar-powered hero, Photon!&lt;br /&gt;
&lt;br /&gt;
===Pesonality/Tactics===&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339908</id>
		<title>Kresh the Kind</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339908"/>
		<updated>2018-06-23T19:30:45Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Block==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CON&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;INT&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;WIS&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CHA&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16||12 ||16 || 10||13 || 8&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Level: 2&lt;br /&gt;
*Race: Half-orc&lt;br /&gt;
*Class: Barbarian&lt;br /&gt;
**Subclass:&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
&lt;br /&gt;
*Proficiency bonus: +2&lt;br /&gt;
*Total Hit Points: 28&lt;br /&gt;
*Passive Perception: 13&lt;br /&gt;
*Armor Class: 14&lt;br /&gt;
&lt;br /&gt;
*Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.&lt;br /&gt;
*Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.&lt;br /&gt;
*Bond: I ran away from the Ura&#039;Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.&lt;br /&gt;
*Flaw: The krazkar painted onto my body will always mark me as a member of the Ura&#039;Gar clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to &#039;honor marks&#039;) of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura&#039;Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies and Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Arcana (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +5&lt;br /&gt;
*Deception (Cha) +&lt;br /&gt;
*History (Int) +&lt;br /&gt;
*Insight (Wis) +&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +1&lt;br /&gt;
*Investigation (Int) +&lt;br /&gt;
*Medicine (Wis) +&lt;br /&gt;
*Nature (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +&lt;br /&gt;
*Persuasion (Cha) +&lt;br /&gt;
*Religion (Int) +&lt;br /&gt;
*Sleight of Hand (Dex) +&lt;br /&gt;
*Stealth (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving Throws: Str +5, Con +5&lt;br /&gt;
*Languages: Common, Orcish, Goblin.&lt;br /&gt;
*Tools: Drums &lt;br /&gt;
*Training: ---&lt;br /&gt;
*Weapons and Armor: Light, medium, shields, all weapons.&lt;br /&gt;
&lt;br /&gt;
==Spells and Features and Feats==&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Relentless Endurance: once per LR, drop to 1 HP instead of 0.&lt;br /&gt;
*Savage Attacks: when you score a critical hit, roll one additional weapon damage die.&lt;br /&gt;
*Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.&lt;br /&gt;
*Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.&lt;br /&gt;
*Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
*Danger Sense: You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can&#039;t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armor==&lt;br /&gt;
*Greataxe +5 1d12+3 slash&lt;br /&gt;
*Handaxe +5 1d6+3 slash, 2.&lt;br /&gt;
*Javelin +5 1d6+3 piercing, 4.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Kresh was born into the Ura&#039;Gar Clan (which roughly translates to &amp;quot;Ancestor&#039;s Chosen&amp;quot; in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council&#039;s lands. Born to one of the tribe&#039;s fiercest warriors and one of the few humans worthy enough to be considered Ura&#039;Gar, it was believed that Kresh was destined to become one of the tribe&#039;s deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him &#039;Kresh the Softy&#039; and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - &#039;Kresh the Berserker&#039;, and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars. &lt;br /&gt;
&lt;br /&gt;
Kresh celebrated with the rest of the clan and happily received his first krazkars - &#039;honour marks&#039;, permanent tattoos that each symbolise some great accomplishment or victory - but he couldn&#039;t help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura&#039;Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council&#039;s land that had been spotted encroaching on the Ura&#039;Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest&#039;s words. He decided that, while he obviously couldn&#039;t allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest&#039;s head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.&lt;br /&gt;
&lt;br /&gt;
The next morning, the rest of the Ura&#039;Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn&#039;t allow it, however, and said that, if he wouldn&#039;t accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil&#039;s, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.&lt;br /&gt;
&lt;br /&gt;
Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he&#039;d talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura&#039;Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - &#039;Kresh the Kind&#039;.&lt;br /&gt;
&lt;br /&gt;
==Retainers, Familiars, and Mounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possessions, Mundane==&lt;br /&gt;
Adventurer&#039;s Pack, staff, hunting trap, necklace of bear teeth, Goblin writings and maps.&lt;br /&gt;
&lt;br /&gt;
==Possessions, Treasure==&lt;br /&gt;
&lt;br /&gt;
Gold: 23.6&lt;br /&gt;
&lt;br /&gt;
==Possessions, Party Loot==&lt;br /&gt;
&lt;br /&gt;
==Possessions, Magical==&lt;br /&gt;
Boots of the Winterlands: Uncommon, require attunement. They resize to perfectly fit the attuned wearer, and they grant resistance to cold damage, the ability to ignore difficult terrain made of ice or snow, and the ability to tolerate temperatures down to -50 to -100, depending on the clothing involved.&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[https://wiki.rpg.net/index.php/What_Thunder_Brings Main Page]]&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339888</id>
		<title>Kresh the Kind</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339888"/>
		<updated>2018-06-23T00:52:12Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added HP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Block==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CON&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;INT&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;WIS&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CHA&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16||12 ||16 || 10||13 || 8&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Level: 2&lt;br /&gt;
*Race: Half-orc&lt;br /&gt;
*Class: Barbarian&lt;br /&gt;
**Subclass:&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
&lt;br /&gt;
*Proficiency bonus: +2&lt;br /&gt;
*Total Hit Points: 28&lt;br /&gt;
*Passive Perception: 13&lt;br /&gt;
*Armor Class: 14&lt;br /&gt;
&lt;br /&gt;
*Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.&lt;br /&gt;
*Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.&lt;br /&gt;
*Bond: I ran away from the Ura&#039;Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.&lt;br /&gt;
*Flaw: The krazkar painted onto my body will always mark me as a member of the Ura&#039;Gar clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to &#039;honor marks&#039;) of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura&#039;Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies and Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Arcana (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +5&lt;br /&gt;
*Deception (Cha) +&lt;br /&gt;
*History (Int) +&lt;br /&gt;
*Insight (Wis) +&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +1&lt;br /&gt;
*Investigation (Int) +&lt;br /&gt;
*Medicine (Wis) +&lt;br /&gt;
*Nature (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +&lt;br /&gt;
*Persuasion (Cha) +&lt;br /&gt;
*Religion (Int) +&lt;br /&gt;
*Sleight of Hand (Dex) +&lt;br /&gt;
*Stealth (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving Throws: Str +5, Con +5&lt;br /&gt;
*Languages: Common, Orcish, Goblin.&lt;br /&gt;
*Tools: Drums &lt;br /&gt;
*Training: ---&lt;br /&gt;
*Weapons and Armor: Light, medium, shields, all weapons.&lt;br /&gt;
&lt;br /&gt;
==Spells and Features and Feats==&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Relentless Endurance: once per LR, drop to 1 HP instead of 0.&lt;br /&gt;
*Savage Attacks: when you score a critical hit, roll one additional weapon damage die.&lt;br /&gt;
*Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.&lt;br /&gt;
*Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.&lt;br /&gt;
*Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
*Danger Sense: You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can&#039;t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armor==&lt;br /&gt;
*Greataxe +5 1d12+3 slash&lt;br /&gt;
*Handaxe +5 1d6+3 slash, 2.&lt;br /&gt;
*Javelin +5 1d6+3 piercing, 4.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Kresh was born into the Ura&#039;Gar Clan (which roughly translates to &amp;quot;Ancestor&#039;s Chosen&amp;quot; in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council&#039;s lands. Born to one of the tribe&#039;s fiercest warriors and one of the few humans worthy enough to be considered Ura&#039;Gar, it was believed that Kresh was destined to become one of the tribe&#039;s deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him &#039;Kresh the Softy&#039; and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - &#039;Kresh the Berserker&#039;, and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars. &lt;br /&gt;
&lt;br /&gt;
Kresh celebrated with the rest of the clan and happily received his first krazkars - &#039;honour marks&#039;, permanent tattoos that each symbolise some great accomplishment or victory - but he couldn&#039;t help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura&#039;Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council&#039;s land that had been spotted encroaching on the Ura&#039;Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest&#039;s words. He decided that, while he obviously couldn&#039;t allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest&#039;s head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.&lt;br /&gt;
&lt;br /&gt;
The next morning, the rest of the Ura&#039;Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn&#039;t allow it, however, and said that, if he wouldn&#039;t accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil&#039;s, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.&lt;br /&gt;
&lt;br /&gt;
Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he&#039;d talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura&#039;Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - &#039;Kresh the Kind&#039;.&lt;br /&gt;
&lt;br /&gt;
==Retainers, Familiars, and Mounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possessions, Mundane==&lt;br /&gt;
Adventurer&#039;s Pack, staff, hunting trap, necklace of bear teeth.&lt;br /&gt;
&lt;br /&gt;
==Possessions, Treasure==&lt;br /&gt;
&lt;br /&gt;
Gold: 10&lt;br /&gt;
&lt;br /&gt;
==Possessions, Party Loot==&lt;br /&gt;
&lt;br /&gt;
==Possessions, Magical==&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[https://wiki.rpg.net/index.php/What_Thunder_Brings Main Page]]&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339798</id>
		<title>Kresh the Kind</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339798"/>
		<updated>2018-06-21T19:23:43Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: /* Stat Block */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Block==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CON&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;INT&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;WIS&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CHA&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16||12 ||16 || 10||13 || 8&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Level: 2&lt;br /&gt;
*Race: Half-orc&lt;br /&gt;
*Class: Barbarian&lt;br /&gt;
**Subclass:&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
&lt;br /&gt;
*Proficiency bonus: +2&lt;br /&gt;
*Total Hit Points: 15&lt;br /&gt;
*Passive Perception: 13&lt;br /&gt;
*Armor Class: 14&lt;br /&gt;
&lt;br /&gt;
*Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.&lt;br /&gt;
*Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.&lt;br /&gt;
*Bond: I ran away from the Ura&#039;Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.&lt;br /&gt;
*Flaw: The krazkar painted onto my body will always mark me as a member of the Ura&#039;Gar clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to &#039;honor marks&#039;) of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura&#039;Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies and Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Arcana (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +5&lt;br /&gt;
*Deception (Cha) +&lt;br /&gt;
*History (Int) +&lt;br /&gt;
*Insight (Wis) +&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +1&lt;br /&gt;
*Investigation (Int) +&lt;br /&gt;
*Medicine (Wis) +&lt;br /&gt;
*Nature (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +&lt;br /&gt;
*Persuasion (Cha) +&lt;br /&gt;
*Religion (Int) +&lt;br /&gt;
*Sleight of Hand (Dex) +&lt;br /&gt;
*Stealth (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving Throws: Str +5, Con +5&lt;br /&gt;
*Languages: Common, Orcish, Goblin.&lt;br /&gt;
*Tools: Drums &lt;br /&gt;
*Training: ---&lt;br /&gt;
*Weapons and Armor: Light, medium, shields, all weapons.&lt;br /&gt;
&lt;br /&gt;
==Spells and Features and Feats==&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Relentless Endurance: once per LR, drop to 1 HP instead of 0.&lt;br /&gt;
*Savage Attacks: when you score a critical hit, roll one additional weapon damage die.&lt;br /&gt;
*Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.&lt;br /&gt;
*Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.&lt;br /&gt;
*Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
*Danger Sense: You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can&#039;t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armor==&lt;br /&gt;
*Greataxe +5 1d12+3 slash&lt;br /&gt;
*Handaxe +5 1d6+3 slash, 2.&lt;br /&gt;
*Javelin +5 1d6+3 piercing, 4.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Kresh was born into the Ura&#039;Gar Clan (which roughly translates to &amp;quot;Ancestor&#039;s Chosen&amp;quot; in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council&#039;s lands. Born to one of the tribe&#039;s fiercest warriors and one of the few humans worthy enough to be considered Ura&#039;Gar, it was believed that Kresh was destined to become one of the tribe&#039;s deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him &#039;Kresh the Softy&#039; and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - &#039;Kresh the Berserker&#039;, and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars. &lt;br /&gt;
&lt;br /&gt;
Kresh celebrated with the rest of the clan and happily received his first krazkars - &#039;honour marks&#039;, permanent tattoos that each symbolise some great accomplishment or victory - but he couldn&#039;t help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura&#039;Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council&#039;s land that had been spotted encroaching on the Ura&#039;Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest&#039;s words. He decided that, while he obviously couldn&#039;t allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest&#039;s head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.&lt;br /&gt;
&lt;br /&gt;
The next morning, the rest of the Ura&#039;Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn&#039;t allow it, however, and said that, if he wouldn&#039;t accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil&#039;s, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.&lt;br /&gt;
&lt;br /&gt;
Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he&#039;d talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura&#039;Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - &#039;Kresh the Kind&#039;.&lt;br /&gt;
&lt;br /&gt;
==Retainers, Familiars, and Mounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possessions, Mundane==&lt;br /&gt;
Adventurer&#039;s Pack, staff, hunting trap, necklace of bear teeth.&lt;br /&gt;
&lt;br /&gt;
==Possessions, Treasure==&lt;br /&gt;
&lt;br /&gt;
Gold: 10&lt;br /&gt;
&lt;br /&gt;
==Possessions, Party Loot==&lt;br /&gt;
&lt;br /&gt;
==Possessions, Magical==&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[https://wiki.rpg.net/index.php/What_Thunder_Brings Main Page]]&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339797</id>
		<title>Kresh the Kind</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=339797"/>
		<updated>2018-06-21T19:22:43Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Block==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CON&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;INT&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;WIS&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CHA&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16||12 ||16 || 10||13 || 8&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Level: 1&lt;br /&gt;
*Race: Half-orc&lt;br /&gt;
*Class: Barbarian&lt;br /&gt;
**Subclass:&lt;br /&gt;
*Alignment: &lt;br /&gt;
*Background: Outlander&lt;br /&gt;
&lt;br /&gt;
*Proficiency bonus: +2&lt;br /&gt;
*Total Hit Points: 15&lt;br /&gt;
*Passive Perception: 13&lt;br /&gt;
*Armor Class: 14&lt;br /&gt;
&lt;br /&gt;
*Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.&lt;br /&gt;
*Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.&lt;br /&gt;
*Bond: I ran away from the Ura&#039;Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.&lt;br /&gt;
*Flaw: The krazkar painted onto my body will always mark me as a member of the Ura&#039;Gar clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to &#039;honor marks&#039;) of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura&#039;Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies and Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Arcana (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +5&lt;br /&gt;
*Deception (Cha) +&lt;br /&gt;
*History (Int) +&lt;br /&gt;
*Insight (Wis) +&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +1&lt;br /&gt;
*Investigation (Int) +&lt;br /&gt;
*Medicine (Wis) +&lt;br /&gt;
*Nature (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +&lt;br /&gt;
*Persuasion (Cha) +&lt;br /&gt;
*Religion (Int) +&lt;br /&gt;
*Sleight of Hand (Dex) +&lt;br /&gt;
*Stealth (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving Throws: Str +5, Con +5&lt;br /&gt;
*Languages: Common, Orcish, Goblin.&lt;br /&gt;
*Tools: Drums &lt;br /&gt;
*Training: ---&lt;br /&gt;
*Weapons and Armor: Light, medium, shields, all weapons.&lt;br /&gt;
&lt;br /&gt;
==Spells and Features and Feats==&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Relentless Endurance: once per LR, drop to 1 HP instead of 0.&lt;br /&gt;
*Savage Attacks: when you score a critical hit, roll one additional weapon damage die.&lt;br /&gt;
*Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.&lt;br /&gt;
*Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.&lt;br /&gt;
*Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.&lt;br /&gt;
*Danger Sense: You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and Spells. To gain this benefit, you can&#039;t be Blinded, Deafened, or Incapacitated.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armor==&lt;br /&gt;
*Greataxe +5 1d12+3 slash&lt;br /&gt;
*Handaxe +5 1d6+3 slash, 2.&lt;br /&gt;
*Javelin +5 1d6+3 piercing, 4.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Kresh was born into the Ura&#039;Gar Clan (which roughly translates to &amp;quot;Ancestor&#039;s Chosen&amp;quot; in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council&#039;s lands. Born to one of the tribe&#039;s fiercest warriors and one of the few humans worthy enough to be considered Ura&#039;Gar, it was believed that Kresh was destined to become one of the tribe&#039;s deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him &#039;Kresh the Softy&#039; and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - &#039;Kresh the Berserker&#039;, and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars. &lt;br /&gt;
&lt;br /&gt;
Kresh celebrated with the rest of the clan and happily received his first krazkars - &#039;honour marks&#039;, permanent tattoos that each symbolise some great accomplishment or victory - but he couldn&#039;t help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura&#039;Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council&#039;s land that had been spotted encroaching on the Ura&#039;Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest&#039;s words. He decided that, while he obviously couldn&#039;t allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest&#039;s head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.&lt;br /&gt;
&lt;br /&gt;
The next morning, the rest of the Ura&#039;Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn&#039;t allow it, however, and said that, if he wouldn&#039;t accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil&#039;s, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.&lt;br /&gt;
&lt;br /&gt;
Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he&#039;d talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura&#039;Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - &#039;Kresh the Kind&#039;.&lt;br /&gt;
&lt;br /&gt;
==Retainers, Familiars, and Mounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possessions, Mundane==&lt;br /&gt;
Adventurer&#039;s Pack, staff, hunting trap, necklace of bear teeth.&lt;br /&gt;
&lt;br /&gt;
==Possessions, Treasure==&lt;br /&gt;
&lt;br /&gt;
Gold: 10&lt;br /&gt;
&lt;br /&gt;
==Possessions, Party Loot==&lt;br /&gt;
&lt;br /&gt;
==Possessions, Magical==&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[https://wiki.rpg.net/index.php/What_Thunder_Brings Main Page]]&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=338940</id>
		<title>Kresh the Kind</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kresh_the_Kind&amp;diff=338940"/>
		<updated>2018-05-26T01:25:32Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added Backstory and Description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stat Block==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{table}}&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;STR&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;DEX&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CON&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;INT&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;WIS&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;CHA&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|16||12 ||16 || 10||13 || 8&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+3&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;+1&#039;&#039;&#039;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|&#039;&#039;&#039;-1&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Level: 1&lt;br /&gt;
*Race: Half-orc&lt;br /&gt;
*Class: Barbarian&lt;br /&gt;
**Subclass:&lt;br /&gt;
*Alignment: &lt;br /&gt;
*Background: Outlander&lt;br /&gt;
&lt;br /&gt;
*Proficiency bonus: +2&lt;br /&gt;
*Total Hit Points: 15&lt;br /&gt;
*Passive Perception: 13&lt;br /&gt;
*Armor Class: 14&lt;br /&gt;
&lt;br /&gt;
*Personality: I feel far more comfortable around people than animals. My friends can rely on me no matter what.&lt;br /&gt;
*Ideal: Redemption. Through my actions, I seek to redeem myself from past crimes.&lt;br /&gt;
*Bond: I ran away from the Ura&#039;Gar and never looked back, but I always fear that fate will bring me back to them in one way or another some day.&lt;br /&gt;
*Flaw: The krazkar painted onto my body will always mark me as a member of the Ura&#039;Gar clan.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Kresh the Kind is an imposing figure, standing just above 6 foot and with a good 245 pounds worth of muscle, not helped by his blood-red eyes, his scraggly black mohawk and beard, and the large claw marks that run from his forehead down to his jawline. His deep verdant skin is contrasted by the several bright white krazkar (which roughly translates to &#039;honor marks&#039;) of varying design that are located at various points around his body - three stripes run down his right cheek, symbolising his three rites of passage and forever marking him as a member of the Ura&#039;Gar until death; a snarling bear head can be found on the upper quarter of his back, representing his first independent kill; a single eye has been placed in the middle of his right hand, which symbolises the vigilance that saved his raiding party from a rival clan; lastly, a depiction of a fractured skull can be found on his right bicep, serving as a constant reminder of the human priest that Kresh was pressured into killing.&lt;br /&gt;
&lt;br /&gt;
==Proficiencies and Skills==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:4;-moz-column-count:4;-webkit-column-count:4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Animal Handling&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Arcana (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; (Str) +5&lt;br /&gt;
*Deception (Cha) +&lt;br /&gt;
*History (Int) +&lt;br /&gt;
*Insight (Wis) +&lt;br /&gt;
*&#039;&#039;&#039;Intimidation&#039;&#039;&#039; (Cha) +1&lt;br /&gt;
*Investigation (Int) +&lt;br /&gt;
*Medicine (Wis) +&lt;br /&gt;
*Nature (Int) +&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
*Performance (Cha) +&lt;br /&gt;
*Persuasion (Cha) +&lt;br /&gt;
*Religion (Int) +&lt;br /&gt;
*Sleight of Hand (Dex) +&lt;br /&gt;
*Stealth (Dex) +&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; (Wis) +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Saving Throws: Str +5, Con +5&lt;br /&gt;
*Languages: Common, Orcish, Goblin.&lt;br /&gt;
*Tools: Drums &lt;br /&gt;
*Training: ---&lt;br /&gt;
*Weapons and Armor: Light, medium, shields, all weapons.&lt;br /&gt;
&lt;br /&gt;
==Spells and Features and Feats==&lt;br /&gt;
*Darkvision 60 ft.&lt;br /&gt;
*Wanderer&lt;br /&gt;
*Relentless Endurance: once per LR, drop to 1 HP instead of 0.&lt;br /&gt;
*Savage Attacks: when you score a critical hit, roll one additional weapon damage die.&lt;br /&gt;
*Rage: 2 per lR. 1 minute, advantage on Str checks and saves, +2 melee damage, resistance to mundane bludg, pierc and slash damage.&lt;br /&gt;
*Unarmored Defense: without armor, AC is 10+Con bonus+Dex bonus.&lt;br /&gt;
&lt;br /&gt;
==Weapons and Armor==&lt;br /&gt;
*Greataxe +5 1d12+3 slash&lt;br /&gt;
*Handaxe +5 1d6+3 slash, 2.&lt;br /&gt;
*Javelin +5 1d6+3 piercing, 4.&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Kresh was born into the Ura&#039;Gar Clan (which roughly translates to &amp;quot;Ancestor&#039;s Chosen&amp;quot; in Common), a tribe comprising mainly of Orcs located near the border between the Orcish Union and the Bright Council&#039;s lands. Born to one of the tribe&#039;s fiercest warriors and one of the few humans worthy enough to be considered Ura&#039;Gar, it was believed that Kresh was destined to become one of the tribe&#039;s deadliest warriors. Much to the confusion and dismay of his parents and their compatriots, Kresh turned out to be a kind, sensitive soul who baulked at the idea of killing anything. This did not endear him to the other children, who quickly labelled him &#039;Kresh the Softy&#039; and proceeded to mercilessly bully him at every opportunity. Kresh eventually had enough of the abuse and lashed out at one of his assailants in fury, quickly taking the boy to the ground and beating him so badly that the other kids never so much as looked at him funny ever again. Kresh gained a new nickname that day - &#039;Kresh the Berserker&#039;, and this one stuck with him for the rest of his days in the clan. When he turned 14 and the time finally came for Kresh to undergo his three rites of passage, he channelled that burning rage once more and dominated all three of them, with the only significant challenge being his first independent kill - a large grizzly bear, which left him with his first ever scars. &lt;br /&gt;
&lt;br /&gt;
Kresh celebrated with the rest of the clan and happily received his first krazkars - &#039;honour marks&#039;, permanent tattoos that each symbolise some great accomplishment or victory - but he couldn&#039;t help but feel that something was wrong, that he had failed in some way. That feeling stalked him throughout the rest of his life in the Ura&#039;Gar, growing stronger and stronger with every supposedly necessary raid he and his raiding party went on. He only realised why that was the case soon after his 18th birthday when he and his raiding party were sent to deal with a group from the Bright Council&#039;s land that had been spotted encroaching on the Ura&#039;Gar territory. The party stalked the group, consisting of a simple priest and a few mercenaries, for several days. During this time, Kresh and his fellow clansmen overheard the priest talk about his wish for peace between the Orcish Union and the Bright Council, and how he hoped his preaching could be the first step towards that peace. While the others laughed at the idea that any self-respecting Orc would want anything to do with anyone who represented the Bright Council, Kresh felt inspired by the priest&#039;s words. He decided that, while he obviously couldn&#039;t allow the entire group to survive, he would allow the priest to flee in the coming battle so that he could spread his message of peace elsewhere. Unfortunately, when the time of battle came, Kresh allowed his rage to overcome him and take control as it did in every battle, and when the red mist faded he found himself caving the poor priest&#039;s head in. The raiding party returned home a few days later and were marked with new krazkar in celebration. That night, Kresh wept as he realised just how monstrous he had become.&lt;br /&gt;
&lt;br /&gt;
The next morning, the rest of the Ura&#039;Gar woke to discover that Kresh had simply disappeared from the clan without a trace overnight. He had packed up everything he considered worth taking and simply set out for Bright Council lands, determined to put as much distance between himself and his clan as he reasonably could. Eventually, several months later, he came across a town called High Home...or rather some of its citizens came across him, lying unconscious in the middle of the road, near-dead after being set upon by a large pack of wolves. He was nursed back to health by the townsfolk that found him, an elderly human couple by the names of Samuel and Alice Leinhil, and as thanks, he offered to work on their farm for no compensation. The pair wouldn&#039;t allow it, however, and said that, if he wouldn&#039;t accept money, as long as he worked on the farm he would have a bed to sleep in and food to eat. Kresh agreed to this and began to work for the Leinhil&#039;s, doing most of the manual labour that Samuel was too old to do. He quickly befriended the couple, especially since they respected his wish to not talk about where he was from or why he was on the road. Alice encouraged Kresh to find other work in town, so that he could earn a little money for himself and, after patiently explaining to Kresh what money was and how it worked, he agreed and soon began to look for other work in town.&lt;br /&gt;
&lt;br /&gt;
Initially, most of the town was unsure of what to make of the massive, mostly silent half-orc covered in strange tattoos, but as he began to take on other jobs in High Home, including defending the town on several occasions, for little to no money they warmed up to him and began to treat him as one of their own. Kresh, in turn, opened up to them and became more talkative (though not to the point where he&#039;d talk about his past beyond very broad strokes), and he soon realised that he genuinely liked living in High Home in a way he never felt with the Ura&#039;Gar. Kresh has, for now, decided to settle in High Home until he figures out what he wants to do with his life now. He recently discovered that the townsfolk have given him a new nickname, one he much prefers - &#039;Kresh the Kind&#039;.&lt;br /&gt;
&lt;br /&gt;
==Retainers, Familiars, and Mounts==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Possessions, Mundane==&lt;br /&gt;
Adventurer&#039;s Pack, staff, hunting trap, necklace of bear teeth.&lt;br /&gt;
&lt;br /&gt;
==Possessions, Treasure==&lt;br /&gt;
&lt;br /&gt;
Gold: 10&lt;br /&gt;
&lt;br /&gt;
==Possessions, Party Loot==&lt;br /&gt;
&lt;br /&gt;
==Possessions, Magical==&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
[[https://wiki.rpg.net/index.php/What_Thunder_Brings Main Page]]&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=What_Thunder_Brings&amp;diff=338939</id>
		<title>What Thunder Brings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=What_Thunder_Brings&amp;diff=338939"/>
		<updated>2018-05-26T01:21:57Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Added section on the Ura&amp;#039;Gar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[https://forum.rpg.net/showthread.php?828461-DnD-5E-What-Thunder-Brings IC Thread]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?828462-DnD-5E-What-Thunder-Brings OOC Thread]&lt;br /&gt;
*[https://rolz.org/dr?room=What%20Thunder%20Brings Dice Rolls]&lt;br /&gt;
*[https://forum.rpg.net/showthread.php?828018-Recruitment-DnD-5E-What-Thunder-Brings Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[[Krystal of Ason]]&lt;br /&gt;
*[[Cindy Hardcider]]&lt;br /&gt;
*[[Holg Lauriks]]&lt;br /&gt;
*[[Elene the Huntress]]&lt;br /&gt;
*[[Kresh the Kind]]&lt;br /&gt;
*[[Rurik Hylar]]&lt;br /&gt;
*[[5E Blank Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
*Characters must have a name, description and personality sketch when they are submitted.&lt;br /&gt;
*Use the standard attribute array.&lt;br /&gt;
*PHB races.&lt;br /&gt;
*PHB classes, plus the Artificer UA, the Death Domain in the DMG, and Xanathar&#039;s Guide.&lt;br /&gt;
*Use backgrounds, feel free to make up your own ideals/flaws/bonds, etc. Custom backgrounds need approval.&lt;br /&gt;
*Use the class equipment packages or roll for starting gold at the player&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=PbP Notes=&lt;br /&gt;
*The DM does the rolling.  I use rolz.org, and I label rolls for transparency.  I will provide a link to the campaign room once the game is off the ground.&lt;br /&gt;
*Keep your character updated.  Not just mechanically, but major events, personality changes, etc.&lt;br /&gt;
*This wiki is a resource for everybody.  If you like an NPC, put them on the wiki. If something is relevant to your character, put it on the wiki. If you want to remember it, put it on the wiki.  I would prefer the wiki getting cluttered to it staying bare bones.&lt;br /&gt;
*Lay out a basic strategy for your reactions on your character sheet.  If you want to do something novel with your reaction, say so in the OOC thread.&lt;br /&gt;
*During combat, social scenes, etc, declare your intent and action, referencing mechanics as needed, in the OOC thread; this is an adjunct post to the IC posts.&lt;br /&gt;
&lt;br /&gt;
=Posting Guide=&lt;br /&gt;
&lt;br /&gt;
*Tell me your intention (what you want to accomplish), your action (what you attempt to do) and your method (how you attempt to do something).&lt;br /&gt;
*Post with purpose.  Posts should push the action forward, uncover information or reveal something about the character.  Preferably two or more of those at once!&lt;br /&gt;
*Banter is fine as long as things are moving.&lt;br /&gt;
*Avoid getting caught in the politeness spiral.  Pick a direction, post it, and if other characters want to do something else, then that&#039;s rp fodder!&lt;br /&gt;
*I am aiming for four to five purposeful posts from each player every week.  More is fine, but 4-5 is a good ballpark.&lt;br /&gt;
*If you are planning on an absence, please let me know.&lt;br /&gt;
*If for some reason you fall behind on posting, don&#039;t fret, just jump back in.  Everyone goes through lulls occasionally.&lt;br /&gt;
*If you are no longer interested or no longer have the time to play, please let me know you are withdrawing.  There will be no hard feelings, and not only is it polite, it keeps The Wyzard from blacklisting you.&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
==Bright Council==&lt;br /&gt;
The Bright Council is an assembly of communities and powers formed of the various cooperating peoples. The Council is several centuries old and is extremely proud of the fact that it has never waged a war of conquest, instead expanding by reasoned diplomacy (and perhaps also by econonic pressure and the occasional &#039;defensive war until the enemy is willing to talk&#039;). It is one of three major nations on the continent, and the only one that allows people of any race to join.&lt;br /&gt;
&lt;br /&gt;
Bright Council lands are divided into provinces, representing at first historic powers that made up the council, and later planned colonial zones on the frontier.  Each province elects a Councillor to the Bright Council, who serves a five year term. The Council appoints an Administrator to each province. In the older provinces, the Administrator serves as an overlay to the local government, but in the frontier provinces they act as the head of the local government.  Cities within a province elect their own Mayors, who may have a council of elected Aldermen serving under them.  Rural areas within a province are divided into Districts, who elect Ministers to serve under the Administrator.&lt;br /&gt;
&lt;br /&gt;
There are a number of standing bureaus serving the Council, headed up by Committees of Councillors.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Bright Council maintains an army, navy and cloud navy.  Cities have independent militias, which have their arms distributed to them as needed and cannot be called as auxiliaries to the army; they serve as peace keepers and fire fighters during peace time.  Districts have levies, which keep their arms individually, but may be called up by the army during local campaigns.  The Bright Council focuses on magical and technological superiority, and have a fair number of mages in the military. They also have a substantial weight of cannons and muskets, provided by the dwarven members  of the Council.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Many gods are worshipped in Council lands. The gods have their own churches and philosophies, and their worship is only very tenously unified, with the Convocation agreeing to share common areas for temples and not to fight each other too openly.  Not all gods have access to all types of divine clerics and paladins, and gods are often associated with various professions and magical schools.  These gods are active, if distant, participants in the grand experiment of the Bright Council, and have been known to visit their faithful.&lt;br /&gt;
&lt;br /&gt;
===The Divine Convocation===&lt;br /&gt;
*Ishanna, the Thunderbolt Goddess.  She embodies inspiration, surprise, justice, war, storms, lightning and fast travel.  Her clerics are Knowledge, War and Tempest, her paladins are Vengeance and Devotion.  Many evokers and transmuters revere her.&lt;br /&gt;
*Efuna, the Green Lord. He embodies agriculture, herding, fertility, healing, both parents and students, the harvest.  His clerics are Nature and Life, his paladins Devotion.&lt;br /&gt;
*Shaliitu, the Demon Huntress.  She embodies the wilderness, self-sufficiency, the frontier and boundaries.  She hates the infernal and associates with the fey.  Her paladins are Ancients, and many rangers and druids follow her, as do some conjurers and abjurers.&lt;br /&gt;
*Milvanu, the Goddess of War and Money.  She embodies war and money, but also trade, deception, politics and ambition.  Her clerics are War and Trickery, and many evokers and illusionists venerate her.&lt;br /&gt;
*Ilatu, the Upraised Fist. He embodies theft, rebellion, freedom and community. His clerics are Trickery, his paladins Vengeance. Many rogues worship him, as do some illusionists.&lt;br /&gt;
*Belshah, the Singing Lady. She embodies song, dance, poetry, theater, stories and etiquette. Her clerics are Knowledge, and she is the first bard.  Some enchanters worship her.&lt;br /&gt;
*Nindavu, the Doom God.  He rules the fire at the end of the world, and embodies destruction and fate. His clerics are Light, his warlocks follow him as the Great Old One.  Diviners and some necromancers revere him.&lt;br /&gt;
*Endafu, the Raven Queen. Child of Efuna and Nindavu, she guards the sanctity of death and the dead. Her clerics are Death and the Grave, her scions shadow sorcerers. A few necromancers worship her as well.&lt;br /&gt;
&lt;br /&gt;
==Alpine Province==&lt;br /&gt;
This province is a frontier settlement, meant to provide a buffer between the Council and the mountain monsters, as well as to serve as a trade post with the traders that come through the pass. It encompasses the near slopes of the mountain range, the lowland valley below and the river that cuts through the valley.&lt;br /&gt;
&lt;br /&gt;
===High Home===&lt;br /&gt;
This large town has a population of roughly 5,000, mostly of dwarves and humans, though there are a variety of small families and new settlers.  It is located below the treeline of the largest local mountain, placed on a defensible outcropping of rock. It is ringed by low walls and maintains an active levy to defend against goblins and the monsters of the mountains. It serves as the center of the High Home District, and is supported by the farming and herding of the rural communities around it. The district, including the town, has a population of roughly 20,000.&lt;br /&gt;
&lt;br /&gt;
High Home is roughly divided between the dwarven half and the human and others one.  The dwarves moved there several centuries ago when their mountaintop city-fort was crushed by goblins. The streets are cobbled where they aren&#039;t bare stone, and the town has a small market, a dairy, a village blacksmith, and a redsmith in the walls, with a smelter and a tanner outside the city. High Home operates a substantial quarry that supplies most of the province with stone, a small tin mine that supplies all the tin goods to the province with a small surplus of tin ingots besides, and several small iron mines that supply the district with a small surplus.  The dwarves handle most of the mining.  The other half of town does most of the farming, with some growing orchards of alpine apples and gardens of alpine strawberries, and the rest herding their distinctive brown cattle for milk and meat, or their large mountain sheep for mutton and wool. Hunting is common pastime.&lt;br /&gt;
&lt;br /&gt;
The town has grown quite a bit and space on the rock is getting a little cramped; the dwarves have started adding second stories to their buildings, while the humans are digging cellars in the stone below their homes.&lt;br /&gt;
&lt;br /&gt;
===Errat===&lt;br /&gt;
Errat is the provincial capitol, and has nearly 20,000 citizens. It contains the Administrative palace, a temple plaza, a small cannonworks and an Academy extension, as well as a riverside dock and a cloudship landing field. The city is a center of trade and learning, has a diverse population, and has walls and guards. They tend to regard the citizens of High Home as somewhat backwards and superstitious, even while they recognize their bravery. Errat has a mayor and council of aldermen.&lt;br /&gt;
&lt;br /&gt;
===North District===&lt;br /&gt;
The Northern district lies in the valley north of the river and into the hills opposite the mountains. It has a population of 40,000 and is heavily focused on agriculture, harvesting rich crops of wheat and barley.&lt;br /&gt;
&lt;br /&gt;
===South District===&lt;br /&gt;
The Southern district lies between the river and the mountains. They have about 40,000 citizens and are also farmers. Being closer to the mountains and the dangers therein, they take the people of High Home a little more seriously.&lt;br /&gt;
&lt;br /&gt;
==[https://i.pinimg.com/originals/17/d7/ce/17d7ce32ae3787c7183f95c022c40fb8.jpg The Ura&#039;Gar Tribe]==&lt;br /&gt;
&lt;br /&gt;
===A Brief History===&lt;br /&gt;
Many centuries ago, the orcish people were divided into many nomadic tribes. One such tribe would come to be known as the Ura’Gar, roughly translating to “Ancestor’s Chosen” in Common, though it was originally nameless as all orcish clans were. Though there are no written records of this time, Ura’Gar tales claim that the clan was founded by a wise shaman that had been instructed by spirits to gather the five most honourable warriors in the land and bring them together under one banner, and to then go out into the world and show their might so that all may see the benefits of honour. The shaman and the five warriors did just that, and soon the number’s of their clan began to rapidly swell as more and more orcs joined them after witnessing their many legendary feats of strength and cunning. Eventually, however, the founders of the clan died, leaving the clan without their original inspirations. Most of the clan fell deeper and deeper into despair as each of the founders passed away, but five clansmen held out hope that their efforts were not in vain and continued to apply the founder’s lessons of honour and strength to everything they did. In time, they soon found that they had gained the ability to call upon the spirits of their ancestors to aid them, as the founders once had, and these five were elected as the new leaders of the tribe. It was on that day that the clan took a name – the Ura’Gar.&lt;br /&gt;
&lt;br /&gt;
Though the Ura’Gar has not maintained the massive numbers of clansmen it supposedly once had, as large chunks splintered off into their own clans over time due to various differences and disagreements, they have still maintained a sizable population, large enough to be one of the only orc tribes to maintain their independence in the wake of the formation of the Orcish Union (though not large enough to successfully resist the Union pushing them right to the border). The Ura’Gar proudly held onto their traditions as the rest of the Union began to modernise, as they believed that that was the path their ancestors set out for them. Just two decades ago, however, the ancestors fell silent and all attempts to contact them failed. The tribe fell into disarray, and many began to point fingers in a desperate attempt to find the cause of the issue – be it the Orcish Union, allowing non-orcs into the tribe, or the shamans themselves. One voice eventually managed to rise above the others and unify almost the entire clan against the supposedly true cause – Olok the One-Eyed, one of the Ura’Gar’s most revered warriors. &lt;br /&gt;
&lt;br /&gt;
Olok accused the Marak’Torl – the Founder’s Five – of leading the clan astray by promoting cooperation with the other remaining clans and disallowing raids in all but the most dire of circumstances, claiming that the Ura’Gar thrived by taking what they wanted when they wanted it and that the ancestors had become disgusted by the weakness of the clan’s current leaders. He led a bloody coup against the Marak’Torl and took the position of leadership for himself (and only himself), proclaiming himself Rezkar – Saviour – of the Ura’Gar and stating that the only way they could speak to ancestors once again would be by spending the next few decades reasserting their dominance through any means necessary, just as it took many decades for the ancestors to fall silent. Only time will tell if Rezkar Olok’s decrees are true, or if they are simply the ravings of a cruel despot…&lt;br /&gt;
&lt;br /&gt;
===Politics===&lt;br /&gt;
As the Ura’Gar was believed to be founded by five great warriors, they have retained that same number of leaders into the modern day. The Marak’Torl, or ‘Founder’s Five’, are a council of elected clansmen that come together on a regular basis to vote on a variety of topics and issues that affect the clan. There are very few requirements to qualify for a position in Marak’Torl, you simply have to have completed your three trials and have at least fifteen of your fellow clansmen that are willing to speak on your behalf. Even age and race aren’t a factor; there have been several non-orcish Marak’Torl (though all were even controversial) and there are even stories of a boy joining the Marak’Torl mere weeks after completing his trials.&lt;br /&gt;
&lt;br /&gt;
After qualifying for the Marak’Torl, those seeking the position must complete several trials (the exact number often varies) that, while different in each case, are designed to test an individual’s strength, cunning, and wisdom. If an individual is attempting to fill an open spot, then they perform these trials alone, but if they are trying to take a still-living member’s position, or if more than one person wants the role, then they compete against each other in all of the trials, with the overall winner taking the role.&lt;br /&gt;
&lt;br /&gt;
Two decades ago, however, this system was completely upended by Olok the One-Eyed, who led a coup against the then current Marak’Torl and became the sole leader of the Ura’Gar, granting himself the title of Rezkar (Saviour in Common). Olok now holds absolute power over the Ura’Gar, and none may take his position until the ancestors speak to the clan once more or until he is dead. &lt;br /&gt;
&lt;br /&gt;
===[https://markmolchan.deviantart.com/art/orc-shaman-316100320 Traditions]===&lt;br /&gt;
The Ura’Gar don’t formally worship any particular god (though many individual clansmen do), but instead, revere their ancestors. They try to honour their memory and earn their favour through many traditions, which include:&lt;br /&gt;
&lt;br /&gt;
• The Mor tesh Lorn (Trials of Worth) – Soon after they turn 14, each clansman must undertake three trials in order to prove their worth to the clan and show that they deserve to be an Ura’Gar. The trials will vary depending on the seasons, state of the clan, and physical state of the individual but the most common are a feat of strength, surviving for several days in the wilderness by themselves (though with a supervisor to ensure that they don’t die), and hunting a dangerous creature alone (again, with a supervisor in case of near-death). If a child doesn’t pass all three of the trials, then they may try again next year, but if they still haven’t passed all three trials after their fourth attempt then they are exiled from the clan.&lt;br /&gt;
&lt;br /&gt;
• The Lak tesh ir Marak (Day of the Founders) – The Ura’Gar’s tales claim that the shaman and four warriors founded their clan on the first day of winter, and so every year the clan holds a great celebration on that day to commemorate the founders and the many achievements of the Ura’Gar. It is a day of drinking and feasting, singing and dancing, waging mock battles, and telling stories of an ancestor’s exploits. At the end of the day, the entire clan gathers to watch a re-enactment of the founding of the Ura’Gar, at the end of which everyone prays to their ancestors for guidance and safety in the coming winter. In recent years, however, this particular element has become more sombre, as now most clansmen simply ask for the ancestors to speak to them again. &lt;br /&gt;
&lt;br /&gt;
• [https://www.artstation.com/artwork/bw-guy Krazkars (Honour Marks)] – After completing their three trials, clansmen are given their first krazkar and are then expected to gain many more throughout their life. The Krazkars are unique tattoos drawn onto an individual’s body by a shaman, each of which symbolises a great feat that the individual has performed; It can range from killing a fearsome foe or beast to saving the clan from a threat. Marak’Torl are given special krazkars when they are elected – a rendition of several huts, located on the inside of both palms, that serve as a constant reminder of the importance of their position. It is not uncommon to see older clansmen covered in krazkars from head to toe, especially if they were warriors.&lt;br /&gt;
&lt;br /&gt;
• The Olenara (The Sending) – The funeral ritual for all clansmen. Their bodies are wrapped in a ceremonial blanket and placed onto a pyre, which is then set aflame. As the body burns, loved ones and comrades can step forth and retell stories of the clansmen’s life. When the body is disintegrated and the ashes are scattered, the deceased’s belongings are divided among their friends and family, and then a feast where more stories can be told is held in their honour. The Ura’Gar believe that burning a body prevents clansmen from being entrapped in the world of the living, and allows them to move freely between the afterlife and the mortal realm. As such, leaving an Ura’Gar’s body intact is considered one of the worst forms of punishment that can be inflicted on a member of the clan, and is typically only reserved for the clan’s worst criminals.&lt;br /&gt;
&lt;br /&gt;
===The Marak’Kari===&lt;br /&gt;
Just as the founders were able to naturally communicate with spirits, so too are some members of the modern Ura’Gar. Though this trait is obviously not unique to the Ura’Gar, in the clan it is considered one of the greatest gifts that a person can receive, and those able to contact the spirits without the use of lengthy rituals are held in high regard by the clan. Depending on applications of their abilities, most become either shamans or warriors, but all are believed to be destined for great things. For this reason, they are called the Marak’Kari (The Founder’s Marked in Common).&lt;br /&gt;
&lt;br /&gt;
Marak’Kari were always rare in the Ura’Gar, but nowadays they are completely non-existent with none being born in at least three decades; Even more shocking, the few Marak’Kai that did still live found their abilities swiftly fading, until eventually their powers were completely gone. To the Ura’Gar, this only further proves that the ancestors are ashamed of them, as none are worthy enough to receive their greatest gift.&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326448</id>
		<title>D&amp;D 5E: The Dryad&#039;s Dragon - Olo Dale</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326448"/>
		<updated>2017-09-07T17:32:22Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: /* Proficiencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.artstation.com/artwork/wPrL6 Olo Dale] - Level 5 Lightfoot Halfling Druid (Circle of the Land)&#039;&#039;&#039;&lt;br /&gt;
*Gender: Male&lt;br /&gt;
*Age: 24&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Proficiency Bonus: +3&lt;br /&gt;
*Speed: 25 feet&lt;br /&gt;
*AC: 15&lt;br /&gt;
*HP 38&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 15 (+2)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 11 (+0)&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
*Languages: Clan Common, Dwarvish, Druidic, Elvish&lt;br /&gt;
*Weapon: Dagger, Sickle, Spear, Mace, Quarterstaff, Sling, Javelin, Club, Scimitar, Dart&lt;br /&gt;
*Armour: Light, Medium, Shields&lt;br /&gt;
*Tools: Woodcarvers tools&lt;br /&gt;
*Skills: Animal Handling, Arcana, Medicine, Survival&lt;br /&gt;
*Saving Throws: Intelligence, Wisdom&lt;br /&gt;
&lt;br /&gt;
== Features and Traits ==&lt;br /&gt;
*Lucky (can reroll a 1 on an attack roll, ability check, or saving throw)&lt;br /&gt;
*Brave (advantage on saving throws to resist being frightened)&lt;br /&gt;
*Halfling Nimbleness (move through the space of any creature larger than you)&lt;br /&gt;
*Naturally Stealthy (can attempt to hide even when only obscured by a creature larger than you)&lt;br /&gt;
*Druidic (can speak Druidic, leave hidden messages in the language, and automatically spot another Druid’s hidden message)&lt;br /&gt;
*Wild Shape (can turn into a non-flying creature that has – at most – ½ CR for 2 hours)&lt;br /&gt;
*Bonus Cantrip&lt;br /&gt;
*Natural Recovery (recover a number of expended spell slots equal to or less than half your level during a short rest)&lt;br /&gt;
*Circle Spells (Forest)&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Scimitar (Finesses, Light): +5 Attack Bonus, 1d6 + 2 slashing damage&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Leather Armour (AC: 11 + Dex)&lt;br /&gt;
*Oak Wooden Shield (+2 to AC when held)&lt;br /&gt;
*Ash Wooden Staff (Druidic Focus)&lt;br /&gt;
*Explorer&#039;s Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days of Rations, Waterskin, 50ft of Hempen Rope)&lt;br /&gt;
*Decanter of Endless Water (Produces an amount of water based on which command word is said - &#039;Stream&#039;, &#039;Fountain&#039;, or &#039;Geyser&#039;. See DMG for details)&lt;br /&gt;
*Eversmoking Bottle (Produces a 60ft cloud of thick smoke when opened, cloud increases by 10ft each minute the bottle is open and in the cloud until reaching maximum of 120ft)&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
*Spell save DC: 14&lt;br /&gt;
*Spell attack modifier: +6&lt;br /&gt;
*Spellslots: 1st level slots – 4, 2nd level slots – 3, 3rd level slots – 2&lt;br /&gt;
*Number of spells that can be prepared: 8&lt;br /&gt;
*Cantrips: Druidcraft, Guidance, Poison Spray, Thorn Whip&lt;br /&gt;
*Circle Spells: Barkskin (2nd Level Spell), Spider Climb (2nd Level Spell), Call Lightning (3rd Level Spell), Plant Growth (3rd Level Spell)&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The Dales are a respected family of Druids, alchemists, and traders among the Clans. The traders and alchemists bring supplies and medicine from clan to clan, while the Druids protect their own clan from the beasts that call the woodlands home. Though Olo Dale was born to a trader father and a woodcarver mother, he always took more interest in the Druids of his family, especially his grandfather Perrin Dale. As a child would spend as much time as he could at his grandfather’s small hut, watching in awe as he used his ancient magics to perform all manner of miracle. In his early teens, Olo pleaded with Perrin to take him on as his apprentice many times, wishing to harness the powerful arts of the Druid to smite evil and explore the world, only for his grandfather to repeatedly refuse to teach him even basic spells. This lasted for many years until, on Olo’s 18th birthday, Perrin agreed to teach his grandson in the ways of the Druid, admitting that he had come to admire the boy’s determination and perseverance in the face of repeated rejection. And so, despite his parent’s initial protests, Olo began to train in the Druidic arts.&lt;br /&gt;
&lt;br /&gt;
The lessons were hard and seemingly random at first – taking a jug of water to the other side of the village without spilling a single drop, memorising meaningless symbols and drawing them from memory the next day, and keeping a fire burning in the pouring rain, just to name a few – but Olo never gave up, no matter how much he wanted to quit and just become a trader. Eventually, Olo began to excel at his lessons and completed many with relative ease when he realised just what Perrin was trying to teach him with each – keep calm under extreme pressure or you’ll just make things worse for yourself, use simple memorisation methods to help you remember something that would otherwise never stick in your mind, and look to the world around you in order to find solutions to problems you could never solve on your own. It was then that the real training started.&lt;br /&gt;
&lt;br /&gt;
Thanks to his earlier lessons, Olo quickly mastered the Druidic language and complex spell incantations, and soon he was a fully-fledged Druid (a novice Druid, but a Druid nonetheless) in the eyes of his family and the rest of the clan. Even his parents admitted that he seemed better suited to the role of a mystic protector than he did as a trader. Olo stayed with his grandfather for several more years, learning much from the old man under that time and becoming a skilled magic-user in his own right, but Perrin knew that the boy still longed to see the world beyond his clan and so decided to teach him one final lesson – the Balance. &lt;br /&gt;
&lt;br /&gt;
Perrin sat Olo down one cold night and explained the concept to the young Druid. The Balance is a relic from an ancient Druidic religion, of which Perrin was one of the few remaining followers, and was believed to be the force that tied the world together, and to which every seemingly opposing concept actually contributed to. Life and Death, Order and Chaos, Technology and Nature, these forces all worked together (though not necessarily harmoniously) to sustain the Balance and allow everything to thrive. However, if any one concept were to ever gain an advantage over its opposite then it would bring about some form of pain and suffering – if there was no Death then the world would soon become completely overrun and all its resources would soon dry up, if there was total and complete Order then no one would be able to oppose unjust but ‘ordered’ systems, if Nature overran the world then great advancements that have helped countless people would be utterly eradicated and the various races would be reduced to little more than cave-dwelling savages. The only opposing concepts that were exempt from this belief were Good and Evil, as the ancient Druids considered evildoers to be enemies to the Balance itself, even if they did not realise it, and those who did good to be its (sometimes unknowing) protectors. Perrin told Olo that, even if he did not consider the Balance a mystical force like his grandfather did, he should do everything he can to protect it from scourges such as the undead or the conquering Empire. He then handed Olo a pack of supplies and wished him luck on his journeys.&lt;br /&gt;
&lt;br /&gt;
And so, Olo has set out into the world outside of his clan, determined to find adventure and protect the Balance to the best of his abilities.&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326218</id>
		<title>D&amp;D 5E: The Dryad&#039;s Dragon - Olo Dale</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326218"/>
		<updated>2017-09-03T21:20:11Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.artstation.com/artwork/wPrL6 Olo Dale] - Level 5 Lightfoot Halfling Druid (Circle of the Land)&#039;&#039;&#039;&lt;br /&gt;
*Gender: Male&lt;br /&gt;
*Age: 24&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Proficiency Bonus: +3&lt;br /&gt;
*Speed: 25 feet&lt;br /&gt;
*AC: 15&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 15 (+2)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 11 (+0)&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
*Languages: Dwarvish, Common, Halfling&lt;br /&gt;
*Weapon: Dagger, Sickle, Spear, Mace, Quarterstaff, Sling, Javelin, Club, Scimitar, Dart&lt;br /&gt;
*Armour: Light, Medium, Shields&lt;br /&gt;
*Tools: Woodcarvers tools&lt;br /&gt;
*Skills: Animal Handling, Arcana, Medicine, Survival&lt;br /&gt;
*Saving Throws: Intelligence, Wisdom&lt;br /&gt;
&lt;br /&gt;
== Features and Traits ==&lt;br /&gt;
*Lucky (can reroll a 1 on an attack roll, ability check, or saving throw)&lt;br /&gt;
*Brave (advantage on saving throws to resist being frightened)&lt;br /&gt;
*Halfling Nimbleness (move through the space of any creature larger than you)&lt;br /&gt;
*Naturally Stealthy (can attempt to hide even when only obscured by a creature larger than you)&lt;br /&gt;
*Druidic (can speak Druidic, leave hidden messages in the language, and automatically spot another Druid’s hidden message)&lt;br /&gt;
*Wild Shape (can turn into a non-flying creature that has – at most – ½ CR for 2 hours)&lt;br /&gt;
*Bonus Cantrip&lt;br /&gt;
*Natural Recovery (recover a number of expended spell slots equal to or less than half your level during a short rest)&lt;br /&gt;
*Circle Spells (Forest)&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Scimitar (Finesses, Light): +5 Attack Bonus, 1d6 + 2 slashing damage&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Leather Armour (AC: 11 + Dex)&lt;br /&gt;
*Oak Wooden Shield (+2 to AC when held)&lt;br /&gt;
*Ash Wooden Staff (Druidic Focus)&lt;br /&gt;
*Explorer&#039;s Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days of Rations, Waterskin, 50ft of Hempen Rope)&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
*Spell save DC: 14&lt;br /&gt;
*Spell attack modifier: +6&lt;br /&gt;
*Spellslots: 1st level slots – 4, 2nd level slots – 3, 3rd level slots – 2&lt;br /&gt;
*Number of spells that can be prepared: 8&lt;br /&gt;
*Cantrips: Druidcraft, Guidance, Poison Spray, Thorn Whip&lt;br /&gt;
*Circle Spells: Barkskin (2nd Level Spell), Spider Climb (2nd Level Spell), Call Lightning (3rd Level Spell), Plant Growth (3rd Level Spell)&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The Dales are a respected family of Druids, alchemists, and traders among the Clans. The traders and alchemists bring supplies and medicine from clan to clan, while the Druids protect their own clan from the beasts that call the woodlands home. Though Olo Dale was born to a trader father and a woodcarver mother, he always took more interest in the Druids of his family, especially his grandfather Perrin Dale. As a child would spend as much time as he could at his grandfather’s small hut, watching in awe as he used his ancient magics to perform all manner of miracle. In his early teens, Olo pleaded with Perrin to take him on as his apprentice many times, wishing to harness the powerful arts of the Druid to smite evil and explore the world, only for his grandfather to repeatedly refuse to teach him even basic spells. This lasted for many years until, on Olo’s 18th birthday, Perrin agreed to teach his grandson in the ways of the Druid, admitting that he had come to admire the boy’s determination and perseverance in the face of repeated rejection. And so, despite his parent’s initial protests, Olo began to train in the Druidic arts.&lt;br /&gt;
&lt;br /&gt;
The lessons were hard and seemingly random at first – taking a jug of water to the other side of the village without spilling a single drop, memorising meaningless symbols and drawing them from memory the next day, and keeping a fire burning in the pouring rain, just to name a few – but Olo never gave up, no matter how much he wanted to quit and just become a trader. Eventually, Olo began to excel at his lessons and completed many with relative ease when he realised just what Perrin was trying to teach him with each – keep calm under extreme pressure or you’ll just make things worse for yourself, use simple memorisation methods to help you remember something that would otherwise never stick in your mind, and look to the world around you in order to find solutions to problems you could never solve on your own. It was then that the real training started.&lt;br /&gt;
&lt;br /&gt;
Thanks to his earlier lessons, Olo quickly mastered the Druidic language and complex spell incantations, and soon he was a fully-fledged Druid (a novice Druid, but a Druid nonetheless) in the eyes of his family and the rest of the clan. Even his parents admitted that he seemed better suited to the role of a mystic protector than he did as a trader. Olo stayed with his grandfather for several more years, learning much from the old man under that time and becoming a skilled magic-user in his own right, but Perrin knew that the boy still longed to see the world beyond his clan and so decided to teach him one final lesson – the Balance. &lt;br /&gt;
&lt;br /&gt;
Perrin sat Olo down one cold night and explained the concept to the young Druid. The Balance is a relic from an ancient Druidic religion, of which Perrin was one of the few remaining followers, and was believed to be the force that tied the world together, and to which every seemingly opposing concept actually contributed to. Life and Death, Order and Chaos, Technology and Nature, these forces all worked together (though not necessarily harmoniously) to sustain the Balance and allow everything to thrive. However, if any one concept were to ever gain an advantage over its opposite then it would bring about some form of pain and suffering – if there was no Death then the world would soon become completely overrun and all its resources would soon dry up, if there was total and complete Order then no one would be able to oppose unjust but ‘ordered’ systems, if Nature overran the world then great advancements that have helped countless people would be utterly eradicated and the various races would be reduced to little more than cave-dwelling savages. The only opposing concepts that were exempt from this belief were Good and Evil, as the ancient Druids considered evildoers to be enemies to the Balance itself, even if they did not realise it, and those who did good to be its (sometimes unknowing) protectors. Perrin told Olo that, even if he did not consider the Balance a mystical force like his grandfather did, he should do everything he can to protect it from scourges such as the undead or the conquering Empire. He then handed Olo a pack of supplies and wished him luck on his journeys.&lt;br /&gt;
&lt;br /&gt;
And so, Olo has set out into the world outside of his clan, determined to find adventure and protect the Balance to the best of his abilities.&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326217</id>
		<title>D&amp;D 5E: The Dryad&#039;s Dragon - Olo Dale</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326217"/>
		<updated>2017-09-03T20:55:17Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.artstation.com/artwork/wPrL6 Olo Dale] - Level 5 Lightfoot Halfling Druid (Circle of the Land)&#039;&#039;&#039;&lt;br /&gt;
*Gender: Male&lt;br /&gt;
*Age: 24&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Proficiency Bonus: +3&lt;br /&gt;
*Speed: 25 feet&lt;br /&gt;
*AC: 15&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 15 (+2)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 11 (+0)&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
*Languages: Dwarvish, Common, Halfling&lt;br /&gt;
*Weapon: Dagger, Sickle, Spear, Mace, Quarterstaff, Sling, Javelin, Club, Scimitar, Dart&lt;br /&gt;
*Armour: Light, Medium, Shields&lt;br /&gt;
*Tools: Woodcarvers tools&lt;br /&gt;
*Skills: Animal Handling, Arcana, Medicine, Survival&lt;br /&gt;
*Saving Throws: Intelligence, Wisdom&lt;br /&gt;
&lt;br /&gt;
== Features and Traits ==&lt;br /&gt;
*Lucky (can reroll a 1 on an attack roll, ability check, or saving throw)&lt;br /&gt;
*Brave (advantage on saving throws to resist being frightened)&lt;br /&gt;
*Halfling Nimbleness (move through the space of any creature larger than you)&lt;br /&gt;
*Naturally Stealthy (can attempt to hide even when only obscured by a creature larger than you)&lt;br /&gt;
*Druidic (can speak Druidic, leave hidden messages in the language, and automatically spot another Druid’s hidden message)&lt;br /&gt;
*Wild Shape (can turn into a non-flying creature that has – at most – ½ CR for 2 hours)&lt;br /&gt;
*Bonus Cantrip&lt;br /&gt;
*Natural Recovery (recover a number of expended spell slots equal to or less than half your level during a short rest)&lt;br /&gt;
*Circle Spells (Forest)&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Scimitar (Finesses, Light): +5 Attack Bonus, 1d6 + 2 slashing damage&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Leather Armour (AC: 11 + Dex)&lt;br /&gt;
**Oak Wooden Shield (+2 to AC when held)&lt;br /&gt;
*Ash Wooden Staff (Druidic Focus)&lt;br /&gt;
*Explorer&#039;s Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days of Rations, Waterskin, 50ft of Hempen Rope)&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
*Spell save DC: 14&lt;br /&gt;
*Spell attack modifier: +6&lt;br /&gt;
*Spellslots: 1st level slots – 4, 2nd level slots – 3, 3rd level slots – 2&lt;br /&gt;
*Number of spells that can be prepared: 8&lt;br /&gt;
*Cantrips: Druidcraft, Guidance, Poison Spray, Thorn Whip&lt;br /&gt;
*Circle Spells: Barkskin (2nd Level Spell), Spider Climb (2nd Level Spell), Call Lightning (3rd Level Spell), Plant Growth (3rd Level Spell)&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The Dales are a respected family of Druids, alchemists, and traders among the Clans. The traders and alchemists bring supplies and medicine from clan to clan, while the Druids protect their own clan from the beasts that call the woodlands home. Though Olo Dale was born to a trader father and a woodcarver mother, he always took more interest in the Druids of his family, especially his grandfather Perrin Dale. As a child would spend as much time as he could at his grandfather’s small hut, watching in awe as he used his ancient magics to perform all manner of miracle. In his early teens, Olo pleaded with Perrin to take him on as his apprentice many times, wishing to harness the powerful arts of the Druid to smite evil and explore the world, only for his grandfather to repeatedly refuse to teach him even basic spells. This lasted for many years until, on Olo’s 18th birthday, Perrin agreed to teach his grandson in the ways of the Druid, admitting that he had come to admire the boy’s determination and perseverance in the face of repeated rejection. And so, despite his parent’s initial protests, Olo began to train in the Druidic arts.&lt;br /&gt;
&lt;br /&gt;
The lessons were hard and seemingly random at first – taking a jug of water to the other side of the village without spilling a single drop, memorising meaningless symbols and drawing them from memory the next day, and keeping a fire burning in the pouring rain, just to name a few – but Olo never gave up, no matter how much he wanted to quit and just become a trader. Eventually, Olo began to excel at his lessons and completed many with relative ease when he realised just what Perrin was trying to teach him with each – keep calm under extreme pressure or you’ll just make things worse for yourself, use simple memorisation methods to help you remember something that would otherwise never stick in your mind, and look to the world around you in order to find solutions to problems you could never solve on your own. It was then that the real training started.&lt;br /&gt;
&lt;br /&gt;
Thanks to his earlier lessons, Olo quickly mastered the Druidic language and complex spell incantations, and soon he was a fully-fledged Druid (a novice Druid, but a Druid nonetheless) in the eyes of his family and the rest of the clan. Even his parents admitted that he seemed better suited to the role of a mystic protector than he did as a trader. Olo stayed with his grandfather for several more years, learning much from the old man under that time and becoming a skilled magic-user in his own right, but Perrin knew that the boy still longed to see the world beyond his clan and so decided to teach him one final lesson – the Balance. &lt;br /&gt;
&lt;br /&gt;
Perrin sat Olo down one cold night and explained the concept to the young Druid. The Balance is a relic from an ancient Druidic religion, of which Perrin was one of the few remaining followers, and was believed to be the force that tied the world together, and to which every seemingly opposing concept actually contributed to. Life and Death, Order and Chaos, Technology and Nature, these forces all worked together (though not necessarily harmoniously) to sustain the Balance and allow everything to thrive. However, if any one concept were to ever gain an advantage over its opposite then it would bring about some form of pain and suffering – if there was no Death then the world would soon become completely overrun and all its resources would soon dry up, if there was total and complete Order then no one would be able to oppose unjust but ‘ordered’ systems, if Nature overran the world then great advancements that have helped countless people would be utterly eradicated and the various races would be reduced to little more than cave-dwelling savages. The only opposing concepts that were exempt from this belief were Good and Evil, as the ancient Druids considered evildoers to be enemies to the Balance itself, even if they did not realise it, and those who did good to be its (sometimes unknowing) protectors. Perrin told Olo that, even if he did not consider the Balance a mystical force like his grandfather did, he should do everything he can to protect it from scourges such as the undead or the conquering Empire. He then handed Olo a pack of supplies and wished him luck on his journeys.&lt;br /&gt;
&lt;br /&gt;
And so, Olo has set out into the world outside of his clan, determined to find adventure and protect the Balance to the best of his abilities.&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326216</id>
		<title>D&amp;D 5E: The Dryad&#039;s Dragon - Olo Dale</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5E:_The_Dryad%27s_Dragon_-_Olo_Dale&amp;diff=326216"/>
		<updated>2017-09-03T20:53:22Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;[https://www.artstation.com/artwork/wPrL6 Olo Dale] - Level 5 Lightfoot Halfling Druid (Circle of the Land)&amp;#039;&amp;#039;&amp;#039; *Gender: Male *Age: 24 *Alignment: Neutral Good *Proficiency...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://www.artstation.com/artwork/wPrL6 Olo Dale] - Level 5 Lightfoot Halfling Druid (Circle of the Land)&#039;&#039;&#039;&lt;br /&gt;
*Gender: Male&lt;br /&gt;
*Age: 24&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Proficiency Bonus: +3&lt;br /&gt;
*Speed: 25 feet&lt;br /&gt;
*AC: 15&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 15 (+2)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 11 (+0)&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
*Languages: Dwarvish, Common, Halfling&lt;br /&gt;
*Weapon: Dagger, Sickle, Spear, Mace, Quarterstaff, Sling, Javelin, Club, Scimitar, Dart&lt;br /&gt;
*Armour: Light, Medium, Shields&lt;br /&gt;
*Tools: Woodcarvers tools&lt;br /&gt;
*Skills: Animal Handling, Arcana, Medicine, Survival&lt;br /&gt;
*Saving Throws: Intelligence, Wisdom&lt;br /&gt;
&lt;br /&gt;
== Features and Traits ==&lt;br /&gt;
*Lucky (can reroll a 1 on an attack roll, ability check, or saving throw)&lt;br /&gt;
*Brave (advantage on saving throws to resist being frightened)&lt;br /&gt;
*Halfling Nimbleness (move through the space of any creature larger than you)&lt;br /&gt;
*Naturally Stealthy (can attempt to hide even when only obscured by a creature larger than you)&lt;br /&gt;
*Druidic (can speak Druidic, leave hidden messages in the language, and automatically spot another Druid’s hidden message)&lt;br /&gt;
*Wild Shape (can turn into a non-flying creature that has – at most – ½ CR for 2 hours)&lt;br /&gt;
*Bonus Cantrip&lt;br /&gt;
*Natural Recovery (recover a number of expended spell slots equal to or less than half your level during a short rest)&lt;br /&gt;
*Circle Spells (Forest)&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Scimitar (Finesses, Light): +5 Attack Bonus, 1d6 + 2 slashing damage&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
*Leather Armour (AC: 11 + Dex)&lt;br /&gt;
**Oak Wooden Shield (+2 to AC when held)&lt;br /&gt;
*Ash Wooden Staff (Druidic Focus)&lt;br /&gt;
*Explorer&#039;s Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days of Rations, Waterskin, 50ft of Hempen Rope)&lt;br /&gt;
&lt;br /&gt;
== Spellcasting ==&lt;br /&gt;
*Spell save DC: 14&lt;br /&gt;
*Spell attack modifier: +6&lt;br /&gt;
*Spellslots: 1st level slots – 4, 2nd level slots – 3, 3rd level slots – 2&lt;br /&gt;
*Number of spells that can be prepared: 8&lt;br /&gt;
*Cantrips: Druidcraft, Guidance, Poison Spray, Thorn Whip&lt;br /&gt;
*Circle Spells: Barkskin (2nd Level Spell), Spider Climb (2nd Level Spell), Call Lightning (3rd Level Spell), Plant Growth (3rd Level Spell)&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
The Dales are a respected family of Druids, alchemists, and traders among the Clans. The traders and alchemists bring supplies and medicine from clan to clan, while the Druids protect their own clan from the beasts that call the woodlands home. Though Olo Dale was born to a trader father and a woodcarver mother, he always took more interest in the Druids of his family, especially his grandfather Perrin Dale. As a child would spend as much time as he could at his grandfather’s small hut, watching in awe as he used his ancient magics to perform all manner of miracle. In his early teens, Olo pleaded with Perrin to take him on as his apprentice many times, wishing to harness the powerful arts of the Druid to smite evil and explore the world, only for his grandfather to repeatedly refuse to teach him even basic spells. This lasted for many years until, on Olo’s 18th birthday, Perrin agreed to teach his grandson in the ways of the Druid, admitting that he had come to admire the boy’s determination and perseverance in the face of repeated rejection. And so, despite his parent’s initial protests, Olo began to train in the Druidic arts.&lt;br /&gt;
&lt;br /&gt;
The lessons were hard and seemingly random at first – taking a jug of water to the other side of the village without spilling a single drop, memorising meaningless symbols and drawing them from memory the next day, and keeping a fire burning in the pouring rain, just to name a few – but Olo never gave up, no matter how much he wanted to quit and just become a trader. Eventually, Olo began to excel at his lessons and completed many with relative ease when he realised just what Perrin was trying to teach him with ease – keep calm under extreme pressure or you’ll just make things worse for yourself, use simple memorisation methods to help you remember something that would otherwise never stick in your mind, and look to the world around you in order to find solutions to problems you could never solve on your own. It was then that the real training started.&lt;br /&gt;
&lt;br /&gt;
Thanks to his earlier lessons, Olo quickly mastered the Druidic language and complex spell incantations, and soon he was a fully-fledged Druid (a novice Druid, but a Druid nonetheless) in the eyes of his family and the rest of the clan. Even his parents admitted that he seemed better suited to the role of a mystic protector than he did as a trader. Olo stayed with his grandfather for several more years, learning much from the old man under that time and becoming a skilled magic-user in his own right, but Perrin knew that the boy still longed to see the world beyond his clan and so decided to teach him one final lesson – the Balance. &lt;br /&gt;
&lt;br /&gt;
Perrin sat Olo down one cold night and explained the concept to the young Druid. The Balance is a relic from an ancient Druidic religion, of which Perrin was one of the few remaining followers, and was believed to be the force that tied the world together, and to which every seemingly opposing concept actually contributed to. Life and Death, Order and Chaos, Technology and Nature, these forces all worked together (though not necessarily harmoniously) to sustain the Balance and allow everything to thrive. However, if any one concept were to ever gain an advantage over its opposite then it would bring about some form of pain and suffering – if there was no Death then the world would soon become completely overrun and all its resources would soon dry up, if there was total and complete Order then no one would be able to oppose unjust but ‘ordered’ systems, if Nature overran the world then great advancements that have helped countless people would be utterly eradicated and the various races would be reduced to little more than cave-dwelling savages. The only opposing concepts that were exempt from this belief were Good and Evil, as the ancient Druids considered evildoers to be enemies to the Balance itself, even if they did not realise it, and those who did good to be its (sometimes unknowing) protectors. Perrin told Olo that, even if he did not consider the Balance a mystical force like his grandfather did, he should do everything he can to protect it from scourges such as the undead or the conquering Empire. He then handed Olo a pack of supplies and wished him luck on his journeys.&lt;br /&gt;
&lt;br /&gt;
And so, Olo has set out into the world outside of his clan, determined to find adventure and protect the Balance to the best of his abilities.&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Back_to_the_Future_Past&amp;diff=314011</id>
		<title>Back to the Future Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Back_to_the_Future_Past&amp;diff=314011"/>
		<updated>2017-02-09T01:55:18Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Setting=&lt;br /&gt;
&lt;br /&gt;
A play-by-post game, using the Mutants and Masterminds 3rd edition rules. A group of superheroes from 2037 travel to the past in order to avert a future apocalypse.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&lt;br /&gt;
[[Argee (Reality Glitch)]]&lt;br /&gt;
&lt;br /&gt;
[[Belle Liberté (JaeFru)]]&lt;br /&gt;
&lt;br /&gt;
[[The  Bolt (PauloDewalshio)]]; Speedster with sentient energy source&lt;br /&gt;
&lt;br /&gt;
[[Doctor Gigabyte (t@nya)]]; super-genius ghost with tech powers&lt;br /&gt;
&lt;br /&gt;
[[Gauntlet (Unka Josh)]]&lt;br /&gt;
&lt;br /&gt;
[[Incarnate (Funkadelic)]]&lt;br /&gt;
&lt;br /&gt;
[[Solitaire (The Snark)]]&lt;br /&gt;
&lt;br /&gt;
==NPCs==&lt;br /&gt;
&lt;br /&gt;
[[Alice McIntyre]]; The Bolt&#039;s younger sister&lt;br /&gt;
&lt;br /&gt;
[[Artaxia (Gregg Ryder)]]; one of Doctor Gigabyte&#039;s friends after the Event&lt;br /&gt;
&lt;br /&gt;
[[Doctor Clock]]; The Bolt&#039;s nemesis&lt;br /&gt;
&lt;br /&gt;
[[Heart (Reality Glitch)]]; Argee&#039;s housecat turned supervillain&lt;br /&gt;
&lt;br /&gt;
[[Kumoko (Supervillain)]]; Gauntlet&#039;s nemesis&lt;br /&gt;
&lt;br /&gt;
[[Nephilim]]; Incarnate&#039;s nemesis&lt;br /&gt;
&lt;br /&gt;
[[Samantha Immerman]]; Incarnate&#039;s mortel mother&lt;br /&gt;
&lt;br /&gt;
[[Scorpio (Supervillain)]]; Doctor Gigabyte&#039;s nemesis&lt;br /&gt;
&lt;br /&gt;
[[Tokamak II]]; armored super-heroine, linked to Gauntlet&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Bolt_(PauloDewalshio)&amp;diff=314010</id>
		<title>The Bolt (PauloDewalshio)</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Bolt_(PauloDewalshio)&amp;diff=314010"/>
		<updated>2017-02-09T01:53:45Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Created page with &amp;quot;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt (David McIntyre)&amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;  ===Personal Information=== Name: David McIntyre  Age: 39  Occupation: None  Identity: Sec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt (David McIntyre)&amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Information===&lt;br /&gt;
Name: David McIntyre&lt;br /&gt;
&lt;br /&gt;
Age: 39&lt;br /&gt;
&lt;br /&gt;
Occupation: None&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Strength 2, Stamina 5, Agility 5, Dexterity 4, Fighting 4, Intellect 3, Awareness 2, Presence 1&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Athletics 6 (+8), Close Combat: Shocking Touch 6 (+10), Close Combat: Superspeed Punches 4 (+8), Deception 11 (+12), Expertise: Science 7 (+10), Insight 6 (+8), Investigation 5 (+8), Perception 6 (+8), Ranged Combat: Lightning Spear 4 (+8), Sleight of Hand 1 (+5)&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Accurate Attack, Improved Initiative 7, Move-by Action, Takedown 2, Taunt&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +33&lt;br /&gt;
&lt;br /&gt;
Bring Down the Storm!: Line Area Damage 10 (DC 25)&lt;br /&gt;
&lt;br /&gt;
Grab, +4 (DC Spec 12)&lt;br /&gt;
&lt;br /&gt;
Lightning Spear: Damage 8, +16 (DC 23)&lt;br /&gt;
&lt;br /&gt;
Shocking Touch: Affliction 14, +10 (DC Fort 24)&lt;br /&gt;
&lt;br /&gt;
Superspeed Punches: Strength-based Damage 8, +14 (DC 25)&lt;br /&gt;
&lt;br /&gt;
Throw, +4 (DC 17)&lt;br /&gt;
&lt;br /&gt;
Unarmed, +4 (DC 17)&lt;br /&gt;
&lt;br /&gt;
===Defenses===&lt;br /&gt;
Dodge 14, Parry 14, Fortitude 12, Toughness 10, Will 12&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Lightning Shield: Protection 5(+5 Toughness)&lt;br /&gt;
&lt;br /&gt;
Nanite Suit: Feature 1 (Removable, Notes: Quick Change)&lt;br /&gt;
&lt;br /&gt;
Quantum Lightning Powers&lt;br /&gt;
&lt;br /&gt;
. . Bring Down the Storm!: Line Area Damage 10[/B] (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Form: Insubstantial 3 (Energy)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Spear: Damage 8 (DC 23; Accurate 4: +8, Increased Range: ranged)&lt;br /&gt;
&lt;br /&gt;
. . Shocking Touch: Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24)&lt;br /&gt;
&lt;br /&gt;
. . Superspeed Punches: Strength-based Damage 8 (DC 25; Accurate 3: +6, Multiattack)&lt;br /&gt;
&lt;br /&gt;
Superspeed (Advantages: Improved Initiative 7)&lt;br /&gt;
&lt;br /&gt;
. . Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)&lt;br /&gt;
&lt;br /&gt;
. . Run On Water: Movement 1 (Water Walking 1: you sink if you are prone; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Run Up Walls: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
David McIntyre was born and raised in Edinburgh, Scotland; his mother was a brilliant scientist who spent most of her career trying to safely tap into one of the many extra-dimensional forces that various superheroes had access to. When David was 18 he got a job as a security guard at the research centre where his mother worked, but one night when he was doing his usual rounds he noticed a bright glow coming from his mother&#039;s lab. David decided to investigate and found that one of the machines set up to contain an extra-dimensional force one of his mother&#039;s co-workers dubbed &amp;quot;Quantum Lightning&amp;quot; was overloading, but it exploded before he could react and he was caught at the centre of the blast. David spent the next 6 months in a coma and when he awoke, he found that he had been infused with the Quantum Lightning from the explosion and that it had granted him amazing abilities, as well as a mysterious voice in his head that was a part of the Quantum Lightning itself. David quickly put his powers to good use, becoming the speedster Shock and Awe, and while his new superhero lifestyle had its ups and downs, David wouldn&#039;t have traded his powers for the world. &lt;br /&gt;
&lt;br /&gt;
That changed when David encountered Doctor Clock, a mysterious speedster with the ability to manipulate time. The ‘good’ doctor possessed disturbingly specific personal details about David’s normal life – home address, names of family members, what school he went to, etc. – and enjoyed toying with him in and out of costume when she wasn’t just putting him in the hospital (or rather, his mother’s lab). He often came home to discover death threats from Doctor Clock, or see her out of the corner of his eye for a brief second before she vanished. David tried not to let his fear of the time-warper show, putting on a brave face and emphasising his usual snarky attitude when they fought, but deep down he wanted nothing more than to run and hide every time he even thought of her.&lt;br /&gt;
&lt;br /&gt;
The conflict between the two reached its peak when Doctor Clock kidnapped David’s little sister, Alice. David had finally had enough; You could hurt him, you could make him fear for his life, you could even try to kill him, but if you even so much as hurt a hair on his sister’s head then he would make you pay dearly. The speedster rushed to the location he was given without a second thought, determined to pay Doctor Clock back for everything she had done to him. Unfortunately, in his rage, he unthinkingly walked straight into a trap and was hit with sleeping gas for his troubles. When he awoke, David was trapped six feet underground in a small coffin.&lt;br /&gt;
&lt;br /&gt;
It took what felt like hours of punching and digging, but David managed to dig his way out of the grave up to the surface, finding himself on the outskirts of Edinburgh. Dazed and gasping for breath, he wanted nothing more than to run home, and break down crying in his parent’s arms, but when David looked at the Edinburgh skyline and saw that part of it was on fire, he knew what he had to do. After collecting himself, the teenage speedster ran right towards the burning city, finding his arch-nemesis wreaking havoc.&lt;br /&gt;
&lt;br /&gt;
The fight between the two was brutal and lasted for two hours, with millions of pounds in property damage caused and countless lives lost due to both Doctor Clock’s maliciousness and David’s unwillingness to focus on anything other than beating the villain to within an inch of her life. When it was all over, Doctor Clock was a broken mess at David’s feet, and yet she continued to taunt him about his every failing. David silently weathered the insults, until the Doctor began to describe how she murdered Alice without remorse. In a fit of animalistic rage, David drove a spear of Quantum Lightning through the villain’s heart, killing her. He looked around him to see the terrified and hateful faces of those around him, and he could only think of how ungrateful they all were. He had saved them countless times and yet they looked at him as if he was a monster. He ran off, disgusted with them all.&lt;br /&gt;
&lt;br /&gt;
David returned home, beaten, bloody, and mentally broken, expecting to collapse into his remaining family’s comforting embrace. Instead, he found looks of fear and confusion from his mum, dad, and his sister. To his surprise and horror, David discovered that Doctor Clock had never kidnapped Alice in the first place, she was simply at a friend’s house and forgot to tell him; He had just killed a woman for nothing.&lt;br /&gt;
&lt;br /&gt;
The police issued an arrest warrant for Shock and Awe the next day, and David disappeared shortly after that. He drifted for a couple of months, though where to no one except him knows, before returning to his hometown as someone completely different. David was tired of being the hero, he was tired of looking out for those who would turn their backs on him the moment he did something that didn’t perfectly align with their moral code. Instead, he’d start looking out for himself for a change. And so, David became the super-powered thief known as ‘Death Racer’ (looking back, he really regrets the name). He spent the next five months doing whatever he liked, whenever he liked. He didn’t care who he hurt, just so long as he got something out of it by the end. That is, until what should’ve been a routine smash-and-grab of his mother’s laboratory resulted in a horrific explosion that left many old friends dead and his mother in a wheelchair. David turned himself in the next day, realising what a horrible person he had become and prepared to live the rest of his life behind bars.&lt;br /&gt;
&lt;br /&gt;
Then ‘The Event’ happened, and the world was almost quite literally torn asunder. David spent the two decades of his life drifting once more, this time helping those in desperate need, until learning of a project to send a group twenty years back in time to prevent the Event from ever happening. David sought them out and volunteered his services immediately, realising he could save both the world and himself from a horrible future. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Claustrophobic: After an incident in which he was buried alive for a full day, David now suffers from claustrophobia.&lt;br /&gt;
&lt;br /&gt;
Enemy: The mysterious time-warping speedster Dr Clock was the nemesis of David&#039;s younger self, and she was also indirectly responsible for his later villainy. David&#039;s utter contempt for the mystery woman is as strong as ever.&lt;br /&gt;
&lt;br /&gt;
Identity: David&#039;s naturally not too keen on his younger self, or anyone for that matter, finding out who he really is.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save Himself: Terrible things happened to David, and he responded by doing terrible things in return. Now, David hopes he can stop all of that.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save the Future: David is determined to save the future, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
No Man Left Behind: After all the deaths he&#039;s seen in his life, David absolutely refuses to leave anyone to die if he can save them, regardless of how he feels about them or the potential risk to his own safety.&lt;br /&gt;
&lt;br /&gt;
Power Loss: David can completely expend all the Quantum Lightning built up in his cells and lose all his powers if he pushes himself beyond his normal limits for too long (which is usually done by temporarily increasing his speed or using the Quantum Lightning in a way he is not used to). When he loses his powers, it takes roughly 24 hours for him to completely &#039;recharge&#039;.&lt;br /&gt;
&lt;br /&gt;
Voice in your head: The Quantum Lightning David is infused with is sentient and will often give him advice about what it thinks he should do in a situation. It&#039;s not always right, however, and its plans have hurt more than they&#039;ve helped on several occasions&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
Abilities 52 + Powers 59 + Advantages 5 + Skills 28 (56 ranks) + Defenses 36 = 180&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314009</id>
		<title>Talk:Back to the Future Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314009"/>
		<updated>2017-02-09T01:53:29Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314008</id>
		<title>Talk:Back to the Future Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314008"/>
		<updated>2017-02-09T01:52:33Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt (David McIntyre)&amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Information===&lt;br /&gt;
Name: David McIntyre&lt;br /&gt;
&lt;br /&gt;
Age: 39&lt;br /&gt;
&lt;br /&gt;
Occupation: None&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
Strength 2, Stamina 5, Agility 5, Dexterity 4, Fighting 4, Intellect 3, Awareness 2, Presence 1&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
Athletics 6 (+8), Close Combat: Shocking Touch 6 (+10), Close Combat: Superspeed Punches 4 (+8), Deception 11 (+12), Expertise: Science 7 (+10), Insight 6 (+8), Investigation 5 (+8), Perception 6 (+8), Ranged Combat: Lightning Spear 4 (+8), Sleight of Hand 1 (+5)&lt;br /&gt;
&lt;br /&gt;
===Advantages===&lt;br /&gt;
Accurate Attack, Improved Initiative 7, Move-by Action, Takedown 2, Taunt&lt;br /&gt;
&lt;br /&gt;
===Offense===&lt;br /&gt;
Initiative +33&lt;br /&gt;
&lt;br /&gt;
Bring Down the Storm!: Line Area Damage 10 (DC 25)&lt;br /&gt;
&lt;br /&gt;
Grab, +4 (DC Spec 12)&lt;br /&gt;
&lt;br /&gt;
Lightning Spear: Damage 8, +16 (DC 23)&lt;br /&gt;
&lt;br /&gt;
Shocking Touch: Affliction 14, +10 (DC Fort 24)&lt;br /&gt;
&lt;br /&gt;
Superspeed Punches: Strength-based Damage 8, +14 (DC 25)&lt;br /&gt;
&lt;br /&gt;
Throw, +4 (DC 17)&lt;br /&gt;
&lt;br /&gt;
Unarmed, +4 (DC 17)&lt;br /&gt;
&lt;br /&gt;
===Defenses===&lt;br /&gt;
Dodge 14, Parry 14, Fortitude 12, Toughness 10, Will 12&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
Lightning Shield: Protection 5(+5 Toughness)&lt;br /&gt;
&lt;br /&gt;
Nanite Suit: Feature 1 (Removable, Notes: Quick Change)&lt;br /&gt;
&lt;br /&gt;
Quantum Lightning Powers&lt;br /&gt;
&lt;br /&gt;
. . Bring Down the Storm!: Line Area Damage 10[/B] (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Form: Insubstantial 3 (Energy)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Spear: Damage 8 (DC 23; Accurate 4: +8, Increased Range: ranged)&lt;br /&gt;
&lt;br /&gt;
. . Shocking Touch: Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24)&lt;br /&gt;
&lt;br /&gt;
. . Superspeed Punches: Strength-based Damage 8 (DC 25; Accurate 3: +6, Multiattack)&lt;br /&gt;
&lt;br /&gt;
Superspeed (Advantages: Improved Initiative 7)&lt;br /&gt;
&lt;br /&gt;
. . Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)&lt;br /&gt;
&lt;br /&gt;
. . Run On Water: Movement 1 (Water Walking 1: you sink if you are prone; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Run Up Walls: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
David McIntyre was born and raised in Edinburgh, Scotland; his mother was a brilliant scientist who spent most of her career trying to safely tap into one of the many extra-dimensional forces that various superheroes had access to. When David was 18 he got a job as a security guard at the research centre where his mother worked, but one night when he was doing his usual rounds he noticed a bright glow coming from his mother&#039;s lab. David decided to investigate and found that one of the machines set up to contain an extra-dimensional force one of his mother&#039;s co-workers dubbed &amp;quot;Quantum Lightning&amp;quot; was overloading, but it exploded before he could react and he was caught at the centre of the blast. David spent the next 6 months in a coma and when he awoke, he found that he had been infused with the Quantum Lightning from the explosion and that it had granted him amazing abilities, as well as a mysterious voice in his head that was a part of the Quantum Lightning itself. David quickly put his powers to good use, becoming the speedster Shock and Awe, and while his new superhero lifestyle had its ups and downs, David wouldn&#039;t have traded his powers for the world. &lt;br /&gt;
&lt;br /&gt;
That changed when David encountered Doctor Clock, a mysterious speedster with the ability to manipulate time. The ‘good’ doctor possessed disturbingly specific personal details about David’s normal life – home address, names of family members, what school he went to, etc. – and enjoyed toying with him in and out of costume when she wasn’t just putting him in the hospital (or rather, his mother’s lab). He often came home to discover death threats from Doctor Clock, or see her out of the corner of his eye for a brief second before she vanished. David tried not to let his fear of the time-warper show, putting on a brave face and emphasising his usual snarky attitude when they fought, but deep down he wanted nothing more than to run and hide every time he even thought of her.&lt;br /&gt;
&lt;br /&gt;
The conflict between the two reached its peak when Doctor Clock kidnapped David’s little sister, Alice. David had finally had enough; You could hurt him, you could make him fear for his life, you could even try to kill him, but if you even so much as hurt a hair on his sister’s head then he would make you pay dearly. The speedster rushed to the location he was given without a second thought, determined to pay Doctor Clock back for everything she had done to him. Unfortunately, in his rage, he unthinkingly walked straight into a trap and was hit with sleeping gas for his troubles. When he awoke, David was trapped six feet underground in a small coffin.&lt;br /&gt;
&lt;br /&gt;
It took what felt like hours of punching and digging, but David managed to dig his way out of the grave up to the surface, finding himself on the outskirts of Edinburgh. Dazed and gasping for breath, he wanted nothing more than to run home, and break down crying in his parent’s arms, but when David looked at the Edinburgh skyline and saw that part of it was on fire, he knew what he had to do. After collecting himself, the teenage speedster ran right towards the burning city, finding his arch-nemesis wreaking havoc.&lt;br /&gt;
&lt;br /&gt;
The fight between the two was brutal and lasted for two hours, with millions of pounds in property damage caused and countless lives lost due to both Doctor Clock’s maliciousness and David’s unwillingness to focus on anything other than beating the villain to within an inch of her life. When it was all over, Doctor Clock was a broken mess at David’s feet, and yet she continued to taunt him about his every failing. David silently weathered the insults, until the Doctor began to describe how she murdered Alice without remorse. In a fit of animalistic rage, David drove a spear of Quantum Lightning through the villain’s heart, killing her. He looked around him to see the terrified and hateful faces of those around him, and he could only think of how ungrateful they all were. He had saved them countless times and yet they looked at him as if he was a monster. He ran off, disgusted with them all.&lt;br /&gt;
&lt;br /&gt;
David returned home, beaten, bloody, and mentally broken, expecting to collapse into his remaining family’s comforting embrace. Instead, he found looks of fear and confusion from his mum, dad, and his sister. To his surprise and horror, David discovered that Doctor Clock had never kidnapped Alice in the first place, she was simply at a friend’s house and forgot to tell him; He had just killed a woman for nothing.&lt;br /&gt;
&lt;br /&gt;
The police issued an arrest warrant for Shock and Awe the next day, and David disappeared shortly after that. He drifted for a couple of months, though where to no one except him knows, before returning to his hometown as someone completely different. David was tired of being the hero, he was tired of looking out for those who would turn their backs on him the moment he did something that didn’t perfectly align with their moral code. Instead, he’d start looking out for himself for a change. And so, David became the super-powered thief known as ‘Death Racer’ (looking back, he really regrets the name). He spent the next five months doing whatever he liked, whenever he liked. He didn’t care who he hurt, just so long as he got something out of it by the end. That is, until what should’ve been a routine smash-and-grab of his mother’s laboratory resulted in a horrific explosion that left many old friends dead and his mother in a wheelchair. David turned himself in the next day, realising what a horrible person he had become and prepared to live the rest of his life behind bars.&lt;br /&gt;
&lt;br /&gt;
Then ‘The Event’ happened, and the world was almost quite literally torn asunder. David spent the two decades of his life drifting once more, this time helping those in desperate need, until learning of a project to send a group twenty years back in time to prevent the Event from ever happening. David sought them out and volunteered his services immediately, realising he could save both the world and himself from a horrible future. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Claustrophobic: After an incident in which he was buried alive for a full day, David now suffers from claustrophobia.&lt;br /&gt;
&lt;br /&gt;
Enemy: The mysterious time-warping speedster Dr Clock was the nemesis of David&#039;s younger self, and she was also indirectly responsible for his later villainy. David&#039;s utter contempt for the mystery woman is as strong as ever.&lt;br /&gt;
&lt;br /&gt;
Identity: David&#039;s naturally not too keen on his younger self, or anyone for that matter, finding out who he really is.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save Himself: Terrible things happened to David, and he responded by doing terrible things in return. Now, David hopes he can stop all of that.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save the Future: David is determined to save the future, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
No Man Left Behind: After all the deaths he&#039;s seen in his life, David absolutely refuses to leave anyone to die if he can save them, regardless of how he feels about them or the potential risk to his own safety.&lt;br /&gt;
&lt;br /&gt;
Power Loss: David can completely expend all the Quantum Lightning built up in his cells and lose all his powers if he pushes himself beyond his normal limits for too long (which is usually done by temporarily increasing his speed or using the Quantum Lightning in a way he is not used to). When he loses his powers, it takes roughly 24 hours for him to completely &#039;recharge&#039;.&lt;br /&gt;
&lt;br /&gt;
Voice in your head: The Quantum Lightning David is infused with is sentient and will often give him advice about what it thinks he should do in a situation. It&#039;s not always right, however, and its plans have hurt more than they&#039;ve helped on several occasions&lt;br /&gt;
&lt;br /&gt;
===Power Points===&lt;br /&gt;
Abilities 52 + Powers 59 + Advantages 5 + Skills 28 (56 ranks) + Defenses 36 = 180&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314007</id>
		<title>Talk:Back to the Future Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314007"/>
		<updated>2017-02-09T01:47:32Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt (David McIntyre)&amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Information===&lt;br /&gt;
Name: David McIntyre&lt;br /&gt;
&lt;br /&gt;
Age: 39&lt;br /&gt;
&lt;br /&gt;
Occupation: None&lt;br /&gt;
&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
===Powers (180pp/180pp)===&lt;br /&gt;
Lightning Shield: Protection 5(+5 Toughness)&lt;br /&gt;
&lt;br /&gt;
Nanite Suit: Feature 1 (Removable, Notes: Quick Change)&lt;br /&gt;
&lt;br /&gt;
Quantum Lightning Powers&lt;br /&gt;
&lt;br /&gt;
. . Bring Down the Storm!: Line Area Damage 10[/B] (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Form: Insubstantial 3 (Energy)&lt;br /&gt;
&lt;br /&gt;
. . Lightning Spear: Damage 8 (DC 23; Accurate 4: +8, Increased Range: ranged)&lt;br /&gt;
&lt;br /&gt;
. . Shocking Touch: Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24)&lt;br /&gt;
&lt;br /&gt;
. . Superspeed Punches: Strength-based Damage 8 (DC 25; Accurate 3: +6, Multiattack)&lt;br /&gt;
&lt;br /&gt;
Superspeed (Advantages: Improved Initiative 7)&lt;br /&gt;
&lt;br /&gt;
. . Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)&lt;br /&gt;
&lt;br /&gt;
. . Run On Water: Movement 1 (Water Walking 1: you sink if you are prone; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Run Up Walls: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: While Moving)&lt;br /&gt;
&lt;br /&gt;
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
David McIntyre was born and raised in Edinburgh, Scotland; his mother was a brilliant scientist who spent most of her career trying to safely tap into one of the many extra-dimensional forces that various superheroes had access to. When David was 18 he got a job as a security guard at the research centre where his mother worked, but one night when he was doing his usual rounds he noticed a bright glow coming from his mother&#039;s lab. David decided to investigate and found that one of the machines set up to contain an extra-dimensional force one of his mother&#039;s co-workers dubbed &amp;quot;Quantum Lightning&amp;quot; was overloading, but it exploded before he could react and he was caught at the centre of the blast. David spent the next 6 months in a coma and when he awoke, he found that he had been infused with the Quantum Lightning from the explosion and that it had granted him amazing abilities, as well as a mysterious voice in his head that was a part of the Quantum Lightning itself. David quickly put his powers to good use, becoming the speedster Shock and Awe, and while his new superhero lifestyle had its ups and downs, David wouldn&#039;t have traded his powers for the world. &lt;br /&gt;
&lt;br /&gt;
That changed when David encountered Doctor Clock, a mysterious speedster with the ability to manipulate time. The ‘good’ doctor possessed disturbingly specific personal details about David’s normal life – home address, names of family members, what school he went to, etc. – and enjoyed toying with him in and out of costume when she wasn’t just putting him in the hospital (or rather, his mother’s lab). He often came home to discover death threats from Doctor Clock, or see her out of the corner of his eye for a brief second before she vanished. David tried not to let his fear of the time-warper show, putting on a brave face and emphasising his usual snarky attitude when they fought, but deep down he wanted nothing more than to run and hide every time he even thought of her.&lt;br /&gt;
&lt;br /&gt;
The conflict between the two reached its peak when Doctor Clock kidnapped David’s little sister, Alice. David had finally had enough; You could hurt him, you could make him fear for his life, you could even try to kill him, but if you even so much as hurt a hair on his sister’s head then he would make you pay dearly. The speedster rushed to the location he was given without a second thought, determined to pay Doctor Clock back for everything she had done to him. Unfortunately, in his rage, he unthinkingly walked straight into a trap and was hit with sleeping gas for his troubles. When he awoke, David was trapped six feet underground in a small coffin.&lt;br /&gt;
&lt;br /&gt;
It took what felt like hours of punching and digging, but David managed to dig his way out of the grave up to the surface, finding himself on the outskirts of Edinburgh. Dazed and gasping for breath, he wanted nothing more than to run home, and break down crying in his parent’s arms, but when David looked at the Edinburgh skyline and saw that part of it was on fire, he knew what he had to do. After collecting himself, the teenage speedster ran right towards the burning city, finding his arch-nemesis wreaking havoc.&lt;br /&gt;
&lt;br /&gt;
The fight between the two was brutal and lasted for two hours, with millions of pounds in property damage caused and countless lives lost due to both Doctor Clock’s maliciousness and David’s unwillingness to focus on anything other than beating the villain to within an inch of her life. When it was all over, Doctor Clock was a broken mess at David’s feet, and yet she continued to taunt him about his every failing. David silently weathered the insults, until the Doctor began to describe how she murdered Alice without remorse. In a fit of animalistic rage, David drove a spear of Quantum Lightning through the villain’s heart, killing her. He looked around him to see the terrified and hateful faces of those around him, and he could only think of how ungrateful they all were. He had saved them countless times and yet they looked at him as if he was a monster. He ran off, disgusted with them all.&lt;br /&gt;
&lt;br /&gt;
David returned home, beaten, bloody, and mentally broken, expecting to collapse into his remaining family’s comforting embrace. Instead, he found looks of fear and confusion from his mum, dad, and his sister. To his surprise and horror, David discovered that Doctor Clock had never kidnapped Alice in the first place, she was simply at a friend’s house and forgot to tell him; He had just killed a woman for nothing.&lt;br /&gt;
&lt;br /&gt;
The police issued an arrest warrant for Shock and Awe the next day, and David disappeared shortly after that. He drifted for a couple of months, though where to no one except him knows, before returning to his hometown as someone completely different. David was tired of being the hero, he was tired of looking out for those who would turn their backs on him the moment he did something that didn’t perfectly align with their moral code. Instead, he’d start looking out for himself for a change. And so, David became the super-powered thief known as ‘Death Racer’ (looking back, he really regrets the name). He spent the next five months doing whatever he liked, whenever he liked. He didn’t care who he hurt, just so long as he got something out of it by the end. That is, until what should’ve been a routine smash-and-grab of his mother’s laboratory resulted in a horrific explosion that left many old friends dead and his mother in a wheelchair. David turned himself in the next day, realising what a horrible person he had become and prepared to live the rest of his life behind bars.&lt;br /&gt;
&lt;br /&gt;
Then ‘The Event’ happened, and the world was almost quite literally torn asunder. David spent the two decades of his life drifting once more, this time helping those in desperate need, until learning of a project to send a group twenty years back in time to prevent the Event from ever happening. David sought them out and volunteered his services immediately, realising he could save both the world and himself from a horrible future. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Claustrophobic: After an incident in which he was buried alive for a full day, David now suffers from claustrophobia.&lt;br /&gt;
&lt;br /&gt;
Enemy: The mysterious time-warping speedster Dr Clock was the nemesis of David&#039;s younger self, and she was also indirectly responsible for his later villainy. David&#039;s utter contempt for the mystery woman is as strong as ever.&lt;br /&gt;
&lt;br /&gt;
Identity: David&#039;s naturally not too keen on his younger self, or anyone for that matter, finding out who he really is.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save Himself: Terrible things happened to David, and he responded by doing terrible things in return. Now, David hopes he can stop all of that.&lt;br /&gt;
&lt;br /&gt;
Motivation - Save the Future: David is determined to save the future, no matter the cost.&lt;br /&gt;
&lt;br /&gt;
No Man Left Behind: After all the deaths he&#039;s seen in his life, David absolutely refuses to leave anyone to die if he can save them, regardless of how he feels about them or the potential risk to his own safety.&lt;br /&gt;
&lt;br /&gt;
Power Loss: David can completely expend all the Quantum Lightning built up in his cells and lose all his powers if he pushes himself beyond his normal limits for too long (which is usually done by temporarily increasing his speed or using the Quantum Lightning in a way he is not used to). When he loses his powers, it takes roughly 24 hours for him to completely &#039;recharge&#039;.&lt;br /&gt;
&lt;br /&gt;
Voice in your head: The Quantum Lightning David is infused with is sentient and will often give him advice about what it thinks he should do in a situation. It&#039;s not always right, however, and its plans have hurt more than they&#039;ve helped on several occasions&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314006</id>
		<title>Talk:Back to the Future Past</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:Back_to_the_Future_Past&amp;diff=314006"/>
		<updated>2017-02-09T01:46:01Z</updated>

		<summary type="html">&lt;p&gt;PauloDeWalshio: Created page with &amp;quot;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt &amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;  ===Personal Information=== Name: David McIntyre Age: 39 Occupation: None Identity: Secret  ===Powers (180...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font color=&amp;quot;gold&amp;quot;&amp;gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;The Bolt &amp;lt;/font size&amp;gt;&amp;lt;/font color&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Personal Information===&lt;br /&gt;
Name: David McIntyre&lt;br /&gt;
Age: 39&lt;br /&gt;
Occupation: None&lt;br /&gt;
Identity: Secret&lt;br /&gt;
&lt;br /&gt;
===Powers (180pp/180pp)===&lt;br /&gt;
Lightning Shield: Protection 5(+5 Toughness)&lt;br /&gt;
Nanite Suit: Feature 1 (Removable, Notes: Quick Change)&lt;br /&gt;
Quantum Lightning Powers&lt;br /&gt;
. . Bring Down the Storm!: Line Area Damage 10[/B] (DC 25; Line Area: 5 feet wide by 30 feet long, DC 20)&lt;br /&gt;
. . Lightning Form: Insubstantial 3 (Energy)&lt;br /&gt;
. . Lightning Spear: Damage 8 (DC 23; Accurate 4: +8, Increased Range: ranged)&lt;br /&gt;
. . Shocking Touch: Affliction 14 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24)&lt;br /&gt;
. . Superspeed Punches: Strength-based Damage 8 (DC 25; Accurate 3: +6, Multiattack)&lt;br /&gt;
Superspeed (Advantages: Improved Initiative 7)&lt;br /&gt;
. . Quickness: Quickness 8 (Perform routine tasks in -8 time ranks)&lt;br /&gt;
. . Run On Water: Movement 1 (Water Walking 1: you sink if you are prone; Limited: While Moving)&lt;br /&gt;
. . Run Up Walls: Movement 1 (Wall-crawling 1: -1 speed rank; Limited: While Moving)&lt;br /&gt;
. . Speed: Speed 12 (Speed: 8000 miles/hour, 16 miles/round)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
David McIntyre was born and raised in Edinburgh, Scotland; his mother was a brilliant scientist who spent most of her career trying to safely tap into one of the many extra-dimensional forces that various superheroes had access to. When David was 18 he got a job as a security guard at the research centre where his mother worked, but one night when he was doing his usual rounds he noticed a bright glow coming from his mother&#039;s lab. David decided to investigate and found that one of the machines set up to contain an extra-dimensional force one of his mother&#039;s co-workers dubbed &amp;quot;Quantum Lightning&amp;quot; was overloading, but it exploded before he could react and he was caught at the centre of the blast. David spent the next 6 months in a coma and when he awoke, he found that he had been infused with the Quantum Lightning from the explosion and that it had granted him amazing abilities, as well as a mysterious voice in his head that was a part of the Quantum Lightning itself. David quickly put his powers to good use, becoming the speedster Shock and Awe, and while his new superhero lifestyle had its ups and downs, David wouldn&#039;t have traded his powers for the world. &lt;br /&gt;
&lt;br /&gt;
That changed when David encountered Doctor Clock, a mysterious speedster with the ability to manipulate time. The ‘good’ doctor possessed disturbingly specific personal details about David’s normal life – home address, names of family members, what school he went to, etc. – and enjoyed toying with him in and out of costume when she wasn’t just putting him in the hospital (or rather, his mother’s lab). He often came home to discover death threats from Doctor Clock, or see her out of the corner of his eye for a brief second before she vanished. David tried not to let his fear of the time-warper show, putting on a brave face and emphasising his usual snarky attitude when they fought, but deep down he wanted nothing more than to run and hide every time he even thought of her.&lt;br /&gt;
&lt;br /&gt;
The conflict between the two reached its peak when Doctor Clock kidnapped David’s little sister, Alice. David had finally had enough; You could hurt him, you could make him fear for his life, you could even try to kill him, but if you even so much as hurt a hair on his sister’s head then he would make you pay dearly. The speedster rushed to the location he was given without a second thought, determined to pay Doctor Clock back for everything she had done to him. Unfortunately, in his rage, he unthinkingly walked straight into a trap and was hit with sleeping gas for his troubles. When he awoke, David was trapped six feet underground in a small coffin.&lt;br /&gt;
&lt;br /&gt;
It took what felt like hours of punching and digging, but David managed to dig his way out of the grave up to the surface, finding himself on the outskirts of Edinburgh. Dazed and gasping for breath, he wanted nothing more than to run home, and break down crying in his parent’s arms, but when David looked at the Edinburgh skyline and saw that part of it was on fire, he knew what he had to do. After collecting himself, the teenage speedster ran right towards the burning city, finding his arch-nemesis wreaking havoc.&lt;br /&gt;
&lt;br /&gt;
The fight between the two was brutal and lasted for two hours, with millions of pounds in property damage caused and countless lives lost due to both Doctor Clock’s maliciousness and David’s unwillingness to focus on anything other than beating the villain to within an inch of her life. When it was all over, Doctor Clock was a broken mess at David’s feet, and yet she continued to taunt him about his every failing. David silently weathered the insults, until the Doctor began to describe how she murdered Alice without remorse. In a fit of animalistic rage, David drove a spear of Quantum Lightning through the villain’s heart, killing her. He looked around him to see the terrified and hateful faces of those around him, and he could only think of how ungrateful they all were. He had saved them countless times and yet they looked at him as if he was a monster. He ran off, disgusted with them all.&lt;br /&gt;
&lt;br /&gt;
David returned home, beaten, bloody, and mentally broken, expecting to collapse into his remaining family’s comforting embrace. Instead, he found looks of fear and confusion from his mum, dad, and his sister. To his surprise and horror, David discovered that Doctor Clock had never kidnapped Alice in the first place, she was simply at a friend’s house and forgot to tell him; He had just killed a woman for nothing.&lt;br /&gt;
&lt;br /&gt;
The police issued an arrest warrant for Shock and Awe the next day, and David disappeared shortly after that. He drifted for a couple of months, though where to no one except him knows, before returning to his hometown as someone completely different. David was tired of being the hero, he was tired of looking out for those who would turn their backs on him the moment he did something that didn’t perfectly align with their moral code. Instead, he’d start looking out for himself for a change. And so, David became the super-powered thief known as ‘Death Racer’ (looking back, he really regrets the name). He spent the next five months doing whatever he liked, whenever he liked. He didn’t care who he hurt, just so long as he got something out of it by the end. That is, until what should’ve been a routine smash-and-grab of his mother’s laboratory resulted in a horrific explosion that left many old friends dead and his mother in a wheelchair. David turned himself in the next day, realising what a horrible person he had become and prepared to live the rest of his life behind bars.&lt;br /&gt;
&lt;br /&gt;
Then ‘The Event’ happened, and the world was almost quite literally torn asunder. David spent the two decades of his life drifting once more, this time helping those in desperate need, until learning of a project to send a group twenty years back in time to prevent the Event from ever happening. David sought them out and volunteered his services immediately, realising he could save both the world and himself from a horrible future. &lt;br /&gt;
&lt;br /&gt;
===Complications===&lt;br /&gt;
Claustrophobic: After an incident in which he was buried alive for a full day, David now suffers from claustrophobia.&lt;br /&gt;
Enemy: The mysterious time-warping speedster Dr Clock was the nemesis of David&#039;s younger self, and she was also indirectly responsible for his later villainy. David&#039;s utter contempt for the mystery woman is as strong as ever.&lt;br /&gt;
Identity: David&#039;s naturally not too keen on his younger self, or anyone for that matter, finding out who he really is.&lt;br /&gt;
Motivation - Save Himself: Terrible things happened to David, and he responded by doing terrible things in return. Now, David hopes he can stop all of that.&lt;br /&gt;
Motivation - Save the Future: David is determined to save the future, no matter the cost.&lt;br /&gt;
No Man Left Behind: After all the deaths he&#039;s seen in his life, David absolutely refuses to leave anyone to die if he can save them, regardless of how he feels about them or the potential risk to his own safety.&lt;br /&gt;
Power Loss: David can completely expend all the Quantum Lightning built up in his cells and lose all his powers if he pushes himself beyond his normal limits for too long (which is usually done by temporarily increasing his speed or using the Quantum Lightning in a way he is not used to). When he loses his powers, it takes roughly 24 hours for him to completely &#039;recharge&#039;.&lt;br /&gt;
Voice in your head: The Quantum Lightning David is infused with is sentient and will often give him advice about what it thinks he should do in a situation. It&#039;s not always right, however, and its plans have hurt more than they&#039;ve helped on several occasions&lt;/div&gt;</summary>
		<author><name>PauloDeWalshio</name></author>
	</entry>
</feed>