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		<id>https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246190</id>
		<title>Persona Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246190"/>
		<updated>2013-07-16T21:49:36Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Anima (New Powerstat)=&lt;br /&gt;
In place of Geist&#039;s Psyche, an Persona user (also known as an Evoker) internal power is called the Anima. Anima is the sheer strength and command of one&#039;s soul. The higher the Anima rises, however, the harder it is to shut out the voice of your Shadow, who also grows in power as you do. Having high Anima comes with a few advantages, as well as a few drawbacks. All Sin-Eaters begin with one free dot in Anima. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of High Anima&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raising one&#039;s Anima increases the amount of maximum Resonance an Evoker can possess at one time, as well as how much Resonance they can spend per turn. The chart for this is the exact same as in the Geist book.&lt;br /&gt;
The Evoker&#039;s sheer force of personality gives him a heightened sense of presence and magnetism. At Anima 5, an Evoker gains a +1 bonus to Social dice pools used against standard mortals. At Psyche 8, this bonus becomes +2.&lt;br /&gt;
The brimming Energy of a high-Anima Evoker wards and frightens smaller Shadows. Shades whose rank is 3 points lower than the Evoker&#039;s receive -2 to taking offensive action towards him. Shadoes whose own Anima is 5 points lower than the Evoker&#039;s flee or cower in terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks of High Anima&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Evoker&#039;s Anima strengthens, the voice of his Shadow becomes more frequent, and more chillingly inviting. At Anima 5, the Evoker will begin hearing Shadow&#039;s whispers, beckoning him to indulge in his vices. When presented an opportunity to indulge in his Vice, the Evoker must roll Wits + Composure -1. If he fails, he must comply unless he spends a point of Willpower. This penalty increases to -2 at Psyche 7 and -3 at Psyche 9.&lt;br /&gt;
Entering a Dark Realm strengthens the voice of the Evoker&#039;s Shadow, as it demands to be released. Starting at Psyche 6, every scene the Evoker will be made to make Resolve + Composure + Psyche rolls.&lt;br /&gt;
Dramatic Failure: The Evoker falls unconscious as his Shadow emerges immediately, given form in the Dark Realm.&lt;br /&gt;
Failure: The Evoker is succumbing to the Shadow&#039;s influence. If enough failures are rolled equal to 11 minus the Evoker&#039;s Psyche, the Shadow emerges.&lt;br /&gt;
Success: The Evoker manages to silence the Shadow, but its voice still echos in his soul. The next roll made to resist this effect is made a cumulative -1 penalties.&lt;br /&gt;
Exceptional Success: As a regular success, without the addition of a penalty.&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
Aspects replace Geists Key and are functionally identical. For more on Aspects, check out the page on [[Ruling_Arcana|Ruling Arcana]]. Evoker start with two Aspects one of which must be from their Ruling Arcana. Unlike in Geist you cannot gain additional Aspects/Keys by spending XP&lt;br /&gt;
&lt;br /&gt;
Bufu (Ice/Water) replaces Tear Stained&lt;br /&gt;
&lt;br /&gt;
Agi (Fire) replaces Pyre Flame&lt;br /&gt;
&lt;br /&gt;
Garu (Wind) replaces Cold Wind&lt;br /&gt;
&lt;br /&gt;
Zio (Electricity) replaces Industrial&lt;br /&gt;
&lt;br /&gt;
Don replaces Grave dirt&lt;br /&gt;
&lt;br /&gt;
Ki replaces Passion &lt;br /&gt;
&lt;br /&gt;
Hama replaces Primeval&lt;br /&gt;
&lt;br /&gt;
Genso replaces Phantasmal&lt;br /&gt;
&lt;br /&gt;
He replaces Stigmata&lt;br /&gt;
&lt;br /&gt;
Mudo replaces Stillness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Manifestations=&lt;br /&gt;
&lt;br /&gt;
Your Evoker begins with three dots of Manifestations, chosen however you like: one dot in three separate Manifestations, two dots in one, and one dot in another, or all three in one Manifestation. The Manifestations are detailed on pages 110-150 of Geist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
A Persona-user&#039;s grip on his identity, a gauge of his understanding of his inner self. Higher Identity represents a Persona-user who better understands his inner strengths and virtues, while lower Identity represents a Persona-user who lacks a sense of self or is otherwise disillusioned with his inner reflection.&lt;br /&gt;
Evokers betray their Identity in one of two ways: denial of the self, and indulgement of the self. If an Evoker chooses to disbelieve in either their Persona strength of character or their Shadow&#039;s vile urges, it is an act against their Identity. By contrast, if an Evoker chooses to favor one over the other (like an Evoker who fancies himself a righteous hero through his Persona, or an Evoker who succumbs to his Shadow&#039;s wishes), it disrupts the balance of his soul.&lt;br /&gt;
An Evoker who manages to achieve an Identity score of 10 has found true contentment of the self, and of the world around him. Upon reaching Identity 10, the Evoker embodies The World Arcana. (I haven&#039;t figured out what benefits this Arcana brings)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sins against Identity&lt;br /&gt;
10 - Thoughts of self-denial, forcing unwilling change in another human&lt;br /&gt;
9 - Refusing to accept environmental circumstances, indulging Vice at the cost of another&lt;br /&gt;
8 - Refusing to accept and understand another human being&lt;br /&gt;
7 - Declaration and admittance of self-denial (&amp;quot;You&#039;re not me!&amp;quot;)&lt;br /&gt;
6 - Stealing Energy from unwilling Evokers, injury to another&lt;br /&gt;
5 - Stealing Energy from mortals&lt;br /&gt;
4 - Killing a human possessed by a Gloom, willingly subjecting a mortal to a Dark Realm&lt;br /&gt;
3 - Destroying a Silhouette, completely depleting a mortal of his Energy&lt;br /&gt;
2 - Destroying another Evoker&#039;s Persona through Energy depletion&lt;br /&gt;
1 - Destroying one&#039;s own Shadow or Persona&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resonance=&lt;br /&gt;
&lt;br /&gt;
All things in the world are connected by some degree on a spiritual level, and the power of Persona allows one to influence the world on a purely ethereal level. Spiritual Power (also known as simply Energy or Resonance) can perhaps be attained my maintaining Soul Links, keeping friends close to your heart to keep your Energy ringing, or by manually attaining the discarded Energy of defeated Shadows. An Evoker&#039;s Energy pool is sized accordingly with his Anima, using the same scale presented in the Geist book regarding Psyche and Plasm. Mortals possess their own pool of Energy, which is only as large as their Willpower score. Energy is primarily used to power an Evoker&#039;s Aspects, but can be used for other things as well:&lt;br /&gt;
&lt;br /&gt;
Energy can be spent to heal a single point of lethal damage, or 3 points of bashing damage.&lt;br /&gt;
&lt;br /&gt;
An Evoker can spend 1 point of Energy to sense the presence of Shadows, other Evokers, or other supernatural beings present in the scene. This lasts only for one scene.&lt;br /&gt;
&lt;br /&gt;
A point of Energy can be spent to temporarily gain the ability to communicate with a Shadow. Since all Shadows are human to some degree, an Evoker can tune himself to their hearts, no matter how small.&lt;br /&gt;
&lt;br /&gt;
How to regain Energy. Energy can be regained through several methods:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Links&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest method to regaining Energy is through Soul Links. If an Evoker spends a scene doing meaningful interaction where some understanding between partners is made with a Soul Link partner, he receives Energy equal to their Soul Link score. This includes PCs who have Soul Links with other PCs; in order for both Evokers to gain Energy, meaningful RP must happen between the Evokers involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Transfer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Evoker can choose to transfer his own Energy to another person with whom he has bonded through a Soul Link. This application is not exclusive to Soul Links between two Evokers; a mortal who has had their Energy drained by a Shadow or some other dark power can have their Energy restored through a Energy Transfer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siphoning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Shadows destroyed in the Dark Realm relinquish any Energy they might have possessed. Some Shadows may even willingly surrender or barter with their own Energy with an Evoker if communication is made.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest Thy Soul&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A sound sleep calms the soul, and restores a single point of Energy upon awakening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depletion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The least ethical method is to simply drain the Energy from another living being, like an invisible vampire. Doing so is an act against one&#039;s own Identity, as this behavior is grimly similar to the habits of Shadows themselves. This is done with an Psyche + Wits roll, subtracting the subject&#039;s Composure. If successful, the Evoker drains 1 point of Energy per success. If the target has lost all of its Energy, it becomes exhausted until Energy is restored to them. If an Evoker attempts to drain Energy from a target whose Energy pool is empty, he instead drains the target&#039;s Willpower, gaining 3 points of Energy for each 1 point of Willpower drained. If a target has lost all Willpower this way, he falls into a coma until Energy has been restored (sleeping does not restore Energy to comatose victims of Energy depletion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Soul Links=&lt;br /&gt;
&lt;br /&gt;
Soul Links represent strong bonds between an Evoker and his or her mortal friends; when an Evoker chooses to Link his soul to a mortal, the two begin to feel Energy together. It&#039;s the warm, unknown feeling of comfort and security that we experience just by being near other human beings that we know. By forging a Soul Link with a mortal, a Persona user allows his soul to resonate with theirs, strengthening the souls of both members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forging Soul Links&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Entering into a Soul Link is as much of an investment as entering into a relationship with a friend. The Evoker must be willing to open himself and bare his soul to his new partner, and in order to have his Persona resonate with his prospective partner&#039;s soul, he must spend a Willpower point during the initiation of the Link.&lt;br /&gt;
You can&#039;t just go burning WP and forging Soul Links with just anyone willy-nilly. There has to be some connection between the Evoker and his/her partner before an S.Link can be established, and a Storyteller may oversee which relationships between PCs and NPCs are eligible for Soul Links at their discretion.&lt;br /&gt;
Another thing to note is that an Evoker can forge a Soul Link with another Evoker. Since Evokers openly wield their souls as Personas, the transition towards the Soul Link isn&#039;t as harsh, and it only costs a down payment of 1 Energy to forge a Link. Note, however, that in order to gain Energy from spending time with another Evoker PC, there must be some significance in their relationship beyond simply working together as a party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invoking Soul Links&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soul Links have a second benefit. By linking your soul to another human&#039;s, you may call upon that link to lend you extra strength in a pinch. When you forge a Soul Link, you record your Soul Link partner&#039;s Arcana, even if they don&#039;t possess a Persona. You may spend a point of Energy to gain bonus dice towards Attributes related to a Soul Link partner&#039;s Arcana, which is detailed by each Arcana individually. For instance, if you had a 1-pt Soul Link with an NPC mortal whose Arcana was I. The Magician, and the Magician&#039;s S.Link attributes were Dexterity and Wits, you could spend 1 Energy as a reflexive action to gain 1 bonus die to a Dexterity or Wits-based dice pool. You can only invoke Soul Links in this way a number of times equal to a S. Link&#039;s rank, per Story, per S. Link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintaining a Soul Link&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Soul Link is similar to a relationship or a friendship in which it must be maintained. The strength of a Soul Link is represented by a five-dot scale, and changes depending on the strength of the bond between both Evoker and partner. If an Evoker makes progress in understanding and accepting their partner, the Storyteller may have that Soul Link increase by one dot, as their relationship has strengthened.&lt;br /&gt;
Similarly, if anything should happen to damage a relationship, a Storyteller is allowed to remove dots in a Soul Link at his discretion. A damaged relationship may even fall to such extremes that a Soul Link partner will disassociate himself with the Evoker, resulting in a broken Soul Link, and the loss of the Link altogether. Efforts can be made to repair the relationship, even a broken one. However, if an Evoker is successful in restoring a relationship with a partner whose Soul Link was broken previously, it will cost him another point of Willpower to forge the Soul Link again, in order to gain its benefits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Links &amp;amp; Charms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Everyone has a ruling Arcan even if they aren&#039;t a Persona user. When forging a Soul Link with another person a take note of their Ruling Arcana, a significant gift freely given between membes of a Soul Link is functionally similar to a charm in Geist. Significant doesn&#039;t necessarily mean something expensive, it must bear some personal value to the person giving the gift.&lt;br /&gt;
It&#039;s possible if a particularly strong bond is forged between characters that the charm may one day become a Memorabilia (Page 209 Geist corerules)&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246186</id>
		<title>Persona Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246186"/>
		<updated>2013-07-16T21:29:07Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
=Anima (New Powerstat)=&lt;br /&gt;
In place of Geist&#039;s Psyche, an Persona user (also known as an Evoker) internal power is called the Anima. Anima is the sheer strength and command of one&#039;s soul. The higher the Anima rises, however, the harder it is to shut out the voice of your Shadow, who also grows in power as you do. Having high Anima comes with a few advantages, as well as a few drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of High Anima&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Raising one&#039;s Anima increases the amount of maximum Resonance an Evoker can possess at one time, as well as how much Resonance they can spend per turn. The chart for this is the exact same as in the Geist book.&lt;br /&gt;
The Evoker&#039;s sheer force of personality gives him a heightened sense of presence and magnetism. At Anima 5, an Evoker gains a +1 bonus to Social dice pools used against standard mortals. At Psyche 8, this bonus becomes +2.&lt;br /&gt;
The brimming Energy of a high-Anima Evoker wards and frightens smaller Shadows. Shades whose rank is 3 points lower than the Evoker&#039;s receive -2 to taking offensive action towards him. Shadoes whose own Anima is 5 points lower than the Evoker&#039;s flee or cower in terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks of High Anima&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the Evoker&#039;s Anima strengthens, the voice of his Shadow becomes more frequent, and more chillingly inviting. At Anima 5, the Evoker will begin hearing Shadow&#039;s whispers, beckoning him to indulge in his vices. When presented an opportunity to indulge in his Vice, the Evoker must roll Wits + Composure -1. If he fails, he must comply unless he spends a point of Willpower. This penalty increases to -2 at Psyche 7 and -3 at Psyche 9.&lt;br /&gt;
Entering a Dark Realm strengthens the voice of the Evoker&#039;s Shadow, as it demands to be released. Starting at Psyche 6, every scene the Evoker will be made to make Resolve + Composure + Psyche rolls.&lt;br /&gt;
Dramatic Failure: The Evoker falls unconscious as his Shadow emerges immediately, given form in the Dark Realm.&lt;br /&gt;
Failure: The Evoker is succumbing to the Shadow&#039;s influence. If enough failures are rolled equal to 11 minus the Evoker&#039;s Psyche, the Shadow emerges.&lt;br /&gt;
Success: The Evoker manages to silence the Shadow, but its voice still echos in his soul. The next roll made to resist this effect is made a cumulative -1 penalties.&lt;br /&gt;
Exceptional Success: As a regular success, without the addition of a penalty.&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
=Aspects=&lt;br /&gt;
&lt;br /&gt;
Aspects replace Geists Key and are functionally identical. For more on Aspects, check out the page on [[Ruling_Arcana|Ruling Arcana]]&lt;br /&gt;
Bufu (Ice/Water) replaces Tear Stained&lt;br /&gt;
Agi (Fire) replaces Pyre Flame&lt;br /&gt;
Garu (Wind) replaces Cold Wind&lt;br /&gt;
Zio (Electricity) replaces Industrial&lt;br /&gt;
Don replaces Grave dirt&lt;br /&gt;
Ki replaces Passion &lt;br /&gt;
Hama replaces Primeval&lt;br /&gt;
Genso replaces Phantasmal&lt;br /&gt;
He replaces Stigmata&lt;br /&gt;
Mudo replaces Stillness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
A Persona-user&#039;s grip on his identity, a gauge of his understanding of his inner self. Higher Identity represents a Persona-user who better understands his inner strengths and virtues, while lower Identity represents a Persona-user who lacks a sense of self or is otherwise disillusioned with his inner reflection.&lt;br /&gt;
Evokers betray their Identity in one of two ways: denial of the self, and indulgement of the self. If an Evoker chooses to disbelieve in either their Persona strength of character or their Shadow&#039;s vile urges, it is an act against their Identity. By contrast, if an Evoker chooses to favor one over the other (like an Evoker who fancies himself a righteous hero through his Persona, or an Evoker who succumbs to his Shadow&#039;s wishes), it disrupts the balance of his soul.&lt;br /&gt;
An Evoker who manages to achieve an Identity score of 10 has found true contentment of the self, and of the world around him. Upon reaching Identity 10, the Evoker embodies The World Arcana. (I haven&#039;t figured out what benefits this Arcana brings)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sins against Identity&lt;br /&gt;
10 - Thoughts of self-denial, forcing unwilling change in another human&lt;br /&gt;
9 - Refusing to accept environmental circumstances, indulging Vice at the cost of another&lt;br /&gt;
8 - Refusing to accept and understand another human being&lt;br /&gt;
7 - Declaration and admittance of self-denial (&amp;quot;You&#039;re not me!&amp;quot;)&lt;br /&gt;
6 - Stealing Energy from unwilling Evokers, injury to another&lt;br /&gt;
5 - Stealing Energy from mortals&lt;br /&gt;
4 - Killing a human possessed by a Gloom, willingly subjecting a mortal to a Dark Realm&lt;br /&gt;
3 - Destroying a Silhouette, completely depleting a mortal of his Energy&lt;br /&gt;
2 - Destroying another Evoker&#039;s Persona through Energy depletion&lt;br /&gt;
1 - Destroying one&#039;s own Shadow or Persona&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Resonance=&lt;br /&gt;
&lt;br /&gt;
All things in the world are connected by some degree on a spiritual level, and the power of Persona allows one to influence the world on a purely ethereal level. Energy can perhaps be attained my maintaining Soul Links, keeping friends close to your heart to keep your Energy ringing, or by manually attaining the discarded Energy of defeated Shadows. An Evoker&#039;s Energy pool is sized accordingly with his Psyche, using the same scale presented in the Geist book regarding Psyche and Plasm. Mortals possess their own pool of Energy, which is only as large as their Willpower score. Energy is primarily used to power an Evoker&#039;s Aspects, but can be used for other things as well:&lt;br /&gt;
&lt;br /&gt;
Energy can be spent to heal a single point of lethal damage, or 3 points of bashing damage.&lt;br /&gt;
&lt;br /&gt;
An Evoker can spend 1 point of Energy to sense the presence of Shadows, other Evokers, or other supernatural beings present in the scene. This lasts only for one scene.&lt;br /&gt;
&lt;br /&gt;
Some Evoker&#039;s Arcana involves the spending of Energy to gain benefits unique to each card.&lt;br /&gt;
&lt;br /&gt;
A point of Energy can be spent to temporarily gain the ability to communicate with a Shadow. Since all Shadows are human to some degree, an Evoker can tune himself to their hearts, no matter how small.&lt;br /&gt;
&lt;br /&gt;
How to regain Energy&lt;br /&gt;
Energy can be regained through several methods:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Links&#039;&#039;&#039;&lt;br /&gt;
The easiest method to regaining Energy is through Soul Links. If an Evoker spends a scene doing meaningful interaction where some understanding between partners is made with a Soul Link partner, he receives Energy equal to their Soul Link score. This includes PCs who have Soul Links with other PCs; in order for both Evokers to gain Energy, meaningful RP must happen between the Evokers involved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Energy Transfer&#039;&#039;&#039;&lt;br /&gt;
An Evoker can choose to transfer his own Energy to another person with whom he has bonded through a Soul Link. This application is not exclusive to Soul Links between two Evokers; a mortal who has had their Energy drained by a Shadow or some other dark power can have their Energy restored through a Energy Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Siphoning&#039;&#039;&#039;&lt;br /&gt;
Shadows destroyed in the Dark Realm relinquish any Energy they might have possessed. Some Shadows may even willingly surrender or barter with their own Energy with an Evoker if communication is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest Thy Soul&#039;&#039;&#039;&lt;br /&gt;
A sound sleep calms the soul, and restores a single point of Energy upon awakening.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Depletion&#039;&#039;&#039;&lt;br /&gt;
The least ethical method is to simply drain the Energy from another living being, like an invisible vampire. Doing so is an act against one&#039;s own Identity, as this behavior is grimly similar to the habits of Shadows themselves. This is done with an Psyche + Wits roll, subtracting the subject&#039;s Composure. If successful, the Evoker drains 1 point of Energy per success. If the target has lost all of its Energy, it becomes exhausted until Energy is restored to them. If an Evoker attempts to drain Energy from a target whose Energy pool is empty, he instead drains the target&#039;s Willpower, gaining 3 points of Energy for each 1 point of Willpower drained. If a target has lost all Willpower this way, he falls into a coma until Energy has been restored (sleeping does not restore Energy to comatose victims of Energy depletion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Soul Links=&lt;br /&gt;
&lt;br /&gt;
Soul Links represent strong bonds between an Evoker and his or her mortal friends; when an Evoker chooses to Link his soul to a mortal, the two begin to feel Energy together. It&#039;s the warm, unknown feeling of comfort and security that we experience just by being near other human beings that we know. By forging a Soul Link with a mortal, a Persona user allows his soul to resonate with theirs, strengthening the souls of both members.&lt;br /&gt;
&lt;br /&gt;
Forging Soul Links&lt;br /&gt;
Entering into a Soul Link is as much of an investment as entering into a relationship with a friend. The Evoker must be willing to open himself and bare his soul to his new partner, and in order to have his Persona resonate with his prospective partner&#039;s soul, he must spend a Willpower point during the initiation of the Link.&lt;br /&gt;
You can&#039;t just go burning WP and forging Soul Links with just anyone willy-nilly. There has to be some connection between the Evoker and his/her partner before an S.Link can be established, and a Storyteller may oversee which relationships between PCs and NPCs are eligible for Soul Links at their discretion.&lt;br /&gt;
Another thing to note is that an Evoker can forge a Soul Link with another Evoker. Since Evokers openly wield their souls as Personas, the transition towards the Soul Link isn&#039;t as harsh, and it only costs a down payment of 1 Energy to forge a Link. Note, however, that in order to gain Energy from spending time with another Evoker PC, there must be some significance in their relationship beyond simply working together as a party.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invoking Soul Links&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soul Links have a second benefit. By linking your soul to another human&#039;s, you may call upon that link to lend you extra strength in a pinch. When you forge a Soul Link, you record your Soul Link partner&#039;s Arcana, even if they don&#039;t possess a Persona. You may spend a point of Energy to gain bonus dice towards Attributes related to a Soul Link partner&#039;s Arcana, which is detailed by each Arcana individually. For instance, if you had a 1-pt Soul Link with an NPC mortal whose Arcana was I. The Magician, and the Magician&#039;s S.Link attributes were Dexterity and Wits, you could spend 1 Energy as a reflexive action to gain 1 bonus die to a Dexterity or Wits-based dice pool. You can only invoke Soul Links in this way a number of times equal to a S. Link&#039;s rank, per Story, per S. Link.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Maintaining a Soul Link&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Soul Link is similar to a relationship or a friendship in which it must be maintained. The strength of a Soul Link is represented by a five-dot scale, and changes depending on the strength of the bond between both Evoker and partner. If an Evoker makes progress in understanding and accepting their partner, the Storyteller may have that Soul Link increase by one dot, as their relationship has strengthened.&lt;br /&gt;
Similarly, if anything should happen to damage a relationship, a Storyteller is allowed to remove dots in a Soul Link at his discretion. A damaged relationship may even fall to such extremes that a Soul Link partner will disassociate himself with the Evoker, resulting in a broken Soul Link, and the loss of the Link altogether. Efforts can be made to repair the relationship, even a broken one. However, if an Evoker is successful in restoring a relationship with a partner whose Soul Link was broken previously, it will cost him another point of Willpower to forge the Soul Link again, in order to gain its benefits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Links &amp;amp; Charms&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246182</id>
		<title>Persona Template</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Persona_Template&amp;diff=246182"/>
		<updated>2013-07-16T21:20:34Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Created page with &amp;quot;=Animus (New Powerstat)= In place of Geist&amp;#039;s Psyche, an Persona user (also known as an Evoker) internal power is called the Animus. Anima is the sheer strength and command of ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Animus (New Powerstat)=&lt;br /&gt;
In place of Geist&#039;s Psyche, an Persona user (also known as an Evoker) internal power is called the Animus. Anima is the sheer strength and command of one&#039;s soul. The higher the Anima rises, however, the harder it is to shut out the voice of your Shadow, who also grows in power as you do. Having high Anima comes with a few advantages, as well as a few drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages of High Psyche&#039;&#039;&#039;&lt;br /&gt;
Raising one&#039;s Psyche increases the amount of maximum Energy an Evoker can possess at one time, as well as how much Energy they can spend per turn. The chart for this is the exact same as in the Geist book.&lt;br /&gt;
The Evoker&#039;s sheer force of personality gives him a heightened sense of presence and magnetism. At Psyche 5, an Evoker gains a +1 bonus to Social dice pools used against standard mortals. At Psyche 8, this bonus becomes +2.&lt;br /&gt;
The brimming Energy of a high-Psyche Evoker wards and frightens smaller Shadows. Shades whose own Psyche is 3 points lower than the Evoker&#039;s receive -2 to taking offensive action towards him. Shadoes whose own Psyche is 5 points lower than the Evoker&#039;s flee or cower in terror.&lt;br /&gt;
&lt;br /&gt;
Drawbacks of High Psyche&lt;br /&gt;
As the Evoker&#039;s Psyche strengthens, the voice of his Shadow becomes more frequent, and more chillingly inviting. At Psyche 5, the Evoker will begin hearing Shadow&#039;s whispers, beckoning him to indulge in his vices. When presented an opportunity to indulge in his Vice, the Evoker must roll Wits + Composure -1. If he fails, he must comply unless he spends a point of Willpower. This penalty increases to -2 at Psyche 7 and -3 at Psyche 9.&lt;br /&gt;
Entering a Dark Realm strengthens the voice of the Evoker&#039;s Shadow, as it demands to be released. Starting at Psyche 6, every scene the Evoker will be made to make Resolve + Composure + Psyche rolls.&lt;br /&gt;
Dramatic Failure: The Evoker falls unconscious as his Shadow emerges immediately, given form in the Dark Realm. (more on this later)&lt;br /&gt;
Failure: The Evoker is succumbing to the Shadow&#039;s influence. If enough failures are rolled equal to 11 minus the Evoker&#039;s Psyche, the Shadow emerges.&lt;br /&gt;
Success: The Evoker manages to silence the Shadow, but its voice still echos in his soul. The next roll made to resist this effect is made a cumulative -1 penalties.&lt;br /&gt;
Exceptional Success: As a regular success, without the addition of a penalty.&lt;br /&gt;
&lt;br /&gt;
		&lt;br /&gt;
ASPECTS&lt;br /&gt;
Aspects replace Keys&lt;br /&gt;
Bufu (Ice/Water) replaces Tear Stained&lt;br /&gt;
Agi (Fire) replaces Pyre Flame&lt;br /&gt;
Garu (Wind) replaces Cold Wind&lt;br /&gt;
Zio (Electricity) replaces Industrial&lt;br /&gt;
Don replaces Grave dirt&lt;br /&gt;
Ki replaces Passion &lt;br /&gt;
Hama replaces Primeval&lt;br /&gt;
Genso replaces Phantasmal&lt;br /&gt;
He replaces Stigmata&lt;br /&gt;
Mudo replaces Stillness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDENTITY&lt;br /&gt;
A Persona-user&#039;s grip on his identity, a gauge of his understanding of his inner self. Higher Identity represents a Persona-user who better understands his inner strengths and virtues, while lower Identity represents a Persona-user who lacks a sense of self or is otherwise disillusioned with his inner reflection.&lt;br /&gt;
Evokers betray their Identity in one of two ways: denial of the self, and indulgement of the self. If an Evoker chooses to disbelieve in either their Persona strength of character or their Shadow&#039;s vile urges, it is an act against their Identity. By contrast, if an Evoker chooses to favor one over the other (like an Evoker who fancies himself a righteous hero through his Persona, or an Evoker who succumbs to his Shadow&#039;s wishes), it disrupts the balance of his soul.&lt;br /&gt;
An Evoker who manages to achieve an Identity score of 10 has found true contentment of the self, and of the world around him. Upon reaching Identity 10, the Evoker embodies The World Arcana. (I haven&#039;t figured out what benefits this Arcana brings)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sins against Identity&lt;br /&gt;
10 - Thoughts of self-denial, forcing unwilling change in another human&lt;br /&gt;
9 - Refusing to accept environmental circumstances, indulging Vice at the cost of another&lt;br /&gt;
8 - Refusing to accept and understand another human being&lt;br /&gt;
7 - Declaration and admittance of self-denial (&amp;quot;You&#039;re not me!&amp;quot;)&lt;br /&gt;
6 - Stealing Energy from unwilling Evokers, injury to another&lt;br /&gt;
5 - Stealing Energy from mortals&lt;br /&gt;
4 - Killing a human possessed by a Gloom, willingly subjecting a mortal to a Dark Realm&lt;br /&gt;
3 - Destroying a Silhouette, completely depleting a mortal of his Energy&lt;br /&gt;
2 - Destroying another Evoker&#039;s Persona through Energy depletion&lt;br /&gt;
1 - Destroying one&#039;s own Shadow or Persona&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RESONANCE&lt;br /&gt;
All things in the world are connected by some degree on a spiritual level, and the power of Persona allows one to influence the world on a purely ethereal level. Energy can perhaps be attained my maintaining Soul Links, keeping friends close to your heart to keep your Energy ringing, or by manually attaining the discarded Energy of defeated Shadows. An Evoker&#039;s Energy pool is sized accordingly with his Psyche, using the same scale presented in the Geist book regarding Psyche and Plasm. Mortals possess their own pool of Energy, which is only as large as their Willpower score. Energy is primarily used to power an Evoker&#039;s Aspects, but can be used for other things as well:&lt;br /&gt;
&lt;br /&gt;
Energy can be spent to heal a single point of lethal damage, or 3 points of bashing damage.&lt;br /&gt;
&lt;br /&gt;
An Evoker can spend 1 point of Energy to sense the presence of Shadows, other Evokers, or other supernatural beings present in the scene. This lasts only for one scene.&lt;br /&gt;
&lt;br /&gt;
Some Evoker&#039;s Arcana involves the spending of Energy to gain benefits unique to each card.&lt;br /&gt;
&lt;br /&gt;
A point of Energy can be spent to temporarily gain the ability to communicate with a Shadow. Since all Shadows are human to some degree, an Evoker can tune himself to their hearts, no matter how small.&lt;br /&gt;
&lt;br /&gt;
How to regain Energy&lt;br /&gt;
Energy can be regained through several methods:&lt;br /&gt;
&lt;br /&gt;
Soul Links&lt;br /&gt;
The easiest method to regaining Energy is through Soul Links. If an Evoker spends a scene doing meaningful interaction where some understanding between partners is made with a Soul Link partner, he receives Energy equal to their Soul Link score. This includes PCs who have Soul Links with other PCs; in order for both Evokers to gain Energy, meaningful RP must happen between the Evokers involved.&lt;br /&gt;
&lt;br /&gt;
Energy Transfer&lt;br /&gt;
An Evoker can choose to transfer his own Energy to another person with whom he has bonded through a Soul Link. This application is not exclusive to Soul Links between two Evokers; a mortal who has had their Energy drained by a Shadow or some other dark power can have their Energy restored through a Energy Transfer.&lt;br /&gt;
&lt;br /&gt;
Siphoning&lt;br /&gt;
Shadows destroyed in the Dark Realm relinquish any Energy they might have possessed. Some Shadows may even willingly surrender or barter with their own Energy with an Evoker if communication is made.&lt;br /&gt;
&lt;br /&gt;
Rest Thy Soul&lt;br /&gt;
A sound sleep calms the soul, and restores a single point of Energy upon awakening.&lt;br /&gt;
&lt;br /&gt;
Depletion&lt;br /&gt;
The least ethical method is to simply drain the Energy from another living being, like an invisible vampire. Doing so is an act against one&#039;s own Identity, as this behavior is grimly similar to the habits of Shadows themselves. This is done with an Psyche + Wits roll, subtracting the subject&#039;s Composure. If successful, the Evoker drains 1 point of Energy per success. If the target has lost all of its Energy, it becomes exhausted until Energy is restored to them. If an Evoker attempts to drain Energy from a target whose Energy pool is empty, he instead drains the target&#039;s Willpower, gaining 3 points of Energy for each 1 point of Willpower drained. If a target has lost all Willpower this way, he falls into a coma until Energy has been restored (sleeping does not restore Energy to comatose victims of Energy depletion).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SOUL LINKS &lt;br /&gt;
Soul Links represent strong bonds between an Evoker and his or her mortal friends; when an Evoker chooses to Link his soul to a mortal, the two begin to feel Energy together. It&#039;s the warm, unknown feeling of comfort and security that we experience just by being near other human beings that we know. By forging a Soul Link with a mortal, a Persona user allows his soul to resonate with theirs, strengthening the souls of both members.&lt;br /&gt;
&lt;br /&gt;
Forging Soul Links&lt;br /&gt;
Entering into a Soul Link is as much of an investment as entering into a relationship with a friend. The Evoker must be willing to open himself and bare his soul to his new partner, and in order to have his Persona resonate with his prospective partner&#039;s soul, he must spend a Willpower point during the initiation of the Link.&lt;br /&gt;
You can&#039;t just go burning WP and forging Soul Links with just anyone willy-nilly. There has to be some connection between the Evoker and his/her partner before an S.Link can be established, and a Storyteller may oversee which relationships between PCs and NPCs are eligible for Soul Links at their discretion.&lt;br /&gt;
Another thing to note is that an Evoker can forge a Soul Link with another Evoker. Since Evokers openly wield their souls as Personas, the transition towards the Soul Link isn&#039;t as harsh, and it only costs a down payment of 1 Energy to forge a Link. Note, however, that in order to gain Energy from spending time with another Evoker PC, there must be some significance in their relationship beyond simply working together as a party.&lt;br /&gt;
&lt;br /&gt;
Invoking Soul Links&lt;br /&gt;
&lt;br /&gt;
Soul Links have a second benefit. By linking your soul to another human&#039;s, you may call upon that link to lend you extra strength in a pinch. When you forge a Soul Link, you record your Soul Link partner&#039;s Arcana, even if they don&#039;t possess a Persona. You may spend a point of Energy to gain bonus dice towards Attributes related to a Soul Link partner&#039;s Arcana, which is detailed by each Arcana individually. For instance, if you had a 1-pt Soul Link with an NPC mortal whose Arcana was I. The Magician, and the Magician&#039;s S.Link attributes were Dexterity and Wits, you could spend 1 Energy as a reflexive action to gain 1 bonus die to a Dexterity or Wits-based dice pool. You can only invoke Soul Links in this way a number of times equal to a S. Link&#039;s rank, per Story, per S. Link.&lt;br /&gt;
&lt;br /&gt;
Maintaining a Soul Link&lt;br /&gt;
A Soul Link is similar to a relationship or a friendship in which it must be maintained. The strength of a Soul Link is represented by a five-dot scale, and changes depending on the strength of the bond between both Evoker and partner. If an Evoker makes progress in understanding and accepting their partner, the Storyteller may have that Soul Link increase by one dot, as their relationship has strengthened.&lt;br /&gt;
Similarly, if anything should happen to damage a relationship, a Storyteller is allowed to remove dots in a Soul Link at his discretion. A damaged relationship may even fall to such extremes that a Soul Link partner will disassociate himself with the Evoker, resulting in a broken Soul Link, and the loss of the Link altogether. Efforts can be made to repair the relationship, even a broken one. However, if an Evoker is successful in restoring a relationship with a partner whose Soul Link was broken previously, it will cost him another point of Willpower to forge the Soul Link again, in order to gain its benefits.&lt;br /&gt;
&lt;br /&gt;
Soul Chains&lt;br /&gt;
It is possible for one or more Evokers to form a single Soul Link that binds them all together towards one goal. A Soul Chain is a Soul Link that only advances if the Evokers involved are able to make progress towards their goal. If an Evoker works with the group to advance in their endeavor, the Storyteller may add a dot to the Soul Chain rating of all Evokers involved. However, if a single Evoker acts against the group or does something to hinder the group&#039;s progress, the Storyteller may subtract a dot of Soul Chain from all Evokers involved, even if only one Evoker was responsible for the regression.&lt;br /&gt;
Forming a Soul Chain gives the chained Evokers a pool of Energy that they all share. The size of this extra Energy pool is equal to the combined rating of the Soul Chain across all members of the chain.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246181</id>
		<title>Ruling Arcana</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246181"/>
		<updated>2013-07-16T21:15:59Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arcana form the foundation of the Tarot deck and consists of twenty-one numbered cards and one unnumbered card (the Fool, which is either 0 or 22 in some decks).&lt;br /&gt;
They represent a path to spiritual self-awareness and depict the various stages we encounter as we search for greater meaning and understanding. In this way, they hold deeply meaningful lessons.&lt;br /&gt;
In the world of Persona, the Major Arcana cards represent Carl Jung’s archetypes – consistent, directing patterns of influence that are an inherent part of human nature. They are themes which mark, portray and symbolise stages in our psyche whereby we aim to become a balanced and integrated person. Along this journey, we encounter challenges, face adversity, perform labours, make hard decisions and fight opposing forces. Each step of the way brings us closer to enlightenment. This is often referred to as the journey of the Fool. &lt;br /&gt;
A person&#039;s life may be influenced by many different arcana but they are usually attuned to one Arcana more than others. This ruling arcana dominates their life. All currently known Shadows are born from one of the Arcana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 The Magician&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Magician has, in the right hand, a golden ball, in the left a stick [wand]. The hat makes an eight [infinity sign]. The bearing of the hand shows right activity, left passivity. Sign of force, stability, self. He has all the symbols before him.&lt;br /&gt;
An ongoing theme that is related to all Magician Arcana Social Links is the tragedy that befalls the social link character related to their romantic interest. &lt;br /&gt;
&lt;br /&gt;
Virtues: Fortitude, Prudence&lt;br /&gt;
&lt;br /&gt;
Vices: Envy, Lust&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Agi, Genso&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 The High Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sitting Priestess. She wears a veil. On her knees is a book. This book is open. She stands in connection with the moon. Occult wisdom. Passive, eternal woman.&lt;br /&gt;
Individuals associated with the Priestess Arcana are usually quiet, reserved, and very intelligent. They are often modest and shy, and won&#039;t open up to the protagonist until much later in their Social Links as compared with other characters. &lt;br /&gt;
&lt;br /&gt;
Virtues: Hope, Temperance&lt;br /&gt;
&lt;br /&gt;
Vices: Greed, Envy&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Agi, Hama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 The Empress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empress with wings. In the right hand she has an eagle, in the left a scepter. She has a crown with 12 stones. Eagle as a symbol of soul and life. Feminine activity. Fruitfulness, goddess.&lt;br /&gt;
Within the Persona universe, the Empress Arcana often belongs to women of authority or wise and motherly figures&lt;br /&gt;
&lt;br /&gt;
Virtues: Fortitude, Hope&lt;br /&gt;
&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Bufu, Hama &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 The Emperor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emperor sitting in profile. In the right hand he is holding the scepter. He wears a helmet with 12 stones. The legs are crossed. Will, force, reality, duty, brightness.&lt;br /&gt;
Within the Persona universe, characters of the Emperor Arcana are often male leaders or father figures (or both). Typically, the King of a mythological pantheon is of the Emperor Arcana. &lt;br /&gt;
&lt;br /&gt;
Virtues: Hope, Justice&lt;br /&gt;
&lt;br /&gt;
Vices: Greed, Pride&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: He, Zio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 The Hierophant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Hierophant leans on a three fax[sic - triple?] cross. The two columns are standing on the right as law, on the left liberty. Two men are kneeling before him: one is red, the other black. Will, religion, fate [faith?], Self, center.&lt;br /&gt;
Characters of the Hierophant Arcana are often older, and are typically quite wise and logical. The most common connection between Hierophant characters, however, is their association (and obsession) with the past. &lt;br /&gt;
&lt;br /&gt;
Virtues: Prudence, Temperance&lt;br /&gt;
&lt;br /&gt;
Vices: Wrath, Lust&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Don, Genso&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6 The Lovers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The young man stands in a corner where two streets come together. The woman on the right has a golden garland on her head. The woman on the left is wreathed with &lt;br /&gt;
a vine. Beauty, cross-road, way inward or outward.&lt;br /&gt;
A commonality among individuals of the Lovers Arcana is their popularity and their emphasis on social interaction. Lovers characters are almost always the &amp;quot;popular&amp;quot; ones. Lover&#039;s are often at a crossroads in life. &lt;br /&gt;
&lt;br /&gt;
Virtues: Charity, Faith&lt;br /&gt;
&lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Hama	, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7 The Chariot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Conqueror with coronet. He has three angle [right angles on his cuirass]. In his hand is a scepter. Arrow and weapon arm [right hand?]. Actively going toward his fate. He has a goal, achieving victory. Activity, extraversion. Inflation.&lt;br /&gt;
Characters who are of the Chariot Arcana are typically very driven individuals, who have a personal goal that they aim to achieve at any cost. It is not uncommon for Chariot characters to be short-tempered or aggressive. &lt;br /&gt;
&lt;br /&gt;
Virtues: Fortitude, Justice&lt;br /&gt;
&lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Agi, He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8 Justice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sitting woman with a coronet. In the right hand she has a sword, in the left, a balance [scales]. Compensation between nature and the force of a man. Justice, compensation. Conflict with the law.&lt;br /&gt;
Commonly, characters of the Justice Arcana are concerned with matters of fairness, and otherwise are very stoic individuals. &lt;br /&gt;
&lt;br /&gt;
Virtues: Temperance, Justice &lt;br /&gt;
&lt;br /&gt;
Vices: Pride, Wrath&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:   Garu, Hama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9 The Hermit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An old man walks with a stick [staff]. Wisdom as symbolized by the lamp. Protection with the overcoat. Cleverness, love, introversion. Wisdom.&lt;br /&gt;
Hermit Arcana characters share the commonality of placing themselves in situations that hide them from the public eye. Hermit individuals hide away from others or act in more supportive roles rather than putting themselves in the spotlight. &lt;br /&gt;
&lt;br /&gt;
Virtues: Prudence, Fortitude&lt;br /&gt;
&lt;br /&gt;
Vices: Gluttony, Envy&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Genso, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;10 Wheel of Fortune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sphinx holding a sword. Wheel symbolizing endlessness. Finger as a sign of command. Human being as ball [circumference?] of the wheel of fortune. Luck/misfortune.&lt;br /&gt;
Bearers of the Fortune Arcana are usually individuals who are aware of their fates, and attempt to seize their own destiny in spite of their seemingly-locked fates. Thus, they are typically involved with making important choices and decisions. &lt;br /&gt;
&lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
&lt;br /&gt;
Vices: Sloth, Envy&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Garu,  Zio &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;11 Strength&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A young girl opens the mouth of a lion. The girl has the sign of vitality on her hat. Liberty, strength.&lt;br /&gt;
A commonality between characters of the Strength Arcana is their strength of heart. Strength characters are not upset easily and typically portray the fortitude that the Strength card represents in readings. &lt;br /&gt;
&lt;br /&gt;
Virtues: Charity, Temperance&lt;br /&gt;
&lt;br /&gt;
Vices: Wrath, Pride&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Garu,He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;12 The Hanged Man&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The hands of this man on in back. The eyes are open. The right leg is crossed. On the right and left a trunk of a tree. Turning back [enantiodromia?], powerless, sacrifice, test, proof. Face against the sky.&lt;br /&gt;
Hanged Man characters are sometimes self-sacrificial, but are more often notable for being caught between two different extremes, parties, or stages in life. &lt;br /&gt;
&lt;br /&gt;
Virtues: Charity, Fortitude&lt;br /&gt;
&lt;br /&gt;
Vices: Sloth, Pride&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Don, He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;13 Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A skeleton in a field with heads and fingers. Death and regeneration. The Psyche should not take [the] place, the Self has to take [the] place. New standpoint, liberation, end.&lt;br /&gt;
Characters of the Death Arcana are often associated directly with death, but a commonality that connects all Death Arcana characters is the cycles of change they experience. &lt;br /&gt;
&lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Don, Mudo &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;14 Temperance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Young girl pours water from one jug in the other. The sun gives the liquid of life from a golden in[to] a silver jug. Movement, consciousness, natural growth.&lt;br /&gt;
Characters of the Temperance Arcana are often struggling to find a balance in their lives and in their hobbies. &lt;br /&gt;
&lt;br /&gt;
Virtues: Hope, Temperance &lt;br /&gt;
&lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Bufu, Don&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;15 The Devil&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The right hand of the Devil is raised to the sky, the left points to the earth. Two persons are under him. He holds the torch as a sign of black magic. Fate, Shadow, emotion.&lt;br /&gt;
Human characters associated with the Devil Arcana are often &amp;quot;devilish&amp;quot; individuals; they can be greedy, proud, lusty, or otherwise of poor character. It is not uncommon for Devil Arcana characters to have somewhat antisocial tendencies, often not caring much for the needs or well-being of others. &lt;br /&gt;
&lt;br /&gt;
Virtues: Prudence, Justice&lt;br /&gt;
&lt;br /&gt;
Vices: Lust, Greed&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Agi, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;16 The Tower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Burning tower. Hospital, prison, struck by lightning. Sacrifice.&lt;br /&gt;
Bearers of the Tower Arcana can be arrogant, and typically find themselves in bad situations where they themselves have fallen from grace. &lt;br /&gt;
&lt;br /&gt;
Virtues: Temperance, Faith&lt;br /&gt;
&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Mudo, Zio &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;17 The Star&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A naked woman spills water from two jugs. Around the girl are seven stars. The Self shines, stars of fate, night, dreams. Hope. The Self is born in the stars. Union with the eternal.&lt;br /&gt;
Characters of the Star Arcana embody their arcana&#039;s traits of hopefulness and joy. &lt;br /&gt;
&lt;br /&gt;
Virtues: Faith, Hope&lt;br /&gt;
&lt;br /&gt;
Vices: Gluttony, Sloth&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Bufu, Garu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;18 The Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the middle of a field is a dog and a wolf. A crayfish comes out of the water. It is night. The door to the unconscious is open. The crayfish likes to go the shore. The light is indirect.&lt;br /&gt;
Characters who are of the Moon Arcana are often similarly psychically-attuned, but a more common trend is their projection of their own fears and faults onto others (namely, the protagonist). &lt;br /&gt;
&lt;br /&gt;
Virtues: Prudence, Faith&lt;br /&gt;
&lt;br /&gt;
Vices: Envy, Greed&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Genso, Ki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;19 The Sun&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Two naked girls. The sun shines on the children. Drops of gold fall on the earth. The Self is ruling the situation. Consciousness. Enlightenment.&lt;br /&gt;
Characters of the Sun Arcana almost always (ironically) find themselves in terrible situations, the situation betrays the underlying optimism present in nearly all of them. &lt;br /&gt;
&lt;br /&gt;
Virtues: Temperance, Hope&lt;br /&gt;
&lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
&lt;br /&gt;
Favored Aspects: Agi, Hama &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;20 Judgement/Aeon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An angel with fiery wings, an open grave in the earth. Birth of the Self. Inspiration, liberation.&lt;br /&gt;
A common theme for characters representing this Arcana is their attempts to fully understand themselves, as well as the world around them.&lt;br /&gt;
&lt;br /&gt;
Virtues: Justice, Charity&lt;br /&gt;
&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
&lt;br /&gt;
Favored Aspects:  Hama	, Mudo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;21 The World/The Universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Naked woman, her legs are crossed. In the four corners we have the angel, the lion, the bull and the eagle. Completion, finishing. In the world but not from the world.&lt;br /&gt;
Not available to players at character creation. When a character achieves Identity 10 they embody the World Arcana and are capable of incredible feats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0 The Fool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A man who doesn’t take care on his way. Beginning and end. The fool has no home in this world; the home is in heaven. Dreamer, mystic side.&lt;br /&gt;
Not available to players&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246179</id>
		<title>Ruling Arcana</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246179"/>
		<updated>2013-07-16T21:10:01Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arcana form the foundation of the Tarot deck and consists of twenty-one numbered cards and one unnumbered card (the Fool, which is either 0 or 22 in some decks).&lt;br /&gt;
They represent a path to spiritual self-awareness and depict the various stages we encounter as we search for greater meaning and understanding. In this way, they hold deeply meaningful lessons.&lt;br /&gt;
In the world of Persona, the Major Arcana cards represent Carl Jung’s archetypes – consistent, directing patterns of influence that are an inherent part of human nature. They are themes which mark, portray and symbolise stages in our psyche whereby we aim to become a balanced and integrated person. Along this journey, we encounter challenges, face adversity, perform labours, make hard decisions and fight opposing forces. Each step of the way brings us closer to enlightenment. This is often referred to as the journey of the Fool. &lt;br /&gt;
A person&#039;s life may be influenced by many different arcana but they are usually attuned to one Arcana more than others. This ruling arcana dominates their life. All currently known Shadows are born from one of the Arcana. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1 The Magician&lt;br /&gt;
The Magician has, in the right hand, a golden ball, in the left a stick [wand]. The hat makes an eight [infinity sign]. The bearing of the hand shows right activity, left passivity. Sign of force, stability, self. He has all the symbols before him.&lt;br /&gt;
An ongoing theme that is related to all Magician Arcana Social Links is the tragedy that befalls the social link character related to their romantic interest. &lt;br /&gt;
Virtues: Fortitude, Prudence&lt;br /&gt;
Vices: Envy, Lust&lt;br /&gt;
Favored Aspects: Agi, Genso&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 The High Priestess&lt;br /&gt;
Sitting Priestess. She wears a veil. On her knees is a book. This book is open. She stands in connection with the moon. Occult wisdom. Passive, eternal woman.&lt;br /&gt;
Individuals associated with the Priestess Arcana are usually quiet, reserved, and very intelligent. They are often modest and shy, and won&#039;t open up to the protagonist until much later in their Social Links as compared with other characters. &lt;br /&gt;
Virtues: Hope, Temperance&lt;br /&gt;
Vices: Greed, Envy&lt;br /&gt;
Favored Aspects: Agi, Hama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3 The Empress&lt;br /&gt;
Empress with wings. In the right hand she has an eagle, in the left a scepter. She has a crown with 12 stones. Eagle as a symbol of soul and life. Feminine activity. Fruitfulness, goddess.&lt;br /&gt;
Within the Persona universe, the Empress Arcana often belongs to women of authority or wise and motherly figures&lt;br /&gt;
Virtues: Fortitude, Hope&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
Favored Aspects: Bufu, Hama &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4 The Emperor&lt;br /&gt;
Emperor sitting in profile. In the right hand he is holding the scepter. He wears a helmet with 12 stones. The legs are crossed. Will, force, reality, duty, brightness.&lt;br /&gt;
Within the Persona universe, characters of the Emperor Arcana are often male leaders or father figures (or both). Typically, the King of a mythological pantheon is of the Emperor Arcana. &lt;br /&gt;
Virtues: Hope, Justice&lt;br /&gt;
Vices: Greed, Pride&lt;br /&gt;
Favored Aspects: He, Zio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 The Hierophant&lt;br /&gt;
The Hierophant leans on a three fax[sic - triple?] cross. The two columns are standing on the right as law, on the left liberty. Two men are kneeling before him: one is red, the other black. Will, religion, fate [faith?], Self, center.&lt;br /&gt;
Characters of the Hierophant Arcana are often older, and are typically quite wise and logical. The most common connection between Hierophant characters, however, is their association (and obsession) with the past. &lt;br /&gt;
Virtues: Prudence, Temperance&lt;br /&gt;
Vices: Wrath, Lust&lt;br /&gt;
Favored Aspects:  Don, Genso&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6 The Lovers&lt;br /&gt;
The young man stands in a corner where two streets come together. The woman on the right has a golden garland on her head. The woman on the left is wreathed with a vine. Beauty, cross-road, way inward or outward.&lt;br /&gt;
A commonality among individuals of the Lovers Arcana is their popularity and their emphasis on social interaction. Lovers characters are almost always the &amp;quot;popular&amp;quot; ones. Lover&#039;s are often at a crossroads in life. &lt;br /&gt;
Virtues: Charity, Faith&lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
Favored Aspects: Hama	, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7 The Chariot&lt;br /&gt;
Conqueror with coronet. He has three angle [right angles on his cuirass]. In his hand is a scepter. Arrow and weapon arm [right hand?]. Actively going toward his fate. He has a goal, achieving victory. Activity, extraversion. Inflation.&lt;br /&gt;
Characters who are of the Chariot Arcana are typically very driven individuals, who have a personal goal that they aim to achieve at any cost. It is not uncommon for Chariot characters to be short-tempered or aggressive. &lt;br /&gt;
Virtues: Fortitude, Justice&lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
Favored Aspects:  Agi, He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8 Justice&lt;br /&gt;
Sitting woman with a coronet. In the right hand she has a sword, in the left, a balance [scales]. Compensation between nature and the force of a man. Justice, compensation. Conflict with the law.&lt;br /&gt;
Commonly, characters of the Justice Arcana are concerned with matters of fairness, and otherwise are very stoic individuals. &lt;br /&gt;
Virtues: Temperance, Justice &lt;br /&gt;
Vices: Pride, Wrath&lt;br /&gt;
Favored Aspects:   Garu, Hama&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9 The Hermit&lt;br /&gt;
An old man walks with a stick [staff]. Wisdom as symbolized by the lamp. Protection with the overcoat. Cleverness, love, introversion. Wisdom.&lt;br /&gt;
Hermit Arcana characters share the commonality of placing themselves in situations that hide them from the public eye. Hermit individuals hide away from others or act in more supportive roles rather than putting themselves in the spotlight. &lt;br /&gt;
Virtues: Prudence, Fortitude&lt;br /&gt;
Vices: Gluttony, Envy&lt;br /&gt;
Favored Aspects: Genso, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10 Wheel of Fortune&lt;br /&gt;
Sphinx holding a sword. Wheel symbolizing endlessness. Finger as a sign of command. Human being as ball [circumference?] of the wheel of fortune. Luck/misfortune.&lt;br /&gt;
Bearers of the Fortune Arcana are usually individuals who are aware of their fates, and attempt to seize their own destiny in spite of their seemingly-locked fates. Thus, they are typically involved with making important choices and decisions. &lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
Vices: Sloth, Envy&lt;br /&gt;
Favored Aspects: Garu,  Zio &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11 Strength&lt;br /&gt;
A young girl opens the mouth of a lion. The girl has the sign of vitality on her hat. Liberty, strength.&lt;br /&gt;
A commonality between characters of the Strength Arcana is their strength of heart. Strength characters are not upset easily and typically portray the fortitude that the Strength card represents in readings. &lt;br /&gt;
Virtues: Charity, Temperance&lt;br /&gt;
Vices: Wrath, Pride&lt;br /&gt;
Favored Aspects: Garu,He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12 The Hanged Man&lt;br /&gt;
The hands of this man on in back. The eyes are open. The right leg is crossed. On the right and left a trunk of a tree. Turning back [enantiodromia?], powerless, sacrifice, test, proof. Face against the sky.&lt;br /&gt;
Hanged Man characters are sometimes self-sacrificial, but are more often notable for being caught between two different extremes, parties, or stages in life. &lt;br /&gt;
Virtues: Charity, Fortitude&lt;br /&gt;
Vices: Sloth, Pride&lt;br /&gt;
Favored Aspects:  Don, He&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13 Death&lt;br /&gt;
A skeleton in a field with heads and fingers. Death and regeneration. The Psyche should not take [the] place, the Self has to take [the] place. New standpoint, liberation, end.&lt;br /&gt;
Characters of the Death Arcana are often associated directly with death, but a commonality that connects all Death Arcana characters is the cycles of change they experience. &lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
Favored Aspects: Don, Mudo &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 Temperance&lt;br /&gt;
Young girl pours water from one jug in the other. The sun gives the liquid of life from a golden in[to] a silver jug. Movement, consciousness, natural growth.&lt;br /&gt;
Characters of the Temperance Arcana are often struggling to find a balance in their lives and in their hobbies. &lt;br /&gt;
Virtues: Hope, Temperance &lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
Favored Aspects: Bufu, Don&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15 The Devil&lt;br /&gt;
The right hand of the Devil is raised to the sky, the left points to the earth. Two persons are under him. He holds the torch as a sign of black magic. Fate, Shadow, emotion.&lt;br /&gt;
Human characters associated with the Devil Arcana are often &amp;quot;devilish&amp;quot; individuals; they can be greedy, proud, lusty, or otherwise of poor character. It is not uncommon for Devil Arcana characters to have somewhat antisocial tendencies, often not caring much for the needs or well-being of others. &lt;br /&gt;
Virtues: Prudence, Justice&lt;br /&gt;
Vices: Lust, Greed&lt;br /&gt;
Favored Aspects: Agi, Ki &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16 The Tower&lt;br /&gt;
Burning tower. Hospital, prison, struck by lightning. Sacrifice.&lt;br /&gt;
Bearers of the Tower Arcana can be arrogant, and typically find themselves in bad situations where they themselves have fallen from grace. &lt;br /&gt;
Virtues: Temperance, Faith&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
Favored Aspects: Mudo, Zio &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
17 The Star&lt;br /&gt;
A naked woman spills water from two jugs. Around the girl are seven stars. The Self shines, stars of fate, night, dreams. Hope. The Self is born in the stars. Union with the eternal.&lt;br /&gt;
Characters of the Star Arcana embody their arcana&#039;s traits of hopefulness and joy. &lt;br /&gt;
Virtues: Faith, Hope&lt;br /&gt;
Vices: Gluttony, Sloth&lt;br /&gt;
Favored Aspects:  Bufu, Garu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
18 The Moon&lt;br /&gt;
In the middle of a field is a dog and a wolf. A crayfish comes out of the water. It is night. The door to the unconscious is open. The crayfish likes to go the shore. The light is indirect.&lt;br /&gt;
Characters who are of the Moon Arcana are often similarly psychically-attuned, but a more common trend is their projection of their own fears and faults onto others (namely, the protagonist). &lt;br /&gt;
Virtues: Prudence, Faith&lt;br /&gt;
Vices: Envy, Greed&lt;br /&gt;
Favored Aspects:  Genso, Ki&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
19 The Sun&lt;br /&gt;
Two naked girls. The sun shines on the children. Drops of gold fall on the earth. The Self is ruling the situation. Consciousness. Enlightenment.&lt;br /&gt;
Virtues: Temperance, Hope&lt;br /&gt;
Characters of the Sun Arcana almost always (ironically) find themselves in terrible situations, the situation betrays the underlying optimism present in nearly all of them. &lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
Favored Aspects: Agi, Hama &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
20 Judgement/Aeon&lt;br /&gt;
An angel with fiery wings, an open grave in the earth. Birth of the Self. Inspiration, liberation.&lt;br /&gt;
A common theme for characters representing this Arcana is their attempts to fully understand themselves, as well as the world around them.&lt;br /&gt;
Virtues: Justice, Charity&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
Favored Aspects:  Hama	, Mudo&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
21 The World/The Universe&lt;br /&gt;
Naked woman, her legs are crossed. In the four corners we have the angel, the lion, the bull and the eagle. Completion, finishing. In the world but not from the world.&lt;br /&gt;
Not available to players at character creation. When a character achieves Identity 10 they embody the World Arcana and are capable of incredible feats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0 The Fool&lt;br /&gt;
A man who doesn’t take care on his way. Beginning and end. The fool has no home in this world; the home is in heaven. Dreamer, mystic side.&lt;br /&gt;
Not available to players&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246178</id>
		<title>Ruling Arcana</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ruling_Arcana&amp;diff=246178"/>
		<updated>2013-07-16T21:06:05Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Created page with &amp;quot;The Arcana form the foundation of the Tarot deck and consists of twenty-one numbered cards and one unnumbered card (the Fool, which is either 0 or 22 in some decks). They repr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Arcana form the foundation of the Tarot deck and consists of twenty-one numbered cards and one unnumbered card (the Fool, which is either 0 or 22 in some decks).&lt;br /&gt;
They represent a path to spiritual self-awareness and depict the various stages we encounter as we search for greater meaning and understanding. In this way, they hold deeply meaningful lessons.&lt;br /&gt;
In the world of Persona, the Major Arcana cards represent Carl Jung’s archetypes – consistent, directing patterns of influence that are an inherent part of human nature. They are themes which mark, portray and symbolise stages in our psyche whereby we aim to become a balanced and integrated person. Along this journey, we encounter challenges, face adversity, perform labours, make hard decisions and fight opposing forces. Each step of the way brings us closer to enlightenment. This is often referred to as the journey of the Fool. &lt;br /&gt;
A person&#039;s life may be influenced by many different arcana but they are usually attuned to one Arcana more than others. This ruling arcana dominates their life. All currently known Shadows are born from one of the Arcana. &lt;br /&gt;
&lt;br /&gt;
1 The Magician&lt;br /&gt;
The Magician has, in the right hand, a golden ball, in the left a stick [wand]. The hat makes an eight [infinity sign]. The bearing of the hand shows right activity, left passivity. Sign of force, stability, self. He has all the symbols before him.&lt;br /&gt;
An ongoing theme that is related to all Magician Arcana Social Links is the tragedy that befalls the social link character related to their romantic interest. &lt;br /&gt;
Virtues: Fortitude, Prudence&lt;br /&gt;
Vices: Envy, Lust&lt;br /&gt;
Favored Aspects: Agi, Genso&lt;br /&gt;
&lt;br /&gt;
2 The High Priestess&lt;br /&gt;
Sitting Priestess. She wears a veil. On her knees is a book. This book is open. She stands in connection with the moon. Occult wisdom. Passive, eternal woman.&lt;br /&gt;
Individuals associated with the Priestess Arcana are usually quiet, reserved, and very intelligent. They are often modest and shy, and won&#039;t open up to the protagonist until much later in their Social Links as compared with other characters. &lt;br /&gt;
Virtues: Hope, Temperance&lt;br /&gt;
Vices: Greed, Envy&lt;br /&gt;
Favored Aspects: Agi, Hama&lt;br /&gt;
&lt;br /&gt;
3 The Empress&lt;br /&gt;
Empress with wings. In the right hand she has an eagle, in the left a scepter. She has a crown with 12 stones. Eagle as a symbol of soul and life. Feminine activity. Fruitfulness, goddess.&lt;br /&gt;
Within the Persona universe, the Empress Arcana often belongs to women of authority or wise and motherly figures&lt;br /&gt;
Virtues: Fortitude, Hope&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
Favored Aspects: Bufu, Hama &lt;br /&gt;
&lt;br /&gt;
4 The Emperor&lt;br /&gt;
Emperor sitting in profile. In the right hand he is holding the scepter. He wears a helmet with 12 stones. The legs are crossed. Will, force, reality, duty, brightness.&lt;br /&gt;
Within the Persona universe, characters of the Emperor Arcana are often male leaders or father figures (or both). Typically, the King of a mythological pantheon is of the Emperor Arcana. &lt;br /&gt;
Virtues: Hope, Justice&lt;br /&gt;
Vices: Greed, Pride&lt;br /&gt;
Favored Aspects: He, Zio&lt;br /&gt;
&lt;br /&gt;
5 The Hierophant&lt;br /&gt;
The Hierophant leans on a three fax[sic - triple?] cross. The two columns are standing on the right as law, on the left liberty. Two men are kneeling before him: one is red, the other black. Will, religion, fate [faith?], Self, center.&lt;br /&gt;
Characters of the Hierophant Arcana are often older, and are typically quite wise and logical. The most common connection between Hierophant characters, however, is their association (and obsession) with the past. &lt;br /&gt;
Virtues: Prudence, Temperance&lt;br /&gt;
Vices: Wrath, Lust&lt;br /&gt;
Favored Aspects:  Don, Genso&lt;br /&gt;
&lt;br /&gt;
6 The Lovers&lt;br /&gt;
The young man stands in a corner where two streets come together. The woman on the right has a golden garland on her head. The woman on the left is wreathed with a vine. Beauty, cross-road, way inward or outward.&lt;br /&gt;
A commonality among individuals of the Lovers Arcana is their popularity and their emphasis on social interaction. Lovers characters are almost always the &amp;quot;popular&amp;quot; ones. Lover&#039;s are often at a crossroads in life. &lt;br /&gt;
Virtues: Charity, Faith&lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
Favored Aspects: Hama	, Ki &lt;br /&gt;
&lt;br /&gt;
7 The Chariot&lt;br /&gt;
Conqueror with coronet. He has three angle [right angles on his cuirass]. In his hand is a scepter. Arrow and weapon arm [right hand?]. Actively going toward his fate. He has a goal, achieving victory. Activity, extraversion. Inflation.&lt;br /&gt;
Characters who are of the Chariot Arcana are typically very driven individuals, who have a personal goal that they aim to achieve at any cost. It is not uncommon for Chariot characters to be short-tempered or aggressive. &lt;br /&gt;
Virtues: Fortitude, Justice&lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
Favored Aspects:  Agi, He&lt;br /&gt;
&lt;br /&gt;
8 Justice&lt;br /&gt;
Sitting woman with a coronet. In the right hand she has a sword, in the left, a balance [scales]. Compensation between nature and the force of a man. Justice, compensation. Conflict with the law.&lt;br /&gt;
Commonly, characters of the Justice Arcana are concerned with matters of fairness, and otherwise are very stoic individuals. &lt;br /&gt;
Virtues: Temperance, Justice &lt;br /&gt;
Vices: Pride, Wrath&lt;br /&gt;
Favored Aspects:   Garu, Hama&lt;br /&gt;
&lt;br /&gt;
9 The Hermit&lt;br /&gt;
An old man walks with a stick [staff]. Wisdom as symbolized by the lamp. Protection with the overcoat. Cleverness, love, introversion. Wisdom.&lt;br /&gt;
Hermit Arcana characters share the commonality of placing themselves in situations that hide them from the public eye. Hermit individuals hide away from others or act in more supportive roles rather than putting themselves in the spotlight. &lt;br /&gt;
Virtues: Prudence, Fortitude&lt;br /&gt;
Vices: Gluttony, Envy&lt;br /&gt;
Favored Aspects: Genso, Ki &lt;br /&gt;
&lt;br /&gt;
10 Wheel of Fortune&lt;br /&gt;
Sphinx holding a sword. Wheel symbolizing endlessness. Finger as a sign of command. Human being as ball [circumference?] of the wheel of fortune. Luck/misfortune.&lt;br /&gt;
Bearers of the Fortune Arcana are usually individuals who are aware of their fates, and attempt to seize their own destiny in spite of their seemingly-locked fates. Thus, they are typically involved with making important choices and decisions. &lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
Vices: Sloth, Envy&lt;br /&gt;
Favored Aspects: Garu,  Zio &lt;br /&gt;
&lt;br /&gt;
11 Strength&lt;br /&gt;
A young girl opens the mouth of a lion. The girl has the sign of vitality on her hat. Liberty, strength.&lt;br /&gt;
A commonality between characters of the Strength Arcana is their strength of heart. Strength characters are not upset easily and typically portray the fortitude that the Strength card represents in readings. &lt;br /&gt;
Virtues: Charity, Temperance&lt;br /&gt;
Vices: Wrath, Pride&lt;br /&gt;
Favored Aspects: Garu,He&lt;br /&gt;
&lt;br /&gt;
12 The Hanged Man&lt;br /&gt;
The hands of this man on in back. The eyes are open. The right leg is crossed. On the right and left a trunk of a tree. Turning back [enantiodromia?], powerless, sacrifice, test, proof. Face against the sky.&lt;br /&gt;
Hanged Man characters are sometimes self-sacrificial, but are more often notable for being caught between two different extremes, parties, or stages in life. &lt;br /&gt;
Virtues: Charity, Fortitude&lt;br /&gt;
Vices: Sloth, Pride&lt;br /&gt;
Favored Aspects:  Don, He&lt;br /&gt;
&lt;br /&gt;
13 Death&lt;br /&gt;
A skeleton in a field with heads and fingers. Death and regeneration. The Psyche should not take [the] place, the Self has to take [the] place. New standpoint, liberation, end.&lt;br /&gt;
Virtues: Faith, Fortitude&lt;br /&gt;
Vices: Sloth, Gluttony&lt;br /&gt;
Favored Aspects: Don, Mudo &lt;br /&gt;
&lt;br /&gt;
14 Temperance&lt;br /&gt;
Young girl pours water from one jug in the other. The sun gives the liquid of life from a golden in[to] a silver jug. Movement, consciousness, natural growth.&lt;br /&gt;
Virtues: Hope, Temperance &lt;br /&gt;
Vices: Wrath, Greed&lt;br /&gt;
Favored Aspects: Bufu, Don&lt;br /&gt;
&lt;br /&gt;
15 The Devil&lt;br /&gt;
The right hand of the Devil is raised to the sky, the left points to the earth. Two persons are under him. He holds the torch as a sign of black magic. Fate, Shadow, emotion.&lt;br /&gt;
Virtues: Prudence, Justice&lt;br /&gt;
Vices: Lust, Greed&lt;br /&gt;
Favored Aspects: Agi, Ki &lt;br /&gt;
&lt;br /&gt;
16 The Tower&lt;br /&gt;
Burning tower. Hospital, prison, struck by lightning. Sacrifice.&lt;br /&gt;
Virtues: Temperance, Faith&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
Favored Aspects: Mudo, Zio &lt;br /&gt;
&lt;br /&gt;
17 The Star&lt;br /&gt;
A naked woman spills water from two jugs. Around the girl are seven stars. The Self shines, stars of fate, night, dreams. Hope. The Self is born in the stars. Union with the eternal.&lt;br /&gt;
Virtues: Faith, Hope&lt;br /&gt;
Vices: Gluttony, Sloth&lt;br /&gt;
Favored Aspects:  Bufu, Garu&lt;br /&gt;
&lt;br /&gt;
18 The Moon&lt;br /&gt;
In the middle of a field is a dog and a wolf. A crayfish comes out of the water. It is night. The door to the unconscious is open. The crayfish likes to go the shore. The light is indirect.&lt;br /&gt;
Virtues: Prudence, Faith&lt;br /&gt;
Vices: Envy, Greed&lt;br /&gt;
Favored Aspects:  Genso, Ki&lt;br /&gt;
&lt;br /&gt;
19 The Sun&lt;br /&gt;
Two naked girls. The sun shines on the children. Drops of gold fall on the earth. The Self is ruling the situation. Consciousness. Enlightenment.&lt;br /&gt;
Virtues: Temperance, Hope&lt;br /&gt;
Vices: Lust, Envy&lt;br /&gt;
Favored Aspects: Agi, Hama &lt;br /&gt;
&lt;br /&gt;
20 Judgement&lt;br /&gt;
An angel with fiery wings, an open grave in the earth. Birth of the Self. Inspiration, liberation.&lt;br /&gt;
Virtues: Justice, Charity&lt;br /&gt;
Vices: Pride, Sloth&lt;br /&gt;
Favored Aspects:  Hama	, Mudo&lt;br /&gt;
&lt;br /&gt;
21 The World/The Universe&lt;br /&gt;
Naked woman, her legs are crossed. In the four corners we have the angel, the lion, the bull and the eagle. Completion, finishing. In the world but not from the world.&lt;br /&gt;
Not available to players at character creation. When a character achieves Identity 10 they embody the World Arcana and are capable of incredible feats&lt;br /&gt;
&lt;br /&gt;
0 The Fool&lt;br /&gt;
A man who doesn’t take care on his way. Beginning and end. The fool has no home in this world; the home is in heaven. Dreamer, mystic side.&lt;br /&gt;
Not available to players&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246170</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246170"/>
		<updated>2013-07-16T19:12:49Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Principal: &lt;br /&gt;
&lt;br /&gt;
Vice Principal:&lt;br /&gt;
&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
Yukari Tamura, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
&lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
&lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
&lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
&lt;br /&gt;
Ume Doi&lt;br /&gt;
&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
&lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
&lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
&lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
&lt;br /&gt;
Erik Holden &lt;br /&gt;
&lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246169</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246169"/>
		<updated>2013-07-16T19:12:24Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Principal: &lt;br /&gt;
&lt;br /&gt;
Vice Principal:&lt;br /&gt;
&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
Yukari Tamura, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
&lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
&lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
&lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
&lt;br /&gt;
Ume Doi&lt;br /&gt;
&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
&lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
&lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
&lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
&lt;br /&gt;
Erik Holden &lt;br /&gt;
&lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246168</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246168"/>
		<updated>2013-07-16T19:12:00Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Principal: &lt;br /&gt;
&lt;br /&gt;
Vice Principal:&lt;br /&gt;
&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
Yukari Tamura, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
&lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
&lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
&lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
&lt;br /&gt;
Ume Doi&lt;br /&gt;
&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
&lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
&lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
&lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
&lt;br /&gt;
Erik Holden &lt;br /&gt;
&lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246167</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246167"/>
		<updated>2013-07-16T19:11:35Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
Principal: &lt;br /&gt;
&lt;br /&gt;
Vice Principal:&lt;br /&gt;
&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
Yukari Tamura, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
&lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
&lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
&lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
&lt;br /&gt;
Ume Doi&lt;br /&gt;
&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
&lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
&lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
&lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
&lt;br /&gt;
Erik Holden &lt;br /&gt;
&lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246166</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246166"/>
		<updated>2013-07-16T19:11:09Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
Principal: &lt;br /&gt;
&lt;br /&gt;
Vice Principal:&lt;br /&gt;
&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
Yukari Tamura, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
&lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
&lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
&lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
&lt;br /&gt;
Ume Doi&lt;br /&gt;
&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
&lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
&lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
&lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
&lt;br /&gt;
Erik Holden &lt;br /&gt;
&lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246165</id>
		<title>Hamano Highschool</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Hamano_Highschool&amp;diff=246165"/>
		<updated>2013-07-16T18:50:55Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Created page with &amp;quot; == &amp;#039;&amp;#039;&amp;#039;Hamano Highschool&amp;#039;&amp;#039;&amp;#039; ==  &amp;#039;&amp;#039;&amp;#039;Established:&amp;#039;&amp;#039;&amp;#039; 1901, 1947, 1996 &amp;#039;&amp;#039;&amp;#039;Number of Students:&amp;#039;&amp;#039;&amp;#039; ~360 (3 years, broken into 4 classes of 30 students) &amp;#039;&amp;#039;&amp;#039;Number of Staff:&amp;#039;&amp;#039;&amp;#039; ~38 (...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== &#039;&#039;&#039;Hamano Highschool&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Established:&#039;&#039;&#039; 1901, 1947, 1996&lt;br /&gt;
&#039;&#039;&#039;Number of Students:&#039;&#039;&#039; ~360 (3 years, broken into 4 classes of 30 students)&lt;br /&gt;
&#039;&#039;&#039;Number of Staff:&#039;&#039;&#039; ~38 (Principal, VP, 12 Homeroom Teachers, Nurse, Gardener, Groundskeeper, along with Art, Science, Literature, Maths, PE, English, Crafts. Music, Home Economics Teachers)&lt;br /&gt;
&#039;&#039;&#039;School Crest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Hamano.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
Hamano Highschool was originally founded more than a hundred years ago when Tarumi was a countryside fishing town. Partially destroyed in WW2 (not by the bombs themselves but by the resulting ensuing fire-storm) the school was reopened in 1947 and survived another 50 years until being heavily damaged in the great earthquake of 1995. There was some controversy at the time over whether the building had been up to code but nonetheless it was rebuilt yet again and reopened in 1996. The buildings are all quite modern on the surface but elements of the previous schools bleed through in unexpected places. The original school shrine from the 19th century (or possibly earlier) still remains untouched by the disasters that destroyed the previous buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faculty&#039;&#039;&#039;&lt;br /&gt;
Principal: &lt;br /&gt;
Vice Principal:&lt;br /&gt;
Homeroom Teacher 2-C:&lt;br /&gt;
English Language Teacher: Makarata Fergaru &lt;br /&gt;
TAMURA Yukari, the Japanese Literature teacher. Tamura-sensei is fairly new as a teacher, being only 24 years old, but she has a sweet disposition and easily conveys her love for literature when she teaches. She&#039;s unmarried, or at least never talks about her husband if she has one. &lt;br /&gt;
Junichiro Nagata, math teacher. Mostly a very dry personality, but likes to make jokes that most of the class doesn&#039;t find funny. Needless to say, Haruka is extremely bored in his class, and tends to goof off during it more often than not. &lt;br /&gt;
Nyamo Tadakichi, PE teacher. She&#039;s something of a jerk but luckily is fairly lazy so as long as you don&#039;t earn her ire she really doesn&#039;t care what you do during PE. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class 2-C&#039;&#039;&#039;&lt;br /&gt;
Tsukiyama Imaidegawa &lt;br /&gt;
Ryouko Nakano&lt;br /&gt;
Ume Doi&lt;br /&gt;
Haruka Shimada &lt;br /&gt;
Ren Aoyagi &lt;br /&gt;
Kiyomi Kujou &lt;br /&gt;
Ayane Sumihara &lt;br /&gt;
Erik Holden &lt;br /&gt;
Chiharu Iinuma&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Hamano.png&amp;diff=246164</id>
		<title>File:Hamano.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Hamano.png&amp;diff=246164"/>
		<updated>2013-07-16T18:50:23Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246163</id>
		<title>Kobe</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246163"/>
		<updated>2013-07-16T18:47:31Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kobe_from_Rokko_at_Night.jpeg ]]&lt;br /&gt;
&lt;br /&gt;
The view of Kobe at night from atop Rokko mountain&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobe is...&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Between the Sea and the Mountains.&#039;&#039; Kobe is built on a narrow strip of land between the Rokko mountains and the ocean. The city spreads east-west along the coast and the ocean is never far way. Space is at a premium and the city has built a number of artificial islands over the years. The mountains behind the city (as little as 10km from downtown) are coated in thick forests and popular with hikers and sightseers. Cable cars allow easy access from the city to the mountain tops which boast spectacular (and romantic) views of the city especially at night. In Autumn the leaves changing colours in the mountains is particulary beautiful and attracts many visitors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cool.&#039;&#039; The Japanese proverb states &amp;quot;If you can&#039;t go to Paris, go to Kobe&amp;quot;. The city is full of cool architecture and trendy nightlife. Sannomiya is the downtown district and contains lots of high end  shopping promenades and trendy night spots. There is also a huge underground mall stretching across 9 blocks of the downtown district. The Ikuta Shrine (possibly Japan&#039;s oldest shrine) is aslo right in the centre of the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exotic.&#039;&#039; The current city was founded in the late 19th Century as a port to trade with western countries, moreso than other cities it&#039;s considered diverse and cosmopolitan. Even to this day the city has the headquarters of a lot foreign companies. It has the highest population of foreigners (gaijin) of any city in Japan (~50,000 foreigners live in the city). Kobe is the centre of Japan&#039;s Jazz scene and many western sports and passtimes have permeated into the city (It holds Japan&#039;s oldest golf course and Rugby team). The Kitano district built in the 19th Century is full of western style houses and restaurants and is popular with tourists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fashionable.&#039;&#039; Kobe is the centre of Japanese Fashion industry. Kobe Fashion Week (twice a year in Febuary and September) is the premiere fashion event in the country. The Kobe Fashion museum and fashion institute are trendy and influential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not just about Beef.&#039;&#039; Kobe beef is famous worldwide but the city is also known for it&#039;s sushi, sake (45% of Japan&#039;s sake is produced in Kobe) &amp;amp; Hotsprings (the Arima Onsen resort is famous all over Japan). Major industries in the city include Kobe Steel, Mitsubishi (Ships, Cars and Electronics division), Kawaski (ships, motorbikes &amp;amp; heavy industry), TOA electronics and Sumitomo Rubber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarumi is...&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;A sleepy suburb.&#039;&#039; On the western edge of the Kobe Tarumi ward is made of quiet litte neighbourhoods of people who commute into the city for work. Access to the rest of the city is by subway or train. The most striking thing in Tarumi ward is the Akashi Kaiyko bridge, the world&#039;s longest bridge, connecting the Japanese mainland with Awaji island. The ward&#039;s comercial fishing port is particularly busy and known for it&#039;s delicious sushi and ikanago.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kobe_from_Rokko_at_Night.jpeg&amp;diff=246161</id>
		<title>File:Kobe from Rokko at Night.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kobe_from_Rokko_at_Night.jpeg&amp;diff=246161"/>
		<updated>2013-07-16T18:46:17Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246160</id>
		<title>Kobe</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246160"/>
		<updated>2013-07-16T18:45:45Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kobe_at_Night.jpeg]]&lt;br /&gt;
The view of Kobe at night from atop Rokko mountain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobe is...&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Between the Sea and the Mountains.&#039;&#039; Kobe is built on a narrow strip of land between the Rokko mountains and the ocean. The city spreads east-west along the coast and the ocean is never far way. Space is at a premium and the city has built a number of artificial islands over the years. The mountains behind the city (as little as 10km from downtown) are coated in thick forests and popular with hikers and sightseers. Cable cars allow easy access from the city to the mountain tops which boast spectacular (and romantic) views of the city especially at night. In Autumn the leaves changing colours in the mountains is particulary beautiful and attracts many visitors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cool.&#039;&#039; The Japanese proverb states &amp;quot;If you can&#039;t go to Paris, go to Kobe&amp;quot;. The city is full of cool architecture and trendy nightlife. Sannomiya is the downtown district and contains lots of high end  shopping promenades and trendy night spots. There is also a huge underground mall stretching across 9 blocks of the downtown district. The Ikuta Shrine (possibly Japan&#039;s oldest shrine) is aslo right in the centre of the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exotic.&#039;&#039; The current city was founded in the late 19th Century as a port to trade with western countries, moreso than other cities it&#039;s considered diverse and cosmopolitan. Even to this day the city has the headquarters of a lot foreign companies. It has the highest population of foreigners (gaijin) of any city in Japan (~50,000 foreigners live in the city). Kobe is the centre of Japan&#039;s Jazz scene and many western sports and passtimes have permeated into the city (It holds Japan&#039;s oldest golf course and Rugby team). The Kitano district built in the 19th Century is full of western style houses and restaurants and is popular with tourists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fashionable.&#039;&#039; Kobe is the centre of Japanese Fashion industry. Kobe Fashion Week (twice a year in Febuary and September) is the premiere fashion event in the country. The Kobe Fashion museum and fashion institute are trendy and influential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not just about Beef.&#039;&#039; Kobe beef is famous worldwide but the city is also known for it&#039;s sushi, sake (45% of Japan&#039;s sake is produced in Kobe) &amp;amp; Hotsprings (the Arima Onsen resort is famous all over Japan). Major industries in the city include Kobe Steel, Mitsubishi (Ships, Cars and Electronics division), Kawaski (ships, motorbikes &amp;amp; heavy industry), TOA electronics and Sumitomo Rubber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarumi is...&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;A sleepy suburb.&#039;&#039; On the western edge of the Kobe Tarumi ward is made of quiet litte neighbourhoods of people who commute into the city for work. Access to the rest of the city is by subway or train. The most striking thing in Tarumi ward is the Akashi Kaiyko bridge, the world&#039;s longest bridge, connecting the Japanese mainland with Awaji island. The ward&#039;s comercial fishing port is particularly busy and known for it&#039;s delicious sushi and ikanago.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246159</id>
		<title>Kobe</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kobe&amp;diff=246159"/>
		<updated>2013-07-16T18:43:11Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Created page with &amp;quot;File:http://upload.wikimedia.org/wikipedia/commons/thumb/5/54/Night_view_of_Rokk%C5%8D_Island_and_Higashinada-ku,_Kobe,_Japan.jpg/640px-Night_view_of_Rokk%C5%8D_Island_and_H...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:http://upload.wikimedia.org/wikipedia/commons/thumb/5/54/Night_view_of_Rokk%C5%8D_Island_and_Higashinada-ku,_Kobe,_Japan.jpg/640px-Night_view_of_Rokk%C5%8D_Island_and_Higashinada-ku,_Kobe,_Japan.jpg]]&lt;br /&gt;
The view of Kobe at night from atop Rokko mountain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kobe is...&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Between the Sea and the Mountains.&#039;&#039; Kobe is built on a narrow strip of land between the Rokko mountains and the ocean. The city spreads east-west along the coast and the ocean is never far way. Space is at a premium and the city has built a number of artificial islands over the years. The mountains behind the city (as little as 10km from downtown) are coated in thick forests and popular with hikers and sightseers. Cable cars allow easy access from the city to the mountain tops which boast spectacular (and romantic) views of the city especially at night. In Autumn the leaves changing colours in the mountains is particulary beautiful and attracts many visitors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cool.&#039;&#039; The Japanese proverb states &amp;quot;If you can&#039;t go to Paris, go to Kobe&amp;quot;. The city is full of cool architecture and trendy nightlife. Sannomiya is the downtown district and contains lots of high end  shopping promenades and trendy night spots. There is also a huge underground mall stretching across 9 blocks of the downtown district. The Ikuta Shrine (possibly Japan&#039;s oldest shrine) is aslo right in the centre of the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Exotic.&#039;&#039; The current city was founded in the late 19th Century as a port to trade with western countries, moreso than other cities it&#039;s considered diverse and cosmopolitan. Even to this day the city has the headquarters of a lot foreign companies. It has the highest population of foreigners (gaijin) of any city in Japan (~50,000 foreigners live in the city). Kobe is the centre of Japan&#039;s Jazz scene and many western sports and passtimes have permeated into the city (It holds Japan&#039;s oldest golf course and Rugby team). The Kitano district built in the 19th Century is full of western style houses and restaurants and is popular with tourists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fashionable.&#039;&#039; Kobe is the centre of Japanese Fashion industry. Kobe Fashion Week (twice a year in Febuary and September) is the premiere fashion event in the country. The Kobe Fashion museum and fashion institute are trendy and influential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not just about Beef.&#039;&#039; Kobe beef is famous worldwide but the city is also known for it&#039;s sushi, sake (45% of Japan&#039;s sake is produced in Kobe) &amp;amp; Hotsprings (the Arima Onsen resort is famous all over Japan). Major industries in the city include Kobe Steel, Mitsubishi (Ships, Cars and Electronics division), Kawaski (ships, motorbikes &amp;amp; heavy industry), TOA electronics and Sumitomo Rubber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tarumi is...&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;A sleepy suburb.&#039;&#039; On the western edge of the Kobe Tarumi ward is made of quiet litte neighbourhoods of people who commute into the city for work. Access to the rest of the city is by subway or train. The most striking thing in Tarumi ward is the Akashi Kaiyko bridge, the world&#039;s longest bridge, connecting the Japanese mainland with Awaji island. The ward&#039;s comercial fishing port is particularly busy and known for it&#039;s delicious sushi and [I]ikanago[/I].[/QUOTE]&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238248</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238248"/>
		<updated>2013-05-21T11:53:31Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stardate 2260.42== &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
==The Crew==&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
==The Galaxy==&lt;br /&gt;
&lt;br /&gt;
[[File:Trek_3sx.png]]&lt;br /&gt;
&lt;br /&gt;
=The United Federation of Planets=&lt;br /&gt;
Founded in 2161 after the Earth-Romulan war and was conceived as a coalition of planets dedicated to the common good. The individual planets govern themselves but act together on topics of common foreign policy and defence. Prominent members included the Humans, Vulcans, Andorians and Tellarites. Minor races include the Bolian, Denobulan, Caitan &amp;amp; Betazed. Two years ago a Romulan named Nero attacked the UFP and began the Vulcan Crisis. Though Starfleet, the military arm of the UFP eventually stopped Nero it was not before he destroyed the planet Vulcan, killing billions and bringing the future of the federation itself into question. &lt;br /&gt;
• The lack of Vulcan colonies meant as few as 10,000 Vulcans escaped the destruction of their homeworld. The survivors have withdrawn to the world of New Vulcan in order to attempt to rebuild their civilisation&lt;br /&gt;
• The Andoria have always retained a seperate navy for defensive purposes but in response to the Vulcan crisis and increased activity along the Neutral Zone the Andorians have begun expanding their fleet. Many see this build up as a sign that the Andorians are planning on withdrawing from the Federation.&lt;br /&gt;
• The Betazoids are the most recent planet to fully join the United Federation of Planets. Their relative proximity to the ongoing Cardassian-Talaran War has sparked a marked increase in piracy in the region, something the Betazoids want Starfleet to deal with.&lt;br /&gt;
• The Bolian people only achieved first contact with the federation less than a decade ago. Caught between warring neighbours (the Iren and the Uzor) the Bolian gladly accepted federation help in preventing their world from becoming a battlefield in the Iren-Uzor conflict. The Bolian are currently provisional members of the Federation contingent on them unifying their various nation states into one world government. The Iren and Uzor have not gone away however and both continue to scheme to bring Bolians under their influence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Xindi Collective=&lt;br /&gt;
Former bitter enemies of the humans, the Xindi are an alliance of six different species in the Delphic Expanse. A hundred years ago the Xindi fought a war with humans but have since made peace. The Xindi were on track to join the Federation prior to the Vulcan crisis. Currently the question of Xindi membership has been put on hold definitely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Klingon Empire=&lt;br /&gt;
An agressive exspansionist totalitarian state, the Klingon Empire are longtime rivals and enemies with the Andorians and Vulcans. Normally the Great Houses of the Empire war with eachother as much as with outsiders but a new Chancellor has united the houses and ushered on a phase of rapid expansion and conquest. With the Federation currently divided and weakened the Klingon&#039;s seem set to exploit the situation for their own gain. However Nero also destroyed a significant portion of the Klingon fleet before he turned on the Federation, a fact the Klingons are desperate to hide from the rest of the Galaxy. Klingon territory includes many semi-autonomous regions, as the feuding great houses of the Empire care little for governing subject races as long as tribute continues to flow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Romulan Star Empire=&lt;br /&gt;
After the Earth-Vulcan war a hundred years ago the Romulans withdrew from the galaxy. Contact with any Romulans was unheard of for decades until Nero attacked the USS Kelvin in 2233. Intelligence about the Empire is sparse but all indications point to a major shakeup in the Romulan leadership around the same time with a new Emperor ascending the Romulan Throne for the first time in centuries. What connection if any between the Romulan Emperor and Nero is unknown.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Orion Syndicate=&lt;br /&gt;
There is little law inside the territory claimed by Orion syndicate, slavery and piracy run rampant and criminal cartels effectively run the government. Orion pirate raids on nearby federation colonies have become more frequent since the Vulcan Crisis. The planet Cordia, laying on the edge of the syndicate&#039;s influence has been making strides in combating the syndicate and have requested Federation aid against the pirates. The Orion species that share their name with the syndicate (noted for their emerald skin) come from the same homeworld and are often treated with unfair suspicion as a result but the Syndicate has long since grown to include members of all major species in the area.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Gorn Hegenomy=&lt;br /&gt;
A fearsome reptillian species, the Gorn do not negotiate with outsiders and attack anyone who violates their territory. Little is known about them other than that they are currently at war with the Klingon Empire and have apparently made claim to several worlds along the Federation border&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Trill=&lt;br /&gt;
The Trill&#039;s unique biology has them largely confined to their homeworld as a species. Nevertheless they are currently petitioning for Federation membership in response to the unrest in the region caused by the Cardassian-Talaran war.&lt;br /&gt;
&lt;br /&gt;
=The Cardassian Union=&lt;br /&gt;
The Cardassian homeworld and surounding planets are resource poor. To sustain the Union&#039;s growing population the Cardassian&#039;s began an agressive campaign of military conquest bringing it in conflict with it&#039;s primitive neighbours the Talarans. Victory seemed assured till the Tzenkethi launched an unprovoked attack on the Union.&lt;br /&gt;
&lt;br /&gt;
=The Talarian=&lt;br /&gt;
A xenophobic and technologically primitive species by federation standard the Talaran are currently at war with the Cardassian Union. &lt;br /&gt;
&lt;br /&gt;
=The Tzenkethi=&lt;br /&gt;
An advanced but enigmatic civilisation, the strictly caste based Tzenkethi have isolated themselves from the rest of the galaxy.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238246</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238246"/>
		<updated>2013-05-21T11:50:37Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;br /&gt;
&lt;br /&gt;
[[File:Trek_3sx.png]]&lt;br /&gt;
&lt;br /&gt;
The United Federation of Planets: Founded in 2161 after the Earth-Romulan war and was conceived as a coalition of planets dedicated to the common good. The individual planets govern themselves but act together on topics of common foreign policy and defence. Prominent members included the Humans, Vulcans, Andorians and Tellarites. Minor races include the Bolian, Denobulan, Caitan &amp;amp; Betazed. Two years ago a Romulan named Nero attacked the UFP and began the Vulcan Crisis. Though Starfleet, the military arm of the UFP eventually stopped Nero it was not before he destroyed the planet Vulcan, killing billions and bringing the future of the federation itself into question. &lt;br /&gt;
• The lack of Vulcan colonies meant as few as 10,000 Vulcans escaped the destruction of their homeworld. The survivors have withdrawn to the world of New Vulcan in order to attempt to rebuild their civilisation&lt;br /&gt;
• The Andoria have always retained a seperate navy for defensive purposes but in response to the Vulcan crisis and increased activity along the Neutral Zone the Andorians have begun expanding their fleet. Many see this build up as a sign that the Andorians are planning on withdrawing from the Federation.&lt;br /&gt;
• The Betazoids are the most recent planet to fully join the United Federation of Planets. Their relative proximity to the ongoing Cardassian-Talaran War has sparked a marked increase in piracy in the region, something the Betazoids want Starfleet to deal with.&lt;br /&gt;
• The Bolian people only achieved first contact with the federation less than a decade ago. Caught between warring neighbours (the Iren and the Uzor) the Bolian gladly accepted federation help in preventing their world from becoming a battlefield in the Iren-Uzor conflict. The Bolian are currently provisional members of the Federation contingent on them unifying their various nation states into one world government. The Iren and Uzor have not gone away however and both continue to scheme to bring Bolians under their influence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Klingon Empire: An agressive exspansionist totalitarian state, the Klingon Empire are longtime rivals and enemies with the Andorians and Vulcans. Normally the Great Houses of the Empire war with eachother as much as with outsiders but a new Chancellor has united the houses and ushered on a phase of rapid expansion and conquest. With the Federation currently divided and weakened the Klingon&#039;s seem set to exploit the situation for their own gain. However Nero also destroyed a significant portion of the Klingon fleet before he turned on the Federation, a fact the Klingons are desperate to hide from the rest of the Galaxy. Klingon territory includes many semi-autonomous regions, as the feuding great houses of the Empire care little for governing subject races as long as tribute continues to flow.&lt;br /&gt;
&lt;br /&gt;
The Romulan Star Empire: After the Earth-Vulcan war a hundred years ago the Romulans withdrew from the galaxy. Contact with any Romulans was unheard of for decades until Nero attacked the USS Kelvin in 2233. Intelligence about the Empire is sparse but all indications point to a major shakeup in the Romulan leadership around the same time with a new Emperor ascending the Romulan Throne for the first time in centuries. What connection if any between the Romulan Emperor and Nero is unknown.&lt;br /&gt;
&lt;br /&gt;
The Xindi Collective: Former bitter enemies of the humans, the Xindi are an alliance of six different species in the Delphic Expanse. A hundred years ago the Xindi fought a war with humans but have since made peace. The Xindi were on track to join the Federation prior to the Vulcan crisis. Currently the question of Xindi membership has been put on hold definitely.&lt;br /&gt;
&lt;br /&gt;
The Orion Syndicate: There is little law inside the territory claimed by Orion syndicate, slavery and piracy run rampant and criminal cartels effectively run the government. Orion pirate raids on nearby federation colonies have become more frequent since the Vulcan Crisis. The planet Cordia, laying on the edge of the syndicate&#039;s influence has been making strides in combating the syndicate and have requested Federation aid against the pirates. The Orion species that share their name with the syndicate (noted for their emerald skin) come from the same homeworld and are often treated with unfair suspicion as a result but the Syndicate has long since grown to include members of all major species in the area.&lt;br /&gt;
&lt;br /&gt;
The Gorn Hegenomy: A fearsome reptillian species, the Gorn do not negotiate with outsiders and attack anyone who violates their territory. Little is known about them other than that they are currently at war with the Klingon Empire and have apparently made claim to several worlds along the Federation border&lt;br /&gt;
&lt;br /&gt;
The Trill: The Trill&#039;s unique biology has them largely confined to their homeworld as a species. Nevertheless they are currently petitioning for Federation membership in response to the unrest in&lt;br /&gt;
the region caused by the Cardassian-Talaran war.&lt;br /&gt;
&lt;br /&gt;
The Talaran: A xenophobic and technologically primitive species by federation standard the Talaran are currently at war with the Cardassian Union. &lt;br /&gt;
&lt;br /&gt;
The Tzenkethi: An advanced but enigmatic civilisation, the strictly caste based Tzenkethi have isolated themselves from the rest of the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Cardassian Union:The Cardassian homeworld and surounding planets are resource poor. To sustain the Union&#039;s growing population the Cardassian&#039;s began an agressive campaign of military conquest bringing it in conflict with it&#039;s primitive neighbours the Talarans. Victory seemed assured till the Tzenkethi launched an unprovoked attack on the Union.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238245</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238245"/>
		<updated>2013-05-21T11:48:42Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;br /&gt;
&lt;br /&gt;
[[File:Trek_3s.png]]&lt;br /&gt;
&lt;br /&gt;
The United Federation of Planets: Founded in 2161 after the Earth-Romulan war and was conceived as a coalition of planets dedicated to the common good. The individual planets govern themselves but act together on topics of common foreign policy and defence. Prominent members included the Humans, Vulcans, Andorians and Tellarites. Minor races include the Bolian, Denobulan, Caitan &amp;amp; Betazed. Two years ago a Romulan named Nero attacked the UFP and began the Vulcan Crisis. Though Starfleet, the military arm of the UFP eventually stopped Nero it was not before he destroyed the planet Vulcan, killing billions and bringing the future of the federation itself into question. &lt;br /&gt;
• The lack of Vulcan colonies meant as few as 10,000 Vulcans escaped the destruction of their homeworld. The survivors have withdrawn to the world of New Vulcan in order to attempt to rebuild their civilisation&lt;br /&gt;
• The Andoria have always retained a seperate navy for defensive purposes but in response to the Vulcan crisis and increased activity along the Neutral Zone the Andorians have begun expanding their fleet. Many see this build up as a sign that the Andorians are planning on withdrawing from the Federation.&lt;br /&gt;
• The Betazoids are the most recent planet to fully join the United Federation of Planets. Their relative proximity to the ongoing Cardassian-Talaran War has sparked a marked increase in piracy in the region, something the Betazoids want Starfleet to deal with.&lt;br /&gt;
• The Bolian people only achieved first contact with the federation less than a decade ago. Caught between warring neighbours (the Iren and the Uzor) the Bolian gladly accepted federation help in preventing their world from becoming a battlefield in the Iren-Uzor conflict. The Bolian are currently provisional members of the Federation contingent on them unifying their various nation states into one world government. The Iren and Uzor have not gone away however and both continue to scheme to bring Bolians under their influence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Klingon Empire: An agressive exspansionist totalitarian state, the Klingon Empire are longtime rivals and enemies with the Andorians and Vulcans. Normally the Great Houses of the Empire war with eachother as much as with outsiders but a new Chancellor has united the houses and ushered on a phase of rapid expansion and conquest. With the Federation currently divided and weakened the Klingon&#039;s seem set to exploit the situation for their own gain. However Nero also destroyed a significant portion of the Klingon fleet before he turned on the Federation, a fact the Klingons are desperate to hide from the rest of the Galaxy. Klingon territory includes many semi-autonomous regions, as the feuding great houses of the Empire care little for governing subject races as long as tribute continues to flow.&lt;br /&gt;
&lt;br /&gt;
The Romulan Star Empire: After the Earth-Vulcan war a hundred years ago the Romulans withdrew from the galaxy. Contact with any Romulans was unheard of for decades until Nero attacked the USS Kelvin in 2233. Intelligence about the Empire is sparse but all indications point to a major shakeup in the Romulan leadership around the same time with a new Emperor ascending the Romulan Throne for the first time in centuries. What connection if any between the Romulan Emperor and Nero is unknown.&lt;br /&gt;
&lt;br /&gt;
The Xindi Collective: Former bitter enemies of the humans, the Xindi are an alliance of six different species in the Delphic Expanse. A hundred years ago the Xindi fought a war with humans but have since made peace. The Xindi were on track to join the Federation prior to the Vulcan crisis. Currently the question of Xindi membership has been put on hold definitely.&lt;br /&gt;
&lt;br /&gt;
The Orion Syndicate: There is little law inside the territory claimed by Orion syndicate, slavery and piracy run rampant and criminal cartels effectively run the government. Orion pirate raids on nearby federation colonies have become more frequent since the Vulcan Crisis. The planet Cordia, laying on the edge of the syndicate&#039;s influence has been making strides in combating the syndicate and have requested Federation aid against the pirates. The Orion species that share their name with the syndicate (noted for their emerald skin) come from the same homeworld and are often treated with unfair suspicion as a result but the Syndicate has long since grown to include members of all major species in the area.&lt;br /&gt;
&lt;br /&gt;
The Gorn Hegenomy: A fearsome reptillian species, the Gorn do not negotiate with outsiders and attack anyone who violates their territory. Little is known about them other than that they are currently at war with the Klingon Empire and have apparently made claim to several worlds along the Federation border&lt;br /&gt;
&lt;br /&gt;
The Trill: The Trill&#039;s unique biology has them largely confined to their homeworld as a species. Nevertheless they are currently petitioning for Federation membership in response to the unrest in&lt;br /&gt;
the region caused by the Cardassian-Talaran war.&lt;br /&gt;
&lt;br /&gt;
The Talaran: A xenophobic and technologically primitive species by federation standard the Talaran are currently at war with the Cardassian Union. &lt;br /&gt;
&lt;br /&gt;
The Tzenkethi: An advanced but enigmatic civilisation, the strictly caste based Tzenkethi have isolated themselves from the rest of the galaxy.&lt;br /&gt;
&lt;br /&gt;
The Cardassian Union:The Cardassian homeworld and surounding planets are resource poor. To sustain the Union&#039;s growing population the Cardassian&#039;s began an agressive campaign of military conquest bringing it in conflict with it&#039;s primitive neighbours the Talarans. Victory seemed assured till the Tzenkethi launched an unprovoked attack on the Union.&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Trek_3sx.png&amp;diff=238244</id>
		<title>File:Trek 3sx.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Trek_3sx.png&amp;diff=238244"/>
		<updated>2013-05-21T11:31:01Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: uploaded a new version of &amp;amp;quot;File:Trek 3sx.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map for Star Trek using Fate Core&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238243</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238243"/>
		<updated>2013-05-21T11:30:24Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;br /&gt;
&lt;br /&gt;
[[File:Trek_3sx.png]]&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238242</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238242"/>
		<updated>2013-05-21T11:30:06Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;br /&gt;
&lt;br /&gt;
[[File:File:Trek_3sx.png]]&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238241</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238241"/>
		<updated>2013-05-21T11:29:54Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Galaxy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;br /&gt;
&lt;br /&gt;
[[File:File:Trek_3sx.pn]]&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Trek_3sx.png&amp;diff=238240</id>
		<title>File:Trek 3sx.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Trek_3sx.png&amp;diff=238240"/>
		<updated>2013-05-21T11:29:01Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Map for Star Trek using Fate Core&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map for Star Trek using Fate Core&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238239</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238239"/>
		<updated>2013-05-21T11:27:39Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: /* The Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238238</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238238"/>
		<updated>2013-05-21T11:27:15Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
[[Captain Reginald Beck, the luckiest Redshirt alive]]&lt;br /&gt;
[[Commander Sovan, the grieving Vulcan]]&lt;br /&gt;
[[Joro Idrani, the Explorer]]&lt;br /&gt;
[[Bellach Lyr, the sheltered idealist]]&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238237</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238237"/>
		<updated>2013-05-21T11:22:40Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fate Core: Star Trek=&lt;br /&gt;
&lt;br /&gt;
=Stardate 2260.42= &lt;br /&gt;
It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;br /&gt;
&lt;br /&gt;
=The Crew=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Galaxy=&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238236</id>
		<title>Star Trek FATE Core: Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_FATE_Core:_Main_Page&amp;diff=238236"/>
		<updated>2013-05-21T11:21:58Z</updated>

		<summary type="html">&lt;p&gt;Propagandor: Created page with &amp;quot;=Fate Core: Star Trek=  =Stardate 2260.42= It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Fate Core: Star Trek=&lt;br /&gt;
&lt;br /&gt;
=Stardate 2260.42= It is two years after the destruction of Vulcan and the United Federation of Planets is on the verge of disaster. Nero cut through the Federation without mercy, he destroyed their fleets and the Vulcan homeworld. The loss of the Vulcan people has devastated the Federation politically and economically but it&#039;s also made the people lose faith in the Federation and what it stands for. Now many member world&#039;s are all considering leaving the Federation all together! Even the Andorians, one of the founding members of the Federation are considering abandoning it.&lt;br /&gt;
&lt;br /&gt;
In it&#039;s weakened state the Federation&#039;s enemies are closing in: the Klingon&#039;s flagrantly break agreed upon treaties, the Gorn have begun colonising along the federation&#039;s border and the number of Orion raiding parties in federation space has skyrocketed. With too few men, and support from other federation worlds drying up Starfleet needs to show it can still do it&#039;s job, it needs to make people believe in the ideals of the Federation once again.&lt;br /&gt;
 &lt;br /&gt;
Old ships are being pulled out of mothballs and pressed into service. Crewmen too are being dragged out of retirement or promoted younger then ever before. The need for skilled crew is so bad that many are being recruited however shady their pasts. The admiralty aren&#039;t content to sit around and watch the federation crumble, they know that Starfleet needs to inspire hope in federation citizens no matter the dark times they find themselves. These are the voyages of one of those ships, it&#039;s continuing mission to seek out new life and new civilisation, to boldy go where no man has gone before&lt;/div&gt;</summary>
		<author><name>Propagandor</name></author>
	</entry>
</feed>