<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pdw</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=Pdw"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Pdw"/>
	<updated>2026-05-15T03:08:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=486132</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=486132"/>
		<updated>2026-05-06T18:04:32Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! HP !! AC&lt;br /&gt;
|-&lt;br /&gt;
| 11/11 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (10/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch with 100 gp (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 304 GP (100 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=486131</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=486131"/>
		<updated>2026-05-06T18:04:04Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! HP !! AC&lt;br /&gt;
|-&lt;br /&gt;
| 11/11 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (10/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch with 100 gp (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 229 GP (25 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486075</id>
		<title>Mausritter Swords and Whiskers:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486075"/>
		<updated>2026-05-05T11:17:31Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mausritter: Swords and Whiskers =&lt;br /&gt;
[[File:Mausritter cover.png|center|100%]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925634/ In-character thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925633/ Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Mausritter: Swords and Whiskers&#039;&#039;&#039;, a game of adventure, danger, and tiny but mighty heroes. Here, you&#039;ll find details on the setting, characters, and ongoing story.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Dahlia Summerholme ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 13/13 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 8/8 || Main paw: Spear (heavy, d10, 2 slots) || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1:  || Body 2: Quiver of arrows || Pack 1: Invisibility Spell 1/3&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Growth spell 3/3 || Pack 4: Jar of honey&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Bow || Pack 6: Bow || Carried pips: 663/250   Banked pips: 1243&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Bee keeper || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, flecked || Look: prehensile tail || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
She/her. Played by [https://forum.rpg.net/index.php?members/madcat.4239/ Madcat]. Dahlia is trying to breed a bumble bee that&#039;s large enough for a mouse to ride. Her spear has a bee&#039;s stinger as the point.&lt;br /&gt;
&lt;br /&gt;
Stored in Brickport: Torches&lt;br /&gt;
&lt;br /&gt;
=== Evinrude Callistoga ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 11/11 || DEX 10/10 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Electro Spear  (Heavy, d10, 2 slots)- Electro Shock effect d6: 0 charges left || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Metal file || Pack 3: Bow (heavy ranged, d8, 2 slots) || Pack 4: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Quiver of arrows || Pack 6: || Carried pips: 1,115/250   Banked pips: 857&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Blacksmith || Birthsign: Moon (wise/mysterious)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: banded, blue || Look: massive body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/random-task.169029/ Random Task]&lt;br /&gt;
&lt;br /&gt;
=== Hette Tunneler ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 12/12 || DEX 11/11 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Trashhook (heavy, d10, 2 slots) || Off paw: Trashhook&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2:  || Pack 3: Block of cheese || Pack 4: Glue&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: automata blueprints || Pack 6: || Carried pips: 413/250   Banked pips: 745&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Trap thief || Birthsign: Mother (nurturing/worrying)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: blue, flecked || Look: corpulent body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/joaniesappho.76140/ JoanieSappho]. An unusually large and strong mouse of middle years, Hette has made her living snatching food from traps set to catch the unwary and spent most of her life stopping mice from wandering straight into said traps and other dangers. Or, at the very least, going with them to make sure they come back.&lt;br /&gt;
&lt;br /&gt;
=== Samuel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 9/9 || WIL 7/7&lt;br /&gt;
|-&lt;br /&gt;
| HP 12/12 || Main paw: Needle (light, d6) || Off paw: Light armor (-1 dmg, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: net || Body 2: Light armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations ||Pack 3: || Pack 4: Spear (heavy, d10, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Spear webbed || Pack 6: Wire, spool || Carried pips: 515/250   Banked pips: 935&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,104/6,000 || Background: Fishermouse || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: tan, banded || Look: elegant clothes || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/jairden.216474/ Jairden].&lt;br /&gt;
&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
==== Leo the torchbearer ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 5/5 || DEX 8/8 ||WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
|HP 6/6 || Look: frizzy fur || Disposition: inquisitive/stubborn&lt;br /&gt;
|-&lt;br /&gt;
|Main paw: Improvised bobby pin rapier (d6, one hand) || Off paw: Torches 1/3 usage || Body 1: Dahlia&#039;s Bow (heavy ranged, d8, 2 slots) 1/3 usage&lt;br /&gt;
|-&lt;br /&gt;
|Body 2: Bow || Pack 1: Torches || Pack 2: Torches&lt;br /&gt;
|}&lt;br /&gt;
Level 1 XP: 146/1,000. He/him. Hoping for a share of the treasure after the adventure.&lt;br /&gt;
&lt;br /&gt;
==== Other hirelings ====&lt;br /&gt;
Knights: Ser Cherry, Ser Laurel, Ser Olive&lt;br /&gt;
&lt;br /&gt;
Mice-at-arms: Ada, Ernest&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
=== Edmund Smithson  ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 10/10 || DEX 7/7 || WIL 6/6&lt;br /&gt;
|-&lt;br /&gt;
| HP 9/9 || Main paw: Bow (heavy ranged, d8, 2 slots) || Off paw: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Quiver of arrows || Body 2: Taffy spell || Pack 1: Torches  &lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Metal file || Pack 4: Goggles&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Hammer (medium, d6/d8) 1/3 usage || Pack 6: Blinding Touch spell || Carried pips: 702/250   Banked pips: 357&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 1,809/3,000 || Background: Blacksmith || Birthsign: Wheel (industrious/unimaginative)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, marbled || Look: eye patch || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/neaden.29984/ Neaden].&lt;br /&gt;
&lt;br /&gt;
=== Oliver Black ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 6/6 || DEX 13/13 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 7/7 || Main paw: Heavy ranged (d8, 2 slots) || Off paw: Heavy ranged&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Arrows, quiver || Body 2: Sword (Medium, d6/d8)  || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: 20p IOU from a noblemouse|| Pack 4: &lt;br /&gt;
|-&lt;br /&gt;
| Pack 5:  || Pack 6: || Carried pips: 196/250   Banked pips: 500&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 2,581/3,000 || Background: Merchant || Birthsign: Star (Brave/Reckless)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: Gray, Patchy || Look: Skeletal || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/unknowncorrespondent.72710// UnknownCorrespondent].&lt;br /&gt;
&lt;br /&gt;
= Factions =&lt;br /&gt;
* &#039;&#039;&#039;Sabrina, the cat-witch&#039;&#039;&#039;. New to the area. Controls most of the Manor. In conflict with Zipporah.&lt;br /&gt;
** Brother Glacé. Deceased former leader of the Sugar Cultists. Killed by Sabrina - &amp;quot;not sweet enough&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Zipporah, the spider-queen&#039;&#039;&#039;. Controls the western part of the Manor, particularly the library. Wants to drive Sabrina from the Manor. Trying to take control of clockwork automata in the Ticking Tower inside the library.&lt;br /&gt;
* &#039;&#039;&#039;Blue Magpies, the wealthy collectors&#039;&#039;&#039;. Little is known about them except that they have eyes throughout the Estate.&lt;br /&gt;
* &#039;&#039;&#039;Bone Gang, the rat bandits&#039;&#039;&#039;. They have mouse-napped locals from Brickport for some purpose. Rumored to have a hideout in the small mouse settlement of Goadholm, southwest of Brickport and the Manor.&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
* Mayor Audrey Pipp of Brickport. Sends the party on jobs to protect Brickport and its residents.&lt;br /&gt;
* Festus. Formerly &amp;quot;Brother Festus&amp;quot; of the Sugar Cult. Now reformed and staying with relatives in Brickport.&lt;br /&gt;
* Beryl White. Sunflower farmer. Captured by the Sugar Cult. Rescued by the party and in Brickport.&lt;br /&gt;
* Merchant Mortimer. Has a shop in Brickport. Buys and sells. Sometimes has jobs for the party.&lt;br /&gt;
&lt;br /&gt;
= Map &amp;amp; Locations =&lt;br /&gt;
[[File:Estatehex.png|center|600px|The Estate]]&lt;br /&gt;
&lt;br /&gt;
* Hex 1: [[Mausritter Swords and Whiskers: Brickport|Brickport]]. Largest mouse town in The Estate, home to about 400. Hidden underneath a Giantfolk structure known as The Manor.&lt;br /&gt;
* Hex 2:&lt;br /&gt;
** The Sugar Cultists temple. Located in an abandoned Giantfolk shack. Former home to the Sugar Cultists, bees, and a large mammal named Shig. An enormous and creepy black sunflower was chopped and burned by the heroes. This was part of a foiled plot by Sabrina, the cat-witch.&lt;br /&gt;
** The Ticking Tower. In the west wing of the Manor. Home to both automata who maintain the Tower and Zipporah the spider-queen who wishes to control them.&lt;br /&gt;
* Hex 4: Murrelet, the wizard and Marigold Redberry&#039;s bunkhouse&lt;br /&gt;
* Hex 18: Brambletown. Settlement of 150 mice located west of Brickport and the Manor. It is the 2nd largest mouse settlement and is ruled by a mouse named Queen Madriga of Thorns.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486031</id>
		<title>Mausritter Swords and Whiskers:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486031"/>
		<updated>2026-04-30T11:40:24Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Evinrude Callistoga */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mausritter: Swords and Whiskers =&lt;br /&gt;
[[File:Mausritter cover.png|center|100%]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925634/ In-character thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925633/ Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Mausritter: Swords and Whiskers&#039;&#039;&#039;, a game of adventure, danger, and tiny but mighty heroes. Here, you&#039;ll find details on the setting, characters, and ongoing story.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Dahlia Summerholme ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 13/13 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 8/8 || Main paw: Spear (heavy, d10, 2 slots) || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1:  || Body 2: Quiver of arrows || Pack 1: Invisibility Spell 1/3&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Growth spell 3/3 || Pack 4: Jar of honey&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Bow || Pack 6: Bow || Carried pips: 250/250   Banked pips: 1243&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Bee keeper || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, flecked || Look: prehensile tail || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
She/her. Played by [https://forum.rpg.net/index.php?members/madcat.4239/ Madcat]. Dahlia is trying to breed a bumble bee that&#039;s large enough for a mouse to ride. Her spear has a bee&#039;s stinger as the point.&lt;br /&gt;
&lt;br /&gt;
Stored in Brickport: Torches&lt;br /&gt;
&lt;br /&gt;
=== Evinrude Callistoga ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 11/11 || DEX 10/10 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Electro Spear  (Heavy, d10, 2 slots)- Electro Shock effect d6: 0 charges left || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Metal file || Pack 3: Bow (heavy ranged, d8, 2 slots) || Pack 4: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Quiver of arrows || Pack 6: || Carried pips: 702/250   Banked pips: 857&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Blacksmith || Birthsign: Moon (wise/mysterious)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: banded, blue || Look: massive body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/random-task.169029/ Random Task]&lt;br /&gt;
&lt;br /&gt;
=== Hette Tunneler ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 12/12 || DEX 11/11 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Trashhook (heavy, d10, 2 slots) || Off paw: Trashhook&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2:  || Pack 3: Block of cheese || Pack 4: Glue&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: automata blueprints || Pack 6: || Carried pips: 0/250   Banked pips: 745&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Trap thief || Birthsign: Mother (nurturing/worrying)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: blue, flecked || Look: corpulent body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/joaniesappho.76140/ JoanieSappho]. An unusually large and strong mouse of middle years, Hette has made her living snatching food from traps set to catch the unwary and spent most of her life stopping mice from wandering straight into said traps and other dangers. Or, at the very least, going with them to make sure they come back.&lt;br /&gt;
&lt;br /&gt;
=== Samuel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 9/9 || WIL 7/7&lt;br /&gt;
|-&lt;br /&gt;
| HP 12/12 || Main paw: Needle (light, d6) || Off paw: Light armor (-1 dmg, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: net || Body 2: Light armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations ||Pack 3: || Pack 4: Spear (heavy, d10, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Spear webbed || Pack 6: Wire, spool || Carried pips: 102/250   Banked pips: 935&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,104/6,000 || Background: Fishermouse || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: tan, banded || Look: elegant clothes || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/jairden.216474/ Jairden].&lt;br /&gt;
&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
==== Leo the torchbearer ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 5/5 || DEX 8/8 ||WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
|HP 6/6 || Look: frizzy fur || Disposition: inquisitive/stubborn&lt;br /&gt;
|-&lt;br /&gt;
|Main paw: Improvised bobby pin rapier (d6, one hand) || Off paw: Torches 1/3 usage || Body 1: Dahlia&#039;s Bow (heavy ranged, d8, 2 slots) 1/3 usage&lt;br /&gt;
|-&lt;br /&gt;
|Body 2: Bow || Pack 1: Torches || Pack 2: Torches&lt;br /&gt;
|}&lt;br /&gt;
Level 1 XP: 146/1,000. He/him. Hoping for a share of the treasure after the adventure.&lt;br /&gt;
&lt;br /&gt;
==== Other hirelings ====&lt;br /&gt;
Knights: Ser Cherry, Ser Laurel, Ser Olive&lt;br /&gt;
&lt;br /&gt;
Mice-at-arms: Ada, Ernest&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
=== Edmund Smithson  ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 10/10 || DEX 7/7 || WIL 6/6&lt;br /&gt;
|-&lt;br /&gt;
| HP 9/9 || Main paw: Bow (heavy ranged, d8, 2 slots) || Off paw: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Quiver of arrows || Body 2: Taffy spell || Pack 1: Torches  &lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Metal file || Pack 4: Goggles&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Hammer (medium, d6/d8) 1/3 usage || Pack 6: Blinding Touch spell || Carried pips: 702/250   Banked pips: 357&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 1,809/3,000 || Background: Blacksmith || Birthsign: Wheel (industrious/unimaginative)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, marbled || Look: eye patch || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/neaden.29984/ Neaden].&lt;br /&gt;
&lt;br /&gt;
=== Oliver Black ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 6/6 || DEX 13/13 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 7/7 || Main paw: Heavy ranged (d8, 2 slots) || Off paw: Heavy ranged&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Arrows, quiver || Body 2: Sword (Medium, d6/d8)  || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: 20p IOU from a noblemouse|| Pack 4: &lt;br /&gt;
|-&lt;br /&gt;
| Pack 5:  || Pack 6: || Carried pips: 196/250   Banked pips: 500&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 2,581/3,000 || Background: Merchant || Birthsign: Star (Brave/Reckless)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: Gray, Patchy || Look: Skeletal || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/unknowncorrespondent.72710// UnknownCorrespondent].&lt;br /&gt;
&lt;br /&gt;
= Factions =&lt;br /&gt;
* &#039;&#039;&#039;Sabrina, the cat-witch&#039;&#039;&#039;. New to the area. Controls most of the Manor. In conflict with Zipporah.&lt;br /&gt;
** Brother Glacé. Deceased former leader of the Sugar Cultists. Killed by Sabrina - &amp;quot;not sweet enough&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Zipporah, the spider-queen&#039;&#039;&#039;. Controls the western part of the Manor, particularly the library. Wants to drive Sabrina from the Manor. Trying to take control of clockwork automata in the Ticking Tower inside the library.&lt;br /&gt;
* &#039;&#039;&#039;Blue Magpies, the wealthy collectors&#039;&#039;&#039;. Little is known about them except that they have eyes throughout the Estate.&lt;br /&gt;
* &#039;&#039;&#039;Bone Gang, the rat bandits&#039;&#039;&#039;. They have mouse-napped locals from Brickport for some purpose. Rumored to have a hideout in the small mouse settlement of Goadholm, southwest of Brickport and the Manor.&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
* Mayor Audrey Pipp of Brickport. Sends the party on jobs to protect Brickport and its residents.&lt;br /&gt;
* Festus. Formerly &amp;quot;Brother Festus&amp;quot; of the Sugar Cult. Now reformed and staying with relatives in Brickport.&lt;br /&gt;
* Beryl White. Sunflower farmer. Captured by the Sugar Cult. Rescued by the party and in Brickport.&lt;br /&gt;
* Merchant Mortimer. Has a shop in Brickport. Buys and sells. Sometimes has jobs for the party.&lt;br /&gt;
&lt;br /&gt;
= Map &amp;amp; Locations =&lt;br /&gt;
[[File:Estatehex.png|center|600px|The Estate]]&lt;br /&gt;
&lt;br /&gt;
* Hex 1: [[Mausritter Swords and Whiskers: Brickport|Brickport]]. Largest mouse town in The Estate, home to about 400. Hidden underneath a Giantfolk structure known as The Manor.&lt;br /&gt;
* Hex 2:&lt;br /&gt;
** The Sugar Cultists temple. Located in an abandoned Giantfolk shack. Former home to the Sugar Cultists, bees, and a large mammal named Shig. An enormous and creepy black sunflower was chopped and burned by the heroes. This was part of a foiled plot by Sabrina, the cat-witch.&lt;br /&gt;
** The Ticking Tower. In the west wing of the Manor. Home to both automata who maintain the Tower and Zipporah the spider-queen who wishes to control them.&lt;br /&gt;
* Hex 4: Murrelet, the wizard and Marigold Redberry&#039;s bunkhouse&lt;br /&gt;
* Hex 18: Brambletown. Settlement of 150 mice located west of Brickport and the Manor. It is the 2nd largest mouse settlement and is ruled by a mouse named Queen Madriga of Thorns.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486030</id>
		<title>Mausritter Swords and Whiskers:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=486030"/>
		<updated>2026-04-30T11:35:13Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mausritter: Swords and Whiskers =&lt;br /&gt;
[[File:Mausritter cover.png|center|100%]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925634/ In-character thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925633/ Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Mausritter: Swords and Whiskers&#039;&#039;&#039;, a game of adventure, danger, and tiny but mighty heroes. Here, you&#039;ll find details on the setting, characters, and ongoing story.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Dahlia Summerholme ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 13/13 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 8/8 || Main paw: Spear (heavy, d10, 2 slots) || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1:  || Body 2: Quiver of arrows || Pack 1: Invisibility Spell 1/3&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Growth spell 3/3 || Pack 4: Jar of honey&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Bow || Pack 6: Bow || Carried pips: 250/250   Banked pips: 1243&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Bee keeper || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, flecked || Look: prehensile tail || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
She/her. Played by [https://forum.rpg.net/index.php?members/madcat.4239/ Madcat]. Dahlia is trying to breed a bumble bee that&#039;s large enough for a mouse to ride. Her spear has a bee&#039;s stinger as the point.&lt;br /&gt;
&lt;br /&gt;
Stored in Brickport: Torches&lt;br /&gt;
&lt;br /&gt;
=== Evinrude Callistoga ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 11/11 || DEX 10/10 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Electro Spear  (Heavy, d10, 2 slots)- Electro Shock effect d6: 2charges left || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Metal file || Pack 3: Bow (heavy ranged, d8, 2 slots) || Pack 4: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Quiver of arrows || Pack 6: || Carried pips: 702/250   Banked pips: 857&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Blacksmith || Birthsign: Moon (wise/mysterious)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: banded, blue || Look: massive body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/random-task.169029/ Random Task]&lt;br /&gt;
&lt;br /&gt;
=== Hette Tunneler ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 12/12 || DEX 11/11 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Trashhook (heavy, d10, 2 slots) || Off paw: Trashhook&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2:  || Pack 3: Block of cheese || Pack 4: Glue&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: automata blueprints || Pack 6: || Carried pips: 0/250   Banked pips: 745&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,014/6,000 || Background: Trap thief || Birthsign: Mother (nurturing/worrying)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: blue, flecked || Look: corpulent body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/joaniesappho.76140/ JoanieSappho]. An unusually large and strong mouse of middle years, Hette has made her living snatching food from traps set to catch the unwary and spent most of her life stopping mice from wandering straight into said traps and other dangers. Or, at the very least, going with them to make sure they come back.&lt;br /&gt;
&lt;br /&gt;
=== Samuel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 9/9 || WIL 7/7&lt;br /&gt;
|-&lt;br /&gt;
| HP 12/12 || Main paw: Needle (light, d6) || Off paw: Light armor (-1 dmg, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: net || Body 2: Light armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations ||Pack 3: || Pack 4: Spear (heavy, d10, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Spear webbed || Pack 6: Wire, spool || Carried pips: 102/250   Banked pips: 935&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 5,104/6,000 || Background: Fishermouse || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: tan, banded || Look: elegant clothes || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/jairden.216474/ Jairden].&lt;br /&gt;
&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
==== Leo the torchbearer ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 5/5 || DEX 8/8 ||WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
|HP 6/6 || Look: frizzy fur || Disposition: inquisitive/stubborn&lt;br /&gt;
|-&lt;br /&gt;
|Main paw: Improvised bobby pin rapier (d6, one hand) || Off paw: Torches 1/3 usage || Body 1: Dahlia&#039;s Bow (heavy ranged, d8, 2 slots) 1/3 usage&lt;br /&gt;
|-&lt;br /&gt;
|Body 2: Bow || Pack 1: Torches || Pack 2: Torches&lt;br /&gt;
|}&lt;br /&gt;
Level 1 XP: 146/1,000. He/him. Hoping for a share of the treasure after the adventure.&lt;br /&gt;
&lt;br /&gt;
==== Other hirelings ====&lt;br /&gt;
Knights: Ser Cherry, Ser Laurel, Ser Olive&lt;br /&gt;
&lt;br /&gt;
Mice-at-arms: Ada, Ernest&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
=== Edmund Smithson  ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 10/10 || DEX 7/7 || WIL 6/6&lt;br /&gt;
|-&lt;br /&gt;
| HP 9/9 || Main paw: Bow (heavy ranged, d8, 2 slots) || Off paw: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Quiver of arrows || Body 2: Taffy spell || Pack 1: Torches  &lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Metal file || Pack 4: Goggles&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Hammer (medium, d6/d8) 1/3 usage || Pack 6: Blinding Touch spell || Carried pips: 702/250   Banked pips: 357&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 1,809/3,000 || Background: Blacksmith || Birthsign: Wheel (industrious/unimaginative)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, marbled || Look: eye patch || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/neaden.29984/ Neaden].&lt;br /&gt;
&lt;br /&gt;
=== Oliver Black ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 6/6 || DEX 13/13 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 7/7 || Main paw: Heavy ranged (d8, 2 slots) || Off paw: Heavy ranged&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Arrows, quiver || Body 2: Sword (Medium, d6/d8)  || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: 20p IOU from a noblemouse|| Pack 4: &lt;br /&gt;
|-&lt;br /&gt;
| Pack 5:  || Pack 6: || Carried pips: 196/250   Banked pips: 500&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 2,581/3,000 || Background: Merchant || Birthsign: Star (Brave/Reckless)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: Gray, Patchy || Look: Skeletal || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/unknowncorrespondent.72710// UnknownCorrespondent].&lt;br /&gt;
&lt;br /&gt;
= Factions =&lt;br /&gt;
* &#039;&#039;&#039;Sabrina, the cat-witch&#039;&#039;&#039;. New to the area. Controls most of the Manor. In conflict with Zipporah.&lt;br /&gt;
** Brother Glacé. Deceased former leader of the Sugar Cultists. Killed by Sabrina - &amp;quot;not sweet enough&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Zipporah, the spider-queen&#039;&#039;&#039;. Controls the western part of the Manor, particularly the library. Wants to drive Sabrina from the Manor. Trying to take control of clockwork automata in the Ticking Tower inside the library.&lt;br /&gt;
* &#039;&#039;&#039;Blue Magpies, the wealthy collectors&#039;&#039;&#039;. Little is known about them except that they have eyes throughout the Estate.&lt;br /&gt;
* &#039;&#039;&#039;Bone Gang, the rat bandits&#039;&#039;&#039;. They have mouse-napped locals from Brickport for some purpose. Rumored to have a hideout in the small mouse settlement of Goadholm, southwest of Brickport and the Manor.&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
* Mayor Audrey Pipp of Brickport. Sends the party on jobs to protect Brickport and its residents.&lt;br /&gt;
* Festus. Formerly &amp;quot;Brother Festus&amp;quot; of the Sugar Cult. Now reformed and staying with relatives in Brickport.&lt;br /&gt;
* Beryl White. Sunflower farmer. Captured by the Sugar Cult. Rescued by the party and in Brickport.&lt;br /&gt;
* Merchant Mortimer. Has a shop in Brickport. Buys and sells. Sometimes has jobs for the party.&lt;br /&gt;
&lt;br /&gt;
= Map &amp;amp; Locations =&lt;br /&gt;
[[File:Estatehex.png|center|600px|The Estate]]&lt;br /&gt;
&lt;br /&gt;
* Hex 1: [[Mausritter Swords and Whiskers: Brickport|Brickport]]. Largest mouse town in The Estate, home to about 400. Hidden underneath a Giantfolk structure known as The Manor.&lt;br /&gt;
* Hex 2:&lt;br /&gt;
** The Sugar Cultists temple. Located in an abandoned Giantfolk shack. Former home to the Sugar Cultists, bees, and a large mammal named Shig. An enormous and creepy black sunflower was chopped and burned by the heroes. This was part of a foiled plot by Sabrina, the cat-witch.&lt;br /&gt;
** The Ticking Tower. In the west wing of the Manor. Home to both automata who maintain the Tower and Zipporah the spider-queen who wishes to control them.&lt;br /&gt;
* Hex 4: Murrelet, the wizard and Marigold Redberry&#039;s bunkhouse&lt;br /&gt;
* Hex 18: Brambletown. Settlement of 150 mice located west of Brickport and the Manor. It is the 2nd largest mouse settlement and is ruled by a mouse named Queen Madriga of Thorns.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485921</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485921"/>
		<updated>2026-04-23T18:31:40Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! HP !! AC&lt;br /&gt;
|-&lt;br /&gt;
| 11/11 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (10/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch with 25 gp (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 229 GP (25 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485920</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485920"/>
		<updated>2026-04-23T18:31:24Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! HP !! AC&lt;br /&gt;
|-&lt;br /&gt;
| 11/11 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (10/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch with 25 gp (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP (25 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485746</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485746"/>
		<updated>2026-04-06T10:35:06Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Jappser Lank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! HP !! AC&lt;br /&gt;
|-&lt;br /&gt;
| 11/11 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (10/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch with 50 gp (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP (50 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485691</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485691"/>
		<updated>2026-03-31T01:09:29Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Available&#039;&#039;&#039;&lt;br /&gt;
# A droid scientist on Jassonia needs to bring their research, including several large crates of droids, to the Lumoros core system. Time: 2 weeks one way. Pay: 30 credits.&lt;br /&gt;
# An exploration transport crashed on Phaetella in wild space. A signal was indicating life-signs was received and they need to be rescued. Time: 2 weeks there and another 2 weeks back. Pay: 40 credits to locate and return them to a core or frontier world.&lt;br /&gt;
# Greco your Borska contact has obtained the last known location of the Pinnacle, a derelict cargo freighter lost in frontier space. This is an opportunity for salvage and also to search for rumored scientific research that may still be intact. Time: 3 weeks to reach the derelict. Pay: salvage rights + 20 credits for research retrieval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== The Illumination of Humanity ===&lt;br /&gt;
A massive interstellar theocracy at war with the Markov Alliance.&lt;br /&gt;
&lt;br /&gt;
=== The Markov Alliance ===&lt;br /&gt;
A massive interstellar corporatocracy at war with the Illumination of Humanity. Controlled by the Big Five megacorporations.&lt;br /&gt;
&lt;br /&gt;
==== Krugercorp ====&lt;br /&gt;
Powerful megacorporation. One of the Big Five. Home in the Dagoro System.&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== The Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
[[File:Corridian_sector_player_map.png|center|frameless|500px]]&lt;br /&gt;
&lt;br /&gt;
=== 404 Unknown ===&lt;br /&gt;
The last known location of the &#039;Pinnacle&#039;, the derelict cargo and salvage opportunity Greco pointed you to. It&#039;s in wild space.&lt;br /&gt;
&lt;br /&gt;
=== 406 Dagoro System ===&lt;br /&gt;
It&#039;s a core system, a stable star that radiates a warm, yellow-white light. It&#039;s part of Markov Alliance territory and home to Krugercorp.&lt;br /&gt;
&lt;br /&gt;
=== 606 Zanir System ===&lt;br /&gt;
It&#039;s a core system, a star that bathes its satellites in soft orange or reddish light. It is the seat of power for the Markov Alliance, a corporatocracy centered around five megacorporations. Krugercorp is one of the Big Five.&lt;br /&gt;
&lt;br /&gt;
=== 607 Mirucidar System ===&lt;br /&gt;
It&#039;s a core system, a white/yellow star. It&#039;s the seat of power for the Illumination of Humanity, a massive interstellar theocracy at war with the Markov Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 703 Kishara System ===&lt;br /&gt;
It&#039;s a frontier system, a white/yellow star. It&#039;s a territory of the Markov Alliance and you are currently located on Jassonia Station which orbits its 6th satellite. You were recently on the moon of Minaria in the city of Caloon where you fled Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== 705 Lumoros System === &lt;br /&gt;
It&#039;s a core system, a white/yellow star. It&#039;s a territory of the Markov Alliance. A droid scientist on Jassonia Station wants you to transport them and their research here. There have been rumors of conflict in this system with some sort of rogue AI.&lt;br /&gt;
&lt;br /&gt;
=== 802 Phaetella System === &lt;br /&gt;
It&#039;s in wild space. An exploration transport crashed here and there have been life-sign signals indicating a request for rescue. Not much is known about this system.&lt;br /&gt;
&lt;br /&gt;
=== 807 Firera System ===&lt;br /&gt;
It&#039;s a core system, a blue star. It was part of the Markov Alliance but went dark two years ago. Rumors swirl about the reasons why but the Markov Alliance is not making the cause public.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Corridian_sector_player_map.png&amp;diff=485690</id>
		<title>File:Corridian sector player map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Corridian_sector_player_map.png&amp;diff=485690"/>
		<updated>2026-03-31T01:01:07Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485689</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485689"/>
		<updated>2026-03-31T00:59:48Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Important Locations in the Corridian Sector */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Available&#039;&#039;&#039;&lt;br /&gt;
# A droid scientist on Jassonia needs to bring their research, including several large crates of droids, to the Lumoros core system. Time: 2 weeks one way. Pay: 30 credits.&lt;br /&gt;
# An exploration transport crashed on Phaetella in wild space. A signal was indicating life-signs was received and they need to be rescued. Time: 2 weeks there and another 2 weeks back. Pay: 40 credits to locate and return them to a core or frontier world.&lt;br /&gt;
# Greco your Borska contact has obtained the last known location of the Pinnacle, a derelict cargo freighter lost in frontier space. This is an opportunity for salvage and also to search for rumored scientific research that may still be intact. Time: 3 weeks to reach the derelict. Pay: salvage rights + 20 credits for research retrieval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== 404 Unknown ===&lt;br /&gt;
The last known location of the &#039;Pinnacle&#039;, the derelict cargo and salvage opportunity Greco pointed you to. It&#039;s in wild space.&lt;br /&gt;
&lt;br /&gt;
=== 406 Dagoro System ===&lt;br /&gt;
It&#039;s a core system, a stable star that radiates a warm, yellow-white light. It&#039;s part of Markov Alliance territory and home to Krugercorp.&lt;br /&gt;
&lt;br /&gt;
=== 606 Zanir System ===&lt;br /&gt;
It&#039;s a core system, a star that bathes its satellites in soft orange or reddish light. It is the seat of power for the Markov Alliance, a corporatocracy centered around five megacorporations. Krugercorp is one of the Big Five.&lt;br /&gt;
&lt;br /&gt;
=== 607 Mirucidar System ===&lt;br /&gt;
It&#039;s a core system, a white/yellow star. It&#039;s the seat of power for the Illumination of Humanity, a massive interstellar theocracy at war with the Markov Alliance.&lt;br /&gt;
&lt;br /&gt;
=== 703 Kishara System ===&lt;br /&gt;
It&#039;s a frontier system, a white/yellow star. It&#039;s a territory of the Markov Alliance and you are currently located on Jassonia Station which orbits its 6th satellite. You were recently on the moon of Minaria in the city of Caloon where you fled Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== 705 Lumoros System === &lt;br /&gt;
It&#039;s a core system, a white/yellow star. It&#039;s a territory of the Markov Alliance. A droid scientist on Jassonia Station wants you to transport them and their research here. There have been rumors of conflict in this system with some sort of rogue AI.&lt;br /&gt;
&lt;br /&gt;
=== 802 Phaetella System === &lt;br /&gt;
It&#039;s in wild space. An exploration transport crashed here and there have been life-sign signals indicating a request for rescue. Not much is known about this system.&lt;br /&gt;
&lt;br /&gt;
=== 807 Firera System ===&lt;br /&gt;
It&#039;s a core system, a blue star. It was part of the Markov Alliance but went dark two years ago. Rumors swirl about the reasons why but the Markov Alliance is not making the cause public.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485679</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485679"/>
		<updated>2026-03-28T02:03:28Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Campaign Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Available&#039;&#039;&#039;&lt;br /&gt;
# A droid scientist on Jassonia needs to bring their research, including several large crates of droids, to the Lumoros core system. Time: 2 weeks one way. Pay: 30 credits.&lt;br /&gt;
# An exploration transport crashed on Phaetella in wild space. A signal was indicating life-signs was received and they need to be rescued. Time: 2 weeks there and another 2 weeks back. Pay: 40 credits to locate and return them to a core or frontier world.&lt;br /&gt;
# Greco your Borska contact has obtained the last known location of the Pinnacle, a derelict cargo freighter lost in frontier space. This is an opportunity for salvage and also to search for rumored scientific research that may still be intact. Time: 3 weeks to reach the derelict. Pay: salvage rights + 20 credits for research retrieval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485678</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485678"/>
		<updated>2026-03-28T02:01:39Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Campaign Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
# A droid scientist on Jassonia needs to bring their research, including several large crates of droids, to the Lumoros core system. Time: 2 weeks one way. Pay: 30 credits.&lt;br /&gt;
# An exploration transport crashed on Phaetella in wild space. A signal was indicating life-signs was received and they need to be rescued. Time: 2 weeks there and another 2 weeks back. Pay: 40 credits to locate and return them to a core or frontier world.&lt;br /&gt;
# Greco your Borska contact has obtained the last known location of the Pinnacle, a derelict cargo freighter lost in frontier space. This is an opportunity for salvage and also to search for rumored scientific research that may still be intact. Time: 3 weeks to reach the derelict. Pay: salvage rights + 20 credits for research retrieval.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485674</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485674"/>
		<updated>2026-03-27T20:47:51Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Contracts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=485643</id>
		<title>Mausritter Swords and Whiskers:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mausritter_Swords_and_Whiskers:Main_Page&amp;diff=485643"/>
		<updated>2026-03-22T23:36:06Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Mausritter: Swords and Whiskers =&lt;br /&gt;
[[File:Mausritter cover.png|center|100%]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925634/ In-character thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/mausritter-swords-whiskers.925633/ Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Mausritter: Swords and Whiskers&#039;&#039;&#039;, a game of adventure, danger, and tiny but mighty heroes. Here, you&#039;ll find details on the setting, characters, and ongoing story.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Dahlia Summerholme ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 13/13 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 8/8 || Main paw: Spear (heavy, d10, 2 slots) || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1:  || Body 2: Quiver of arrows || Pack 1: Invisibility Spell 1/3&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Growth spell 3/3 || Pack 4: Jar of honey&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Bow || Pack 6: Bow || Carried pips: 250/250   Banked pips: 1243&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 4,601/6,000 || Background: Bee keeper || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, flecked || Look: prehensile tail || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
She/her. Played by [https://forum.rpg.net/index.php?members/madcat.4239/ Madcat]. Dahlia is trying to breed a bumble bee that&#039;s large enough for a mouse to ride. Her spear has a bee&#039;s stinger as the point.&lt;br /&gt;
&lt;br /&gt;
Stored in Brickport: Torches&lt;br /&gt;
&lt;br /&gt;
=== Evinrude Callistoga ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 11/11 || DEX 10/10 || WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Electro Spear  (Heavy, d10, 2 slots)- Electro Shock effect d6: 2charges left || Off paw: Spear&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Metal file || Pack 3: Bow (heavy ranged, d8, 2 slots) || Pack 4: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Quiver of arrows || Pack 6: || Carried pips: 702/250   Banked pips: 857&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 4,601/6,000 || Background: Blacksmith || Birthsign: Moon (wise/mysterious)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: banded, blue || Look: massive body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/random-task.169029/ Random Task]&lt;br /&gt;
&lt;br /&gt;
=== Hette Tunneler ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 12/12 || DEX 11/11 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 11/11 || Main paw: Trashhook (heavy, d10, 2 slots) || Off paw: Trashhook&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Heavy armor (-1 dmg, 2 slots) || Body 2: Heavy armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2:  || Pack 3: Block of cheese || Pack 4: Glue&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: automata blueprints || Pack 6: || Carried pips: 0/250   Banked pips: 745&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 4,601/6,000 || Background: Trap thief || Birthsign: Mother (nurturing/worrying)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: blue, flecked || Look: corpulent body || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/joaniesappho.76140/ JoanieSappho]. An unusually large and strong mouse of middle years, Hette has made her living snatching food from traps set to catch the unwary and spent most of her life stopping mice from wandering straight into said traps and other dangers. Or, at the very least, going with them to make sure they come back.&lt;br /&gt;
&lt;br /&gt;
=== Samuel ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 9/9 || DEX 9/9 || WIL 7/7&lt;br /&gt;
|-&lt;br /&gt;
| HP 12/12 || Main paw: Needle (light, d6) || Off paw: Light armor (-1 dmg, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: net || Body 2: Light armor || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations ||Pack 3: || Pack 4: Spear (heavy, d10, 2 slots)&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Spear webbed || Pack 6: Wire, spool || Carried pips: 102/250   Banked pips: 935&lt;br /&gt;
|-&lt;br /&gt;
| Level 3 XP: 4,601/6,000 || Background: Fishermouse || Birthsign: Storm (generous/wrathful)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: tan, banded || Look: elegant clothes || Grit x2: Empty&lt;br /&gt;
|}&lt;br /&gt;
They/them. Played by [https://forum.rpg.net/index.php?members/jairden.216474/ Jairden].&lt;br /&gt;
&lt;br /&gt;
=== Hirelings ===&lt;br /&gt;
==== Leo the torchbearer ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 5/5 || DEX 8/8 ||WIL 11/11&lt;br /&gt;
|-&lt;br /&gt;
|HP 6/6 || Look: frizzy fur || Disposition: inquisitive/stubborn&lt;br /&gt;
|-&lt;br /&gt;
|Main paw: Improvised bobby pin rapier (d6, one hand) || Off paw: Torches 1/3 usage || Body 1: Dahlia&#039;s Bow (heavy ranged, d8, 2 slots) 1/3 usage&lt;br /&gt;
|-&lt;br /&gt;
|Body 2: Bow || Pack 1: Torches || Pack 2: Torches&lt;br /&gt;
|}&lt;br /&gt;
Level 1 XP: 146/1,000. He/him. Hoping for a share of the treasure after the adventure.&lt;br /&gt;
&lt;br /&gt;
==== Other hirelings ====&lt;br /&gt;
Knights: Ser Cherry, Ser Laurel, Ser Olive&lt;br /&gt;
&lt;br /&gt;
Mice-at-arms: Ada, Ernest&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
=== Edmund Smithson  ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 10/10 || DEX 7/7 || WIL 6/6&lt;br /&gt;
|-&lt;br /&gt;
| HP 9/9 || Main paw: Bow (heavy ranged, d8, 2 slots) || Off paw: Bow&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Quiver of arrows || Body 2: Taffy spell || Pack 1: Torches  &lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: Metal file || Pack 4: Goggles&lt;br /&gt;
|-&lt;br /&gt;
| Pack 5: Hammer (medium, d6/d8) 1/3 usage || Pack 6: Blinding Touch spell || Carried pips: 702/250   Banked pips: 357&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 1,809/3,000 || Background: Blacksmith || Birthsign: Wheel (industrious/unimaginative)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: chocolate, marbled || Look: eye patch || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/neaden.29984/ Neaden].&lt;br /&gt;
&lt;br /&gt;
=== Oliver Black ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| STR 6/6 || DEX 13/13 || WIL 9/9&lt;br /&gt;
|-&lt;br /&gt;
| HP 7/7 || Main paw: Heavy ranged (d8, 2 slots) || Off paw: Heavy ranged&lt;br /&gt;
|-&lt;br /&gt;
| Body 1: Arrows, quiver || Body 2: Sword (Medium, d6/d8)  || Pack 1: Torches&lt;br /&gt;
|-&lt;br /&gt;
| Pack 2: Rations || Pack 3: 20p IOU from a noblemouse|| Pack 4: &lt;br /&gt;
|-&lt;br /&gt;
| Pack 5:  || Pack 6: || Carried pips: 196/250   Banked pips: 500&lt;br /&gt;
|-&lt;br /&gt;
| Level 2 XP: 2,581/3,000 || Background: Merchant || Birthsign: Star (Brave/Reckless)&lt;br /&gt;
|-&lt;br /&gt;
| Coat: Gray, Patchy || Look: Skeletal || Grit: Empty&lt;br /&gt;
|}&lt;br /&gt;
He/him. Played by [https://forum.rpg.net/index.php?members/unknowncorrespondent.72710// UnknownCorrespondent].&lt;br /&gt;
&lt;br /&gt;
= Factions =&lt;br /&gt;
* &#039;&#039;&#039;Sabrina, the cat-witch&#039;&#039;&#039;. New to the area. Controls most of the Manor. In conflict with Zipporah.&lt;br /&gt;
** Brother Glacé. Deceased former leader of the Sugar Cultists. Killed by Sabrina - &amp;quot;not sweet enough&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Zipporah, the spider-queen&#039;&#039;&#039;. Controls the western part of the Manor, particularly the library. Wants to drive Sabrina from the Manor. Trying to take control of clockwork automata in the Ticking Tower inside the library.&lt;br /&gt;
* &#039;&#039;&#039;Blue Magpies, the wealthy collectors&#039;&#039;&#039;. Little is known about them except that they have eyes throughout the Estate.&lt;br /&gt;
* &#039;&#039;&#039;Bone Gang, the rat bandits&#039;&#039;&#039;. They have mouse-napped locals from Brickport for some purpose. Rumored to have a hideout in the small mouse settlement of Goadholm, southwest of Brickport and the Manor.&lt;br /&gt;
&lt;br /&gt;
= Allies =&lt;br /&gt;
* Mayor Audrey Pipp of Brickport. Sends the party on jobs to protect Brickport and its residents.&lt;br /&gt;
* Festus. Formerly &amp;quot;Brother Festus&amp;quot; of the Sugar Cult. Now reformed and staying with relatives in Brickport.&lt;br /&gt;
* Beryl White. Sunflower farmer. Captured by the Sugar Cult. Rescued by the party and in Brickport.&lt;br /&gt;
* Merchant Mortimer. Has a shop in Brickport. Buys and sells. Sometimes has jobs for the party.&lt;br /&gt;
&lt;br /&gt;
= Map &amp;amp; Locations =&lt;br /&gt;
[[File:Estatehex.png|center|600px|The Estate]]&lt;br /&gt;
&lt;br /&gt;
* Hex 1: [[Mausritter Swords and Whiskers: Brickport|Brickport]]. Largest mouse town in The Estate, home to about 400. Hidden underneath a Giantfolk structure known as The Manor.&lt;br /&gt;
* Hex 2:&lt;br /&gt;
** The Sugar Cultists temple. Located in an abandoned Giantfolk shack. Former home to the Sugar Cultists, bees, and a large mammal named Shig. An enormous and creepy black sunflower was chopped and burned by the heroes. This was part of a foiled plot by Sabrina, the cat-witch.&lt;br /&gt;
** The Ticking Tower. In the west wing of the Manor. Home to both automata who maintain the Tower and Zipporah the spider-queen who wishes to control them.&lt;br /&gt;
* Hex 4: Murrelet, the wizard and Marigold Redberry&#039;s bunkhouse&lt;br /&gt;
* Hex 18: Brambletown. Settlement of 150 mice located west of Brickport and the Manor. It is the 2nd largest mouse settlement and is ruled by a mouse named Queen Madriga of Thorns.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dolmenwood_-_The_Phantom_Menaces&amp;diff=485637</id>
		<title>Dolmenwood - The Phantom Menaces</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dolmenwood_-_The_Phantom_Menaces&amp;diff=485637"/>
		<updated>2026-03-19T21:02:16Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Movement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:Dolmenwood_forest_path.png]]&lt;br /&gt;
&lt;br /&gt;
A wiki for the PbP Dolmenwood game: The Phantom Menaces&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/dolmenwood-the-phantom-menaces.933777/ IC thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/closed-recruitment-dolmenwood.933527/ Recruitment Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/dolmenwood-the-phantom-menaces.933744/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
=PCs=&lt;br /&gt;
*[[Joremey Logueweave - Human Enchanter]] (Unhallowed Ground)&lt;br /&gt;
*[[Rowan Sunderman - Human Friar]] (drkrash)&lt;br /&gt;
*[[Jappser Lank - Human Cleric]] (pdw)&lt;br /&gt;
*[[Moss Dunwallow]] - Human Fighter (thirdkingdom)&lt;br /&gt;
*[[Ursequine Wolder]] - Human Magician (Lysus)&lt;br /&gt;
*Use double brackets [[]] around your characters name to link to the character page.&lt;br /&gt;
*[[Dolmenwood - The Phantom Menaces blank character sheet]]&lt;br /&gt;
&lt;br /&gt;
=Languages=&lt;br /&gt;
*Gaffe - Joremey, Rowan, Ursequine&lt;br /&gt;
*Liturgic - Rowan, Jappser&lt;br /&gt;
*Old Woldish - Rowan&lt;br /&gt;
*Sylvan - Joremey&lt;br /&gt;
&lt;br /&gt;
=Marching Order=&lt;br /&gt;
*2x2&lt;br /&gt;
**Front: Jappser Lank and Moss Dunwallow&lt;br /&gt;
**Middle: Rowan Sunderman and Ursequine Wolder&lt;br /&gt;
**Rear: Joremey Logueweave&lt;br /&gt;
*1x1&lt;br /&gt;
**Moss Dunwallow&lt;br /&gt;
**Jappser Lank&lt;br /&gt;
**Ursequine Wolder&lt;br /&gt;
**Rowan Sunderman&lt;br /&gt;
**Joremey Logueweave&lt;br /&gt;
&lt;br /&gt;
=Movement=&lt;br /&gt;
*Jappser - 30 speed&lt;br /&gt;
*Moss - 30 speed&lt;br /&gt;
*Joremey - 30 speed&lt;br /&gt;
*Ursequine - 40 speed&lt;br /&gt;
*Rowan - 40 speed&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485631</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485631"/>
		<updated>2026-03-16T10:50:48Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (9/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP (50 carried, 204 in safe storage)&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485630</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485630"/>
		<updated>2026-03-16T10:44:27Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Combat &amp;amp; Vitals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (9/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485629</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485629"/>
		<updated>2026-03-16T10:43:42Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (5/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (9/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (5 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485627</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485627"/>
		<updated>2026-03-15T18:49:50Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Organizations and VIPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer. Helped extract him from Persephone Kruger and Krugercorp.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean. Pretended to be a powerful crime lord Drake Waters.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485626</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485626"/>
		<updated>2026-03-15T18:48:05Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Campaign Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
# Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
# Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485625</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485625"/>
		<updated>2026-03-15T18:46:17Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Important Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations in the Corridian Sector ==&lt;br /&gt;
&lt;br /&gt;
=== Kishara System ===&lt;br /&gt;
Frontier system. Kishara is a stable star that radiates a warm, yellow-white light&lt;br /&gt;
* &#039;&#039;&#039;Minaria&#039;&#039;&#039;: sole moon of Bretto, the 4th planet from Kishara. Large enough to form a binary planet system. Arboreal world.&lt;br /&gt;
** &#039;&#039;&#039;Caloon&#039;&#039;&#039;: capital and largest city on Minaria. Population 150,000. Industrial and transport center.&lt;br /&gt;
* &#039;&#039;&#039;Jassonia Station&#039;&#039;&#039;: Orbital research outpost&lt;br /&gt;
&lt;br /&gt;
=== Zanir System ===&lt;br /&gt;
Core system.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485624</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485624"/>
		<updated>2026-03-15T18:32:16Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Organizations and VIPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
=== Independent ===&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean.&lt;br /&gt;
&lt;br /&gt;
=== Krugercorp ===&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485623</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485623"/>
		<updated>2026-03-15T18:31:14Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Campaign Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
==== Unafilliated ====&lt;br /&gt;
* &#039;&#039;&#039;Greco&#039;&#039;&#039;: Borska fixer in Caloon on Minaria.&lt;br /&gt;
* &#039;&#039;&#039;Clancy Dean&#039;&#039;&#039;: Bounty hunter who is in love with Orson Kilmer.&lt;br /&gt;
* &#039;&#039;&#039;Orson Kilmer&#039;&#039;&#039;: Former Krugercorp executive. Fleeing his stalker Persephone Kruger. In love with Clancy Dean.&lt;br /&gt;
&lt;br /&gt;
==== Krugercorp ====&lt;br /&gt;
Powerful megacorporation&lt;br /&gt;
* &#039;&#039;&#039;Persephone Kruger&#039;&#039;&#039;: High rank in Krugercorp, her family&#039;s megacorporation.&lt;br /&gt;
&lt;br /&gt;
== Important Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485610</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485610"/>
		<updated>2026-03-15T05:37:07Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Important Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485609</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485609"/>
		<updated>2026-03-15T05:36:44Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== Organizations and VIPs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485608</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485608"/>
		<updated>2026-03-15T05:33:01Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Completed&#039;&#039;&#039;&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485607</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485607"/>
		<updated>2026-03-15T05:25:30Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Current */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver large containers of perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485606</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485606"/>
		<updated>2026-03-15T05:24:05Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* The Window Blind */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== The &#039;&#039;Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485605</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485605"/>
		<updated>2026-03-15T05:23:28Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* &#039;&#039;&#039; Job: &#039;&#039;&#039; Deliver Clancy Dean and her cargo to Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Clancy Dean. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 16 credits, half up front and rest upon delivery. 4 credit bonus to get them there in 48 hours.&lt;br /&gt;
* &#039;&#039;&#039;Job:&#039;&#039;&#039; Deliver perishables (fruit, grains, other food supplies) to researchers at Jassonia Station. &#039;&#039;&#039;Client:&#039;&#039;&#039; Jassonia Station. &#039;&#039;&#039;Pay:&#039;&#039;&#039; 12 credits upon delivery.&lt;br /&gt;
&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* None yet&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485604</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485604"/>
		<updated>2026-03-15T05:16:22Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Current */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* Deliver Clancy Dean and her cargo to Jassonia Station.&lt;br /&gt;
&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* Job 2&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485603</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485603"/>
		<updated>2026-03-15T05:10:14Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Window Blind&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;br /&gt;
&lt;br /&gt;
= Campaign Information =&lt;br /&gt;
&lt;br /&gt;
== Contracts ==&lt;br /&gt;
=== Current ===&lt;br /&gt;
* Job 1&lt;br /&gt;
=== Completed ===&lt;br /&gt;
* Job 2&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
&lt;br /&gt;
* Person 1&lt;br /&gt;
* Person 2&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* Location 1&lt;br /&gt;
* Location 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485598</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485598"/>
		<updated>2026-03-13T02:57:04Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Inventory &amp;amp; Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 3 preserved rations, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 254 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485597</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485597"/>
		<updated>2026-03-13T02:53:57Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Spells &amp;amp; Prayers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant.  &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 258 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485595</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485595"/>
		<updated>2026-03-12T12:42:36Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant | &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1. Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;2. Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 258 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485594</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485594"/>
		<updated>2026-03-12T12:41:46Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; The Order of St Sedge (Defenders of the Church)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 2,574 / 3,000&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* &#039;&#039;&#039;Laying on Hands (Order of St Sedge):&#039;&#039;&#039; Once a day, heal a total of up to 1 Hit Point per Level by laying hands on wounded characters.&lt;br /&gt;
&lt;br /&gt;
=== Spells &amp;amp; Prayers ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f3e5f5; border-left: 5px solid #9c27b0; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Lesser Healing (Breath of St Lillibeth)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Duration:&#039;&#039;&#039; Instant | &#039;&#039;&#039;Range:&#039;&#039;&#039; The caster or a living creature touched&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;The fluttering of doves’ wings and the sweet scent of blossom manifest as the caster recites this prayer.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;1. Healing:&#039;&#039;&#039; Restores 1d6+1 Hit Points. This cannot raise the subject’s Hit Points above the normal maximum. &lt;br /&gt;
* &#039;&#039;&#039;2. Curing paralysis:&#039;&#039;&#039; Paralysing effects are negated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485593</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485593"/>
		<updated>2026-03-12T12:28:47Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Jappser Lank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 2 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; None (yet)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 0 / 1,500&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* Spells and Glamours: (Add when acquired)&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485592</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485592"/>
		<updated>2026-03-12T12:28:36Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Jappser Lank */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 1 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 11 / 11 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; None (yet)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 0 / 1,500&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* Spells and Glamours: (Add when acquired)&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485574</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485574"/>
		<updated>2026-03-09T17:55:13Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 1 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 6 / 6 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; None (yet)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 0 / 1,500&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Listen !! Search !! Survival&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 6 || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* Spells and Glamours: (Add when acquired)&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485573</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485573"/>
		<updated>2026-03-09T17:51:05Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
== Jappser Lank ==&lt;br /&gt;
&#039;&#039;&#039;Level 1 Human Cleric&#039;&#039;&#039; | &#039;&#039;&#039;Background:&#039;&#039;&#039; Blacksmith | &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 6 / 6 | &#039;&#039;&#039;AC:&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #e8f4f8; border-left: 5px solid #2b7bb9; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Details&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Moon Sign:&#039;&#039;&#039; Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* &#039;&#039;&#039;Languages:&#039;&#039;&#039; Woldish, Liturgic&lt;br /&gt;
* &#039;&#039;&#039;Affiliation:&#039;&#039;&#039; None (yet)&lt;br /&gt;
* &#039;&#039;&#039;XP:&#039;&#039;&#039; 0 / 1,500&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Core Stats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! STR !! INT !! WIS !! DEX !! CON !! CHR&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9 || 13 (+1) || 9 || 12 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Saves &amp;amp; Skills ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Doom !! Ray !! Hold !! Blast !! Spell&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 12 || 13 || 16 || 14&lt;br /&gt;
|}&lt;br /&gt;
* Listen: &lt;br /&gt;
* Search: &lt;br /&gt;
* Survival: &lt;br /&gt;
&lt;br /&gt;
=== Traits &amp;amp; Abilities ===&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
* Spells and Glamours: (Add when acquired)&lt;br /&gt;
&lt;br /&gt;
=== Combat &amp;amp; Vitals ===&lt;br /&gt;
* &#039;&#039;&#039;Attack Bonus:&#039;&#039;&#039; +0&lt;br /&gt;
* &#039;&#039;&#039;Speed:&#039;&#039;&#039; 20&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Inventory &amp;amp; Encumbrance ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #fff3cd; border-left: 5px solid #ffc107; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Equipped Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Longsword (1 slot)&lt;br /&gt;
* Plate mail (3 slots)&lt;br /&gt;
* Shield (1 slot)&lt;br /&gt;
* Short bow + 20 arrows (2 slots)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background-color: #f8f9fa; border-left: 5px solid #adb5bd; padding: 10px; margin-bottom: 15px;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stowed Items (7/10 Slots)&#039;&#039;&#039;&lt;br /&gt;
* Bedroll (1 slot)&lt;br /&gt;
* Iron spikes (12 - 1 slot)&lt;br /&gt;
* Tent (1 slot)&lt;br /&gt;
* Chalk (10 sticks - 1 slot)&lt;br /&gt;
* Wooden holy symbol (0 slots)&lt;br /&gt;
* Common clothes (0 slots)&lt;br /&gt;
* Backpack containing 1 preserved ration, waterskin, and tinder box (3 slots)&lt;br /&gt;
* Belt pouch&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039; 8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485572</id>
		<title>Jappser Lank - Human Cleric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jappser_Lank_-_Human_Cleric&amp;diff=485572"/>
		<updated>2026-03-09T15:25:03Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Encumbrance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://wiki.rpg.net/index.php/Dolmenwood_-_The_Phantom_Menaces&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
* Jappser Lank&lt;br /&gt;
* Human Cleric&lt;br /&gt;
* Background: Blacksmith &lt;br /&gt;
* Alignment: Neutral &lt;br /&gt;
* No affiliation (yet)&lt;br /&gt;
* Moon Sign: Maiden&#039;s (W). +2 bonus to Charisma (maximum 18) when interacting with demi-fey.&lt;br /&gt;
* Languages: Woldish, Liturgic&lt;br /&gt;
* XP 0/1,500&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
*STR 10&lt;br /&gt;
*INT 9&lt;br /&gt;
*WIS 13 (+1)&lt;br /&gt;
*DEX 9&lt;br /&gt;
*CON 12&lt;br /&gt;
*CHR 11&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armor Class==&lt;br /&gt;
*HP 6/6&lt;br /&gt;
*AC 17&lt;br /&gt;
*Attack Bonus +0&lt;br /&gt;
&lt;br /&gt;
==Save and Skill Targets==&lt;br /&gt;
*Doom 11&lt;br /&gt;
*Ray 12&lt;br /&gt;
*Hold 13&lt;br /&gt;
*Blast 16&lt;br /&gt;
*Spell 14&lt;br /&gt;
&lt;br /&gt;
*Listen&lt;br /&gt;
*Search&lt;br /&gt;
*Survival&lt;br /&gt;
&lt;br /&gt;
==Kindred and Class Traits==&lt;br /&gt;
* Act first when initiative roll is tied&lt;br /&gt;
* Retainer loyalty +1&lt;br /&gt;
* +10% bonus to XP earned&lt;br /&gt;
&lt;br /&gt;
==Spells and Glamours==&lt;br /&gt;
&lt;br /&gt;
==Encumbrance==&lt;br /&gt;
*Speed 20&lt;br /&gt;
*Equipped Items 7/10 slots&lt;br /&gt;
**Longsword (1 slot)&lt;br /&gt;
**Plate mail (3 slots)&lt;br /&gt;
**Shield (1 slot)&lt;br /&gt;
**Short bow +20 arrows (2 slots)&lt;br /&gt;
*Stowed Items 7/10 slots&lt;br /&gt;
**Bedroll (1 slot)&lt;br /&gt;
**Iron spikes (12 - 1 slot)&lt;br /&gt;
**Tent (1 slot)&lt;br /&gt;
**Chalk (10 sticks - 1 slot)&lt;br /&gt;
**Wooden holy symbol (0 slots)&lt;br /&gt;
**Common clothes (0 slots)&lt;br /&gt;
**A backpack containing 1 preserved ration, a waterskin, and a tinder box (3 slots)&lt;br /&gt;
**A belt pouch&lt;br /&gt;
&lt;br /&gt;
==Money and Treasure==&lt;br /&gt;
8 GP&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485562</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485562"/>
		<updated>2026-03-05T22:19:40Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[[File:Offworlders-header.png|center|frameless|1100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Light Camouflage armor (1 armor)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
= Ship =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;The Window Blind&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Offworlders-header.png&amp;diff=485561</id>
		<title>File:Offworlders-header.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Offworlders-header.png&amp;diff=485561"/>
		<updated>2026-03-05T22:11:47Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485558</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485558"/>
		<updated>2026-03-05T21:01:04Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
= Ship =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;The Window Blind&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485557</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485557"/>
		<updated>2026-03-05T20:56:16Z</updated>

		<summary type="html">&lt;p&gt;Pdw: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Outlaw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Psychic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Geek&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class&#039;&#039;&#039;: Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;:&lt;br /&gt;
* Drone: &#039;&#039;Chirpy&#039;&#039;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;br /&gt;
&lt;br /&gt;
= Ship =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;The Window Blind&#039;&#039; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Drive Fuel: 4/4 || Hull: 15/15 || Armor: 0 || Weapon: 1d6 damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;:&lt;br /&gt;
*Advanced Drive: For each interstellar trip, you can choose either to take half the time or use half the amount of fuel. Round up.&lt;br /&gt;
*Massive Cargo Hold: Large enough to transport smaller vehicles or a huge amount of goods.&lt;br /&gt;
&lt;br /&gt;
It&#039;s grubby and looks like it&#039;s barely being held together. Are those wires exposed to the vacuum of space? Is that scar on the port side from blaster fire? This ship has seen some shit in its days.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485556</id>
		<title>Offworlders - Corridian Sector</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Offworlders_-_Corridian_Sector&amp;diff=485556"/>
		<updated>2026-03-05T20:48:39Z</updated>

		<summary type="html">&lt;p&gt;Pdw: Created page with &amp;quot;= Offworlders: Corridian Sector =  [https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]  [https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]  This is the campaign wiki for &amp;#039;&amp;#039;&amp;#039;Offworlders: Corridian Sector&amp;#039;&amp;#039;&amp;#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&amp;#039;re going to have to take on dangerous...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Offworlders: Corridian Sector =&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934466// In-character thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/offworlders-corridian-sector.934467// Out-of-character thread]&lt;br /&gt;
&lt;br /&gt;
This is the campaign wiki for &#039;&#039;&#039;Offworlders: Corridian Sector&#039;&#039;&#039;. Together you own a small starship operating in the Corridian Sector of space. You are little fish in a big pond. To survive, you&#039;re going to have to take on dangerous jobs and use your wits, skills, and maybe your weapons to survive. You&#039;ll have to rely on each other as you find yourselves in surprising and risky situations.&lt;br /&gt;
&lt;br /&gt;
= Characters =&lt;br /&gt;
=== Gori ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: 0 || Willpower: +2&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Class: Outlaw&lt;br /&gt;
&lt;br /&gt;
Skills: Manipulation, Survival&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Ghost: If you hold still in a hiding spot, no one will find you until you reveal yourself.&lt;br /&gt;
* Smuggle: If you put any object somewhere it could reasonably be hidden, (a handheld object on your person, or a larger object on a ship, etc.) no one will be able to find it.&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
* Poisoned blade (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to escape and deal with the mob. Brought rare minerals and asked to join the crew.&lt;br /&gt;
&lt;br /&gt;
Gori (they/them) is a little thief who often passes as a child to both law enforcement and marks. It&#039;s fairly easy to do since they stand under 1.3 meters (4&#039;, 3&amp;quot;) tall and are smooth shaven. Gori wears a thin armor that can shift to camouflage against the background colors at will but normally looks like a slim dark gray baggy shirt hanging over a nearly emaciated frame. Gori is no longer a child but malnutrition and losing the genetic lottery have given them a stunted that will never reach parity with most adults.  &lt;br /&gt;
  &lt;br /&gt;
The Eleveate mob on the ground at Cycle Ring 3 regularly employed Gori in the past decade for a variety of jobs. Unfortunately for Gori the Eleveate used a variety of leverage to ensure that Gori&#039;s only option was to do whatever dirty work was thrown their way. Gori groomed contacts by making favorable deals with anyone from outside Cycle Ring 3 and eventually settled on the crew of the Window Blind with a gift some stolen jewelry from the Eleveate as severance pay. Gori still has a number of contacts with other ships and is very skilled at negotiation and capable of hiding anything from law enforcement.&lt;br /&gt;
&lt;br /&gt;
=== Kira Vale ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +2 || Intelligence: +1 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 13/13 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Class: Psychic&lt;br /&gt;
&lt;br /&gt;
Skills: Pilot, Sneak&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Jump: Once per scene, you may tele-port instantly to a near­by location that you can see. &lt;br /&gt;
* Telekinesis: You can easily move small objects with your mind. You can attempt to move larger objects, or move things very precisely, but it is difficult. The GM will tell you how. &lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Autopistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Folding carbine (medium weapon, 1d6+1 damage)&lt;br /&gt;
*Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to prevent the Merchant House (who trained her as a &amp;quot;knife&amp;quot;) from catching up with her. Saw the crew in trouble and joined as a way to make amends for her past.&lt;br /&gt;
&lt;br /&gt;
Role vibe: Pilot / infiltrator / former covert operative&lt;br /&gt;
Kira Vale (she/her) is a 29-year-old human woman of mixed old-Earth ancestry, small-framed and lithe, with short spiked hair she dyes a different color whenever she gets the chance. The color changes often enough that anyone trying to track her by description gets annoyed. She favors a worn pilot&#039;s vest with too many pockets, patched and repatched over time, practical enough to look ordinary and distinctive enough that crewmates always know which bunk is hers. A thin scar circles one wrist where she cut out an old House tracker herself rather than let anyone else touch it. She keeps a signet ring on a chain around her neck—an old noble crest she doesn&#039;t display openly and almost never explains. If pressed, she calls it a reminder. Whether it was a gift, a promise, or a mistake depends on who&#039;s asking and how much she trusts them.  &lt;br /&gt;
  &lt;br /&gt;
Kira was trained by a Merchant House as one of its deniable &amp;quot;knives,&amp;quot; a covert operative used for quiet removals, retrievals, and other forms of discreet problem-solving that never appeared on official ledgers. Her psychic talents were shaped into practical tools rather than spectacle: short-range jumps for insertion and escape, telekinesis for silent manipulation, precise sabotage, and operating in places where hands or tools would get her killed. She also learned to fly because the House valued operatives who could manage their own extraction, and because shipping lanes, customs stations, and private docks were the House&#039;s true battlefield. The mission that ended her service was officially called a failure. Unofficially, the House tried to retire her before she could ask the wrong questions or become a liability. She survived. Another Knife was sent to finish the job, and Kira has never fully believed that pursuit ended.  &lt;br /&gt;
  &lt;br /&gt;
In the present, Kira works as a pilot and covert hand-for-hire, taking jobs that keep her moving and keep her out of any one port long enough for old ghosts to catch up. She is hyper-competent in a crisis—fast, precise, and eerily calm when things are going wrong—but can spend an absurd amount of time staring at a food menu, changing shirts, or deciding where to sit in a room. Under stress she becomes decisive; in peace, she seems almost allergic to choice. She watches exits, notices patterns, and uses telekinesis for small tasks without thinking about it, the way other people tap a foot or crack their knuckles. She is not eager to kill anymore, but she still carries herself like someone trained to end a conversation before it becomes a fight.&lt;br /&gt;
&lt;br /&gt;
=== Sark ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: -1 || Agility: +1 || Intelligence: +2 || Willpower: 0&lt;br /&gt;
|-&lt;br /&gt;
| Health: 12/12 || Credits: ₡10 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Class: Geek&lt;br /&gt;
&lt;br /&gt;
Skills: Culture, Science, Tech&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Hijack: You can attempt to remotely take over any electronic machine or computer that you can see. Roll the dice with Intelligence to do it.&lt;br /&gt;
* Polymath: Get a third skill&lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
*Modified plasma torch (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
&lt;br /&gt;
Wants to make money for himself and for his family. Was rescued by Valerine from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Sark (he/him) is a 5&#039;5&amp;quot;, heavyset Borska of cheerful demeanor but limited social acumen. He wears comfortable, functional clothing over his olive green fur, and can usually be found neck deep in the nearest control panel of the Window Blind&#039;s (working title) systems, repairing or tweaking performance. While underqualified, he DOES serve as the ship&#039;s engineer, but typically calls in help from the rest of the crew when he gets in a bit over his head.&lt;br /&gt;
&lt;br /&gt;
Sark bought the ship and tried running it solo... meeting Valerine meant a set of hands on the guns, or someone to hold the conn while he whacked the engines with a wrench. He&#039;s just glad she accepted. Enter Gori and Sark can fiddle more and captain less. And finally a pilot when Kira joined.&lt;br /&gt;
&lt;br /&gt;
=== Valerine Canua ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Strength: 0 || Agility: +2 || Intelligence: +1 || Willpower: -1&lt;br /&gt;
|-&lt;br /&gt;
| Health: 14/14 || Credits: ₡3 || Supply: 3/3 || XP: 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Class: Warrior&lt;br /&gt;
&lt;br /&gt;
Skills: Athletics, Tech&lt;br /&gt;
&lt;br /&gt;
Abilities:&lt;br /&gt;
* Dead Eye: You deal +2 damage with ranged weapons.&lt;br /&gt;
* Drone Controller: You have  a small flying drone that you can control remotely and perceive through. If it is destroyed or lost, you can make a new one with a few days of downtime. &lt;br /&gt;
&lt;br /&gt;
Gear:&lt;br /&gt;
* Drone: &amp;quot;Chirpy&amp;quot;&lt;br /&gt;
* Pistol (light weapon, 1d6 damage, easily hidden)&lt;br /&gt;
* Railgun (heavy weapon, 1d6+2 damage, -1 to run, jump, climb and also attracts attention)&lt;br /&gt;
* Light armor (1-armor)&lt;br /&gt;
&lt;br /&gt;
Wants to avoid the military group she used to work for. Rescued Sark from a shakedown.&lt;br /&gt;
&lt;br /&gt;
Valerine (she/her) is a 5&#039;9 tall woman who does not seem to visibly or audibly emote, although those who&#039;ve been around her the longest have likely noted that there are signs to her emotional state, they are simply very small and muted. Has short, apparently natural pink hair, purple eyes and an athletic build and will wear pretty much anything without complaint although if given a choice will dress simply and practically. While clearly former military, Valerine will not be drawn into any conversation about which military, what she did there, or how she came to leave it. Technically and physically skilled.&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=485450</id>
		<title>Morgansfort</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Morgansfort&amp;diff=485450"/>
		<updated>2026-02-17T02:40:11Z</updated>

		<summary type="html">&lt;p&gt;Pdw: /* Maps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/osr-sakkara-2.836349/ IC]&#039;&#039;&#039; | &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/osr-sakkara-2.894560/ OOC]&#039;&#039;&#039; | &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/re-recruitment-wicked-old-osr-campaign.913769/ Recruitment]&#039;&#039;&#039; | &#039;&#039;&#039;[https://wiki.rpg.net/index.php/Morgansfort Wiki]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Morgansfort zpsor3xjn3c.JPG]]&lt;br /&gt;
==PCs==&lt;br /&gt;
*Use double brackets [[]] around your characters name to link to the character page.&lt;br /&gt;
&lt;br /&gt;
*[[Jelaina]] Paladin 6, AC 1, HP 25/25. Sword 15 (14 vs. spellcasters), 1d8+2 (+3).  Lay on Hands not used. &lt;br /&gt;
**[[Sister Anari]] Cleric 2, AC 3, HP 14/14.  Mace 19, 1d6.  Cure Light Wounds.  Scrolls (2).&lt;br /&gt;
**[[Arecel]] Magic-User 3, AC 8, HP 5/5.  Dagger 20, 1d4-1, Dagger 18, 1d4 (10/20/30).  Hold Portal, Knock left.&lt;br /&gt;
**[[Nevarth]] Elf 4, AC 6, HP 17/17.  Sword 16, 1d8+1.  Hold Portal, Magic Missile, Continual Light, Knock left. &lt;br /&gt;
*[[Rana]] Thief 5, AC 6, HP 15/15, Short Sword 18, 1d6-1, Short Bow (32) 15, 1d6 (50/100/150).  Potions (2).  Ring of Acid Resistance.&lt;br /&gt;
**[[Karsan]] Magic-User 4, AC 9, HP 13/13.  Dagger 20, 1d4-1, Dagger 19, 1d4 (10/20/30).  Protection from Evil, Mirror Image, Invisibility left&lt;br /&gt;
*[[Thalgar]] Fighter 5, AC 2, HP 23/26.  Sword 15, 1d8+2, Javelin (3) 17, 1d4 (30/60/90).  Potion of Healing.&lt;br /&gt;
*[[Angund Fen]] Magic-User 3, AC 8, HP 6/6. Dagger (2) 18, 1d4+1, Dagger (2) 18, 1d4 (10/20/30). Sleep.  Wand of Magic Missiles.  Potion of ESP.  Scrolls (2)&lt;br /&gt;
**[[Elora]] Elf 1, AC 5, HP 4/4.  Sword 17, 1d8+2.  1 Sleep spell left.&lt;br /&gt;
*[[Morgansfort Blank Sheet]]&lt;br /&gt;
&lt;br /&gt;
==Languages Currently Available==&lt;br /&gt;
* Common, Dwarfish, Elvish, Gnoll, Gnomish, Hobgoblin, Lizard Man, Orcish, Ogre, Lawful, Neutral&lt;br /&gt;
&lt;br /&gt;
==Deceased and Retired==&lt;br /&gt;
*[[Grigory Thinbeard]] Choked to death in a cloud of poison gas.&lt;br /&gt;
*[[Eldrin]] Poisoned by a giant spider.&lt;br /&gt;
*[[Calixa]] Mandibled in half by a gi-ant.&lt;br /&gt;
*[[Darl]] Ripped apart by a ghoul.  &lt;br /&gt;
*[[Fredde Beneathbluff]] Cleft in twain by a gnoll&#039;s axe.&lt;br /&gt;
*[[Bwalin Dampknocker]] Bisected by a gnoll&#039;s axe.&lt;br /&gt;
*[[Sheela-Na-Gig]] Decapitated by a hobgoblin&#039;s sword.&lt;br /&gt;
*[[Cezar]] Torn asunder by a carnivorous ape.&lt;br /&gt;
*[[Evro]] Impaled on a goblin&#039;s spear.&lt;br /&gt;
*[[Baldri Orelode]] Skull fractured by a giant spider.&lt;br /&gt;
*[[Deryk the Strong Willed]] Stung to death in the eye by a bee.&lt;br /&gt;
*[[Jimbo Leafcutter]] Crushed under burning debris.&lt;br /&gt;
*[[Yor]] Burned to death in a fiery trap.&lt;br /&gt;
*[[Eldran the Shady]] Bitten in the face by a giant spider.&lt;br /&gt;
*[[Aerylon]] Left the party with Serc the Nimble.&lt;br /&gt;
*[[Konrad]] Left the party.&lt;br /&gt;
*[[Romanus]] Left the party. &lt;br /&gt;
*[[Dwala Nkondlwane]] Left the party.&lt;br /&gt;
*[[Vicar Thaharinenhalassa]] Left the party.&lt;br /&gt;
*[[Eamon Falstaff]] Left the party.&lt;br /&gt;
*[[Brodie Broadcloak]] Left the party.&lt;br /&gt;
*[[Lagren the Lurching]] Left the party.&lt;br /&gt;
*[[Altheadora &amp;quot;Thea&amp;quot; Brensaeth]] Left the party.&lt;br /&gt;
*[[Walter]] Retired after losing his legs&lt;br /&gt;
*[[Dohram]] Left the party to serve the Church elsewhere.&lt;br /&gt;
*[[Dieterich the Blessed]] Left the party to return to the bishop.&lt;br /&gt;
*[[Rewyn]] Left the party to study magic in Greenhaven.&lt;br /&gt;
*[[Aldereth the Cunning]] Left the party to study magic in Greenhaven.&lt;br /&gt;
*[[Brick]] Torn apart by a bone horror.&lt;br /&gt;
*[[Ithael]] Left the party to return to the dwarves.&lt;br /&gt;
*[[Ermias]] Left the party to study magic in Greenhaven.&lt;br /&gt;
*[[Brother Jeryll]] Run through by a hobgoblin.&lt;br /&gt;
*[[Father Aldros]] Torn apart by a lizardman.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Henchmen (only started recording these 11/18/18)&#039;&#039;&#039;&lt;br /&gt;
*[[Tallad]] Legs shredded and torn off by a harpy.&lt;br /&gt;
*[[Galatea the Cleric]] Left the party after Grigory died.&lt;br /&gt;
*[[Orivel]] Choked by poison gas.&lt;br /&gt;
*[[Aubrey]] Choked by poison gas.&lt;br /&gt;
*[[Valdia]] Choked on poison gas.&lt;br /&gt;
*[[Zaira the Beautiful]] Choked on poison gas.&lt;br /&gt;
*[[Locson]] Choked by poison gas.&lt;br /&gt;
*[[Quintus the Rager]] Choked on poison gas.&lt;br /&gt;
*[[Lyman]] killed by a poison needle trap&lt;br /&gt;
*[[Albrett]] Skull bashed in by a zombie.&lt;br /&gt;
*[[Warryn the Hood]] Both arms cut off by a lupine humanoid.&lt;br /&gt;
*[[Patransa]] Left with Rewyn.&lt;br /&gt;
*[[Nestor the Broad]] Left with Aldereth.&lt;br /&gt;
*[[Seldan]] Sought adventure in bigger cities.&lt;br /&gt;
*[[Grayce]] Torn apart by a lizardman.&lt;br /&gt;
&lt;br /&gt;
==Marching Order==&lt;br /&gt;
*Current Marching order:&lt;br /&gt;
**Jelaina | Thalgar&lt;br /&gt;
**Grayce  | Rana&lt;br /&gt;
**Angund  | Aldros&lt;br /&gt;
&lt;br /&gt;
*Party Speed: 60&#039;/turn&lt;br /&gt;
&lt;br /&gt;
==Maps==&lt;br /&gt;
&#039;&#039;&#039;Stonehell Latest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stonehell Level 1 [[Media:SH 1.png]]&lt;br /&gt;
&lt;br /&gt;
Stonehell Level 2 [[Media:SH 2.png]]&lt;br /&gt;
&lt;br /&gt;
Stonehell Level 3 [[Media:SH 3.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonehell Revisited&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple&#039;&#039;&#039;&lt;br /&gt;
*Floor 1 - https://drive.google.com/file/d/1xdCwGHsXD1oBkJ5ChCQMmEPDKouwqedK/view?usp=sharing&lt;br /&gt;
*Floor 1 Keyed - https://drive.google.com/file/d/1ePYLov44834PCvaNdAX2Zlvd4_tGWCXC/view?usp=sharing&lt;br /&gt;
*Basement 1 - https://drive.google.com/file/d/1XeUHwGLFrk_tSjV8ZK_GWquRmWx5kukb/view?usp=sharing&lt;br /&gt;
*Basement 1 Keyed - https://drive.google.com/file/d/1tKMODFDCxFVrwhLR4H5HdkKRSIpsg1Nk/view?usp=sharing&lt;br /&gt;
*Basement 2 - https://drive.google.com/file/d/1VZssF192FpTyeTeZu4sQQoWqKODJloA3/view?usp=sharing&lt;br /&gt;
*Basement 2 Keyed - https://drive.google.com/file/d/1VYN7JOfPrXqc6BiN6HSTHBEnS-q7XP1O/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forge?&#039;&#039;&#039;&lt;br /&gt;
*Floor 1 - https://drive.google.com/file/d/1giy5y6JoFME6v46GPSFpPZQYvd2B70OZ/view?usp=sharing&lt;br /&gt;
*Floor 1 Keyed - https://drive.google.com/file/d/1JCl5mFqa4MvxUDLFSOC08TvW61fgLnSm/view?usp=sharing&lt;br /&gt;
&#039;&#039;&#039;Nuromen&#039;&#039;&#039;&lt;br /&gt;
*Floor 1 - https://drive.google.com/file/d/11zdazw24o35M5bPnOjxO-j8NzF18s2xx/view?usp=sharing&lt;br /&gt;
*Floor 1 Keyed - https://drive.google.com/file/d/1YF9lVhvTOA5vW87lhesszRFbnYSXAVhp/view?usp=sharing&lt;br /&gt;
*Floor 2 - https://drive.google.com/open?id=1eVE683TTeiCJ27MO218DyYo-jI4gPEhT&lt;br /&gt;
*Floor 2 Keyed - https://drive.google.com/open?id=1aGzENRgv1wRr6IqPyGCJNNmcSUPF_pF-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stonehell&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stonehell Maps Folder - https://drive.google.com/folderview?id=0B_io591KyT2Ta1J2NnVOeW9lTEU&amp;amp;usp=sharing&lt;br /&gt;
*Dungeon Notes - https://docs.google.com/document/d/14R8S1yflgZvLzbKNFz1FcfF87MIxZHaftrqfLlzKx-A/edit?usp=sharing&lt;br /&gt;
*Map Key - https://drive.google.com/file/d/0B_io591KyT2TeEw5X2FzdkVjdWc/view?usp=sharing&lt;br /&gt;
*Canyon - https://drive.google.com/file/d/0B_io591KyT2TdVJ1dVJndDNKQ1E/view?usp=sharing&lt;br /&gt;
*Floor 1 - https://drive.google.com/open?id=0B_io591KyT2TVUdKY3JJTlFyWUE&lt;br /&gt;
*Floor 1 keyed - https://drive.google.com/file/d/0B_io591KyT2TaHhzVXRxT2dVNU0/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turos&#039;&#039;&#039;&lt;br /&gt;
*Turos Cave - https://drive.google.com/open?id=1qjh_CaEGXg3McHWcOsWY3GllPr0RtIJr&lt;br /&gt;
*Turos Cave Keyed - https://drive.google.com/open?id=0B_io591KyT2TV3lmbVdnVzZQanc&lt;br /&gt;
*Turos Cave Level 2 - https://drive.google.com/open?id=16xjtk8JLZs47fw1ktNv2xIWNjZBrxKL-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area Map&#039;&#039;&#039;&lt;br /&gt;
https://drive.google.com/file/d/0B-kXA69sPgglNVVnMVo1LUptWnM/view?usp=sharing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Old Maps&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Old Maps Folder - https://drive.google.com/open?id=0B_io591KyT2TX1lYVDBxU3NWT2c&lt;br /&gt;
&lt;br /&gt;
==Campaign Docs==&lt;br /&gt;
*Cosmology: https://drive.google.com/file/d/0B-kXA69sPggldVVMelVXdVl1dUE/view?usp=sharing&lt;br /&gt;
*Class Notes: &lt;br /&gt;
*Starting Area Notes: &lt;br /&gt;
*Area Map: https://drive.google.com/file/d/1jU2vi2qb5DMb3f2hmMAcuPcxLrPmha1Y/view?usp=drive_link&lt;br /&gt;
*Area Map Key: https://docs.google.com/document/d/1E1_OSRJxT-li5RZKBMxCXTaXU8VPWjls/edit?usp=drive_link&amp;amp;ouid=107720009905014791886&amp;amp;rtpof=true&amp;amp;sd=true&lt;br /&gt;
*Quests and Rumors: https://drive.google.com/file/d/0B-kXA69sPgglX01ZeGhTazFxaTQ/view?usp=sharing&lt;br /&gt;
*World Notes: https://drive.google.com/open?id=1dUzp-hHrH10X2V_Ef4aoDIXYkR31eRX3bNMYVnr3aJk&lt;br /&gt;
&lt;br /&gt;
==Finances Not on Person==&lt;br /&gt;
*[[Jelaina]] 4955 gp (Silverhollow)&lt;br /&gt;
*[[Rana]] 1160 gp (Silverhollow)&lt;br /&gt;
*[[Thalgar]] 1189 gp (Silverhollow)&lt;br /&gt;
*[[Angund Fen]] 2226 gp (Silverhollow)&lt;br /&gt;
&lt;br /&gt;
==Time Passed==&lt;br /&gt;
&lt;br /&gt;
*Last updated:5/16/25&lt;br /&gt;
*Total time in campaign up to 3/13/18 is unknown (probably only a year or so).&lt;br /&gt;
*Since 3/13: About 15 days (11/30/18) - Starting here, I&#039;m assuming it was the 11th month in the world also&lt;br /&gt;
*1 day in Sakkara, then 2 weeks selling, finding a crusader, hiring henchmen, and learning new spells. (Living Expenses paid)&lt;br /&gt;
*1 day in Sakkara, 2 days healing, 3 days travel to Loria, 2 weeks in Loria selling and hiring, 3 days back to Turos, 1 day in Turos (Winter starts)&lt;br /&gt;
*1 day in Sakkara, 28 days healing (Living Expenses paid; due again in 3 days)&lt;br /&gt;
*During the healing time: 3 days to Silverhollow, 3 days in Silverhollow, 1 day in Nuromen&#039;s Necropolis, 2 days in town&lt;br /&gt;
*1 more day in the necropolis, then back to Silverhollow.&lt;br /&gt;
*14 days healing (Living Expenses paid; due again in 19 days)&lt;br /&gt;
*7 days&#039; journey from Silverhollow to Loria, with a 1-day stop at Turos&lt;br /&gt;
*7 days in Loria selling treasure and looking for henchmen.&lt;br /&gt;
*4 days across the sea to the haunted forge.&lt;br /&gt;
*1 day in the forge.&lt;br /&gt;
*3 days across the sea back to Loria.&lt;br /&gt;
*2 weeks in Loria selling gems, looking for info, and learning new spells. (Living Expenses paid; due again in 12 days) (Spring starts)&lt;br /&gt;
*4 days across the sea to the forge.&lt;br /&gt;
*1 day in the forge.&lt;br /&gt;
*4 days across the sea back to Loria.&lt;br /&gt;
*1 week in town selling new loot from the forge and looking for new party members.  (Living Expenses paid; due again in 26 days)&lt;br /&gt;
*2 weeks further in town waiting for the arrival of their wounded henchmen and doing some research.&lt;br /&gt;
*1 week traveling north through Alverton to Greenhaven.&lt;br /&gt;
*4 days in Greenhaven meeting the bishop and preparing to journey east.&lt;br /&gt;
*4 days journey to the Three Martyrs and finding the Citadel of Chaos.&lt;br /&gt;
*2 days in the citadel and then camping in the woods.&lt;br /&gt;
*4 days to get back to Greenhaven.&lt;br /&gt;
*1 week to allow Warryn&#039;s eye to heal. (Living Expenses paid; due again in 14 days)&lt;br /&gt;
*4 days to get to the citadel.&lt;br /&gt;
*4 days to get back to Greenhaven.&lt;br /&gt;
*1 week to study magic and sell items.  (Living Expenses paid; due again in 29 days)&lt;br /&gt;
*4 days back to the citadel.&lt;br /&gt;
*4 days back to Greenhaven.&lt;br /&gt;
*1 week to shop and for Aldereth to full heal.&lt;br /&gt;
*4 days to the citadel. (Summer starts)&lt;br /&gt;
*4 days back.&lt;br /&gt;
*2 weeks for Ithael to heal and to shop in Greenhaven.  (Living Expenses paid; due again in 22 days)&lt;br /&gt;
*4 days back to the citadel, one long day in the citadel, camp in the woods, then 4 days back.&lt;br /&gt;
*4 weeks in Greenhaven to sell items, hire henchmen, consult sages, and find an artificer.  (Living Expenses paid, due again in 15 days)&lt;br /&gt;
*16 days traveling from Greenhaven all the way to Silverhollow and then to Stonehell.&lt;br /&gt;
*2 days in Stonehell, then 3 days back to Silverhollow.&lt;br /&gt;
*1 week in Silverhollow selling items. (Living Expenses paid, due again in 17 days)&lt;br /&gt;
*2 days to Stonehell, less than a day in the dungeon, so 3 days back to Silverhollow. (Autumn starts)&lt;br /&gt;
*1 week in Silverhollow selling items.&lt;br /&gt;
*3 days to Stonehell, 1 day in the dungeon, 3 days back to town. (Living Expenses paid, due again in 27 days)&lt;br /&gt;
*1 week in Silverhollow selling items and looking for henchmen.&lt;br /&gt;
*1 day travel to Newick, 1 week in Newick selling things, 1 more day to Loria.&lt;br /&gt;
*1 month in Loria selling, hiring, waiting for a sage, and carousing.  (Living Expenses paid, due again in 11 days)&lt;br /&gt;
*1 day back to Newick, 1 day back to Silverhollow, 1 day to Stonehell.&lt;br /&gt;
*2 days back to Silverhollow, one week selling items and resting (Living Expenses paid, due again in 27 days)&lt;br /&gt;
&lt;br /&gt;
==Magic Items Unclaimed==&lt;br /&gt;
&lt;br /&gt;
Potion of Flying (chaos temple)&lt;br /&gt;
&lt;br /&gt;
7 (remaining) Magic Beans (chaos temple)&lt;br /&gt;
&lt;br /&gt;
==Treasure Unsold==&lt;br /&gt;
*2 Bone Fetishes - 32 gp each&lt;br /&gt;
*1 Costume Jewelry worth 30 gp&lt;br /&gt;
*1 Fine Piece of Jewelry worth 500 gp&lt;br /&gt;
*2 Extraordinary Pieces of Jewelry worth 1300 gp&lt;br /&gt;
*1 Jewelry worth 1400 gp&lt;br /&gt;
*1 Lizardman Shaman&#039;s Necklace worth 1200 gp&lt;br /&gt;
&lt;br /&gt;
==Other Notable Items Found==&lt;br /&gt;
* Journals from the dwarf forge&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:SH_3.png&amp;diff=485449</id>
		<title>File:SH 3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:SH_3.png&amp;diff=485449"/>
		<updated>2026-02-17T02:39:32Z</updated>

		<summary type="html">&lt;p&gt;Pdw: Stonehell Level 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Stonehell Level 3&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:SH_2.png&amp;diff=485448</id>
		<title>File:SH 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:SH_2.png&amp;diff=485448"/>
		<updated>2026-02-17T02:38:23Z</updated>

		<summary type="html">&lt;p&gt;Pdw: Stonehell Level 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Stonehell Level 2&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:SH_1.png&amp;diff=485447</id>
		<title>File:SH 1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:SH_1.png&amp;diff=485447"/>
		<updated>2026-02-17T02:32:58Z</updated>

		<summary type="html">&lt;p&gt;Pdw: Stonehell level 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Stonehell level 1&lt;/div&gt;</summary>
		<author><name>Pdw</name></author>
	</entry>
</feed>