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	<updated>2026-05-15T03:32:55Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455917</id>
		<title>Doc Odie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455917"/>
		<updated>2024-03-14T14:00:40Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Barcelona#Characters | &amp;lt; &amp;lt; &amp;lt; Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Doc&amp;quot; Odie is not a doctor by any stretch of the imagination. In fact, technically, he&#039;s never even met a real doctor. Odie is a scrap hauler and scavenger with a love of body modification and a willingness to experiment... occasionally on himself, if there are no other available subjects. Strangely, though, there rarely seem to be a lack of &amp;quot;patients&amp;quot; when one doesn&#039;t charge for the privilege, and it seems a person can learn a lot through trial and error.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between his medical &amp;quot;charity&amp;quot; and his willingness to get his hands dirty with physical labor, Doc Odie seems to have developed a reputation as something of a reputation as a good person around these parts. Which in turn leads to people wanting to tell him their troubles, and expecting him to do something about them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s just not quite ready yet to admit that he might actually like that.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the interim, there are plenty of organleggers and medicos in the city, and Doc is not at all squeamish about taking their money. Or anything else they leave behind.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Doc&amp;quot; Odie&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Scrap Hauler - Laborer&lt;br /&gt;
&lt;br /&gt;
Street Name/Handle&amp;lt;br/&amp;gt;&lt;br /&gt;
Doc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Techie / Medic / Dogsbody&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Level: 1&lt;br /&gt;
&lt;br /&gt;
Strength: 18 (+2) [Growth Roll #1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Dexterity: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Constitution: 14 (+1) [Growth Roll #2]&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14 (+1) [Auto-14]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wisdom: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charisma: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HP: 4 [Roll 3 + Con 1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Trauma Target: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
System Strain: 7.25 / 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Saving throws: Physical 14+, Evasion 14+, Mental 15+, Luck 15+&amp;lt;br/&amp;gt;&lt;br /&gt;
AC: 18 / 18&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Club:&#039;&#039; +2, Shock 3/18, Dam 1d4+2, Trauma 1d6 x2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Knife Hand:&#039;&#039; +2, Shock 3/15, Dam 1d4+2, Trauma 1d6 x3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Heal-0 (Cyberdoc)&amp;lt;br/&amp;gt;&lt;br /&gt;
Exert-0 (Laborer)&amp;lt;br/&amp;gt;&lt;br /&gt;
Fix-1 (Tinker, Cyberdoc)&amp;lt;br/&amp;gt;&lt;br /&gt;
Sneak-0 (Growth Roll #3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Stab-0 (Free)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Catalan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Nerich, Corp Security Drone Rigger -&amp;lt;br/&amp;gt;&lt;br /&gt;
General Social Circles: Corpers &amp;amp; security agents&amp;lt;br/&amp;gt;&lt;br /&gt;
Last Significant Interaction: Repaired a damaged drone with scrap parts, so she didn&#039;t get in trouble&amp;lt;br/&amp;gt;&lt;br /&gt;
What Do They Get Out of This?: There was a romantic relationship, now mutual respect and care strained by old wounds&amp;lt;br/&amp;gt;&lt;br /&gt;
How Well Do You Know Them?: Former romantic partner, extremely well&amp;lt;br/&amp;gt;&lt;br /&gt;
How Did You First Meet Them?: Emigrated to Barcelona together&amp;lt;br/&amp;gt;&lt;br /&gt;
What Can They Do For You?: Insider connection with Foc Maxim, access, possibly military gear (especially damaged or &amp;quot;lost&amp;quot; in battle)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Wired&amp;lt;br/&amp;gt;&lt;br /&gt;
Focused&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Cyberdoc&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Tinker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gear (Encumbrance = 4)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Clothing, ordinary $25 1~&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas mask $1K 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Smartphone, basic $50 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Wearable light $25 1~&amp;lt;br/&amp;gt;&lt;br /&gt;
Cyberdoc Kit $500* 2 [free from Focus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas grenade x3 bundled $150 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas grenade $50 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Lurch x6 $150 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Trauma Patch $50 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Club $0 1&amp;lt;br/&amp;gt;&lt;br /&gt;
$0 Cash (Flat Broke)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Verb: Defend&amp;lt;br/&amp;gt;&lt;br /&gt;
Subject: Cyber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberware (Maint = $9,800 / mo)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
$01K - Cranial Jack&amp;lt;br/&amp;gt;&lt;br /&gt;
$40K - Dermal Amor II, Used - No Flaw [Flaw Roll = 5]&amp;lt;br/&amp;gt;&lt;br /&gt;
$40K - Funes Complex&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Medical Support Readout&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Omnihand&amp;lt;br/&amp;gt;&lt;br /&gt;
$20K - Sharkskin Electrodes&amp;lt;br/&amp;gt;&lt;br /&gt;
$25K + $44K - Skillplug Jack II (Shoot-1, Program-1, Notice-1, Drive-0, Talk-0, Connect-0)&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Remote Control Unit&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Feel good about himself while continuing to tinker and experiment. (TBD, WIP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Big man in an even bigger greatcoat. Clean shaven. Balding on top and thinning elsewhere with loose jowls that indicate past weight fluctuations. Carries his gear in a bindle bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
As above.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455788</id>
		<title>Doc Odie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455788"/>
		<updated>2024-03-13T01:41:39Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Barcelona#Characters | &amp;lt; &amp;lt; &amp;lt; Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Doc&amp;quot; Odie is not a doctor by any stretch of the imagination. In fact, technically, he&#039;s never even met a real doctor. Odie is a scrap hauler and scavenger with a love of body modification and a willingness to experiment... occasionally on himself, if there are no other available subjects. Strangely, though, there rarely seem to be a lack of &amp;quot;patients&amp;quot; when one doesn&#039;t charge for the privilege, and it seems a person can learn a lot through trial and error.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Between his medical &amp;quot;charity&amp;quot; and his willingness to get his hands dirty with physical labor, Doc Odie seems to have developed a reputation as something of a reputation as a good person around these parts. Which in turn leads to people wanting to tell him their troubles, and expecting him to do something about them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s just not quite ready yet to admit that he might actually like that.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the interim, there are plenty of organleggers and medicos in the city, and Doc is not at all squeamish about taking their money. Or anything else they leave behind.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Doc&amp;quot; Odie&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Scrap Hauler - Laborer&lt;br /&gt;
&lt;br /&gt;
Street Name/Handle&amp;lt;br/&amp;gt;&lt;br /&gt;
Doc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Techie / Medic / Dogsbody&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Level: 1&lt;br /&gt;
&lt;br /&gt;
Strength: 18 (+2) [Growth Roll #1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Dexterity: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Constitution: 14 (+1) [Growth Roll #2]&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14 (+1) [Auto-14]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wisdom: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charisma: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HP: 4 [Roll 3 + Con 1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Trauma Target: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
System Strain: 7.25 / 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Saving throws: Physical 14+, Evasion 14+, Mental 15+, Luck 15+&amp;lt;br/&amp;gt;&lt;br /&gt;
AC: 18 / 18&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Club:&#039;&#039; +2, Shock 3/18, Dam 1d4+2, Trauma 1d6 x2&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Knife Hand:&#039;&#039; +2, Shock 3/15, Dam 1d4+2, Trauma 1d6 x3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Heal-0 (Cyberdoc)&amp;lt;br/&amp;gt;&lt;br /&gt;
Fix-1 (Tinker, Cyberdoc)&amp;lt;br/&amp;gt;&lt;br /&gt;
Exert-0 (Laborer)&amp;lt;br/&amp;gt;&lt;br /&gt;
Stab-0 (Free)&amp;lt;br/&amp;gt;&lt;br /&gt;
AnyTBD-0 (Growth Roll #3)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Catalan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Nerich, Corp Security Drone Rigger -&amp;lt;br/&amp;gt;&lt;br /&gt;
General Social Circles: Corpers &amp;amp; security agents&amp;lt;br/&amp;gt;&lt;br /&gt;
Last Significant Interaction: Repaired a damaged drone with scrap parts, so she didn&#039;t get in trouble&amp;lt;br/&amp;gt;&lt;br /&gt;
What Do They Get Out of This?: There was a romantic relationship, now mutual respect and care strained by old wounds&amp;lt;br/&amp;gt;&lt;br /&gt;
How Well Do You Know Them?: Former romantic partner, extremely well&amp;lt;br/&amp;gt;&lt;br /&gt;
How Did You First Meet Them?: Emigrated to Barcelona together&amp;lt;br/&amp;gt;&lt;br /&gt;
What Can They Do For You?: Insider connection with Foc Maxim, access, possibly military gear (especially damaged or &amp;quot;lost&amp;quot; in battle)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Wired&amp;lt;br/&amp;gt;&lt;br /&gt;
Focused&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Cyberdoc&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Tinker&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gear (Encumbrance = 4)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Clothing, ordinary $25 1~&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas mask $1K 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Smartphone, basic $50 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Wearable light $25 1~&amp;lt;br/&amp;gt;&lt;br /&gt;
Cyberdoc Kit $500* 2 [free from Focus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas grenade x3 bundled $150 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Gas grenade $50 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Lurch x6 $150 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Trauma Patch $50 --&amp;lt;br/&amp;gt;&lt;br /&gt;
Club $0 1&amp;lt;br/&amp;gt;&lt;br /&gt;
$0 Cash (Flat Broke)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Verb: Defend&amp;lt;br/&amp;gt;&lt;br /&gt;
Subject: Cyber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberware (Maint = $9,800 / mo)&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
$01K - Cranial Jack&amp;lt;br/&amp;gt;&lt;br /&gt;
$40K - Dermal Amor II, Used - No Flaw [Flaw Roll = 5]&amp;lt;br/&amp;gt;&lt;br /&gt;
$40K - Funes Complex&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Medical Support Readout&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Omnihand&amp;lt;br/&amp;gt;&lt;br /&gt;
$20K - Sharkskin Electrodes&amp;lt;br/&amp;gt;&lt;br /&gt;
$25K + $44K - Skillplug Jack II (Shoot-1, Program-1, Notice-1, Drive-0, Talk-0, Connect-0)&amp;lt;br/&amp;gt;&lt;br /&gt;
$10K - Remote Control Unit&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Feel good about himself while continuing to tinker and experiment. (TBD, WIP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Big man in an even bigger greatcoat. Clean shaven. Balding on top and thinning elsewhere with loose jowls that indicate past weight fluctuations. Carries his gear in a bindle bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
As above.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455787</id>
		<title>Doc Odie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Doc_Odie&amp;diff=455787"/>
		<updated>2024-03-13T01:33:40Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[New_Barcelona#Characters | &amp;lt; &amp;lt; &amp;lt; Back To Main Page]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Doc&amp;quot; Odie is not a doctor by any stretch of the imagination. In fact, technically, he&#039;s never even met a real doctor. Odie is a scrap hauler and scavenger with a love of body modification and a willingness to experiment... occasionally on himself, if there are no other available subjects. Strangely, though, there rarely seem to be a lack of &amp;quot;patients&amp;quot; when one doesn&#039;t charge for the privilege, and it seems a person can learn a lot through trial and error.&lt;br /&gt;
&lt;br /&gt;
Between his medical &amp;quot;charity&amp;quot; and his willingness to get his hands dirty with physical labor, Doc Odie seems to have developed a reputation as something of a reputation as a good person around these parts. Which in turn leads to people wanting to tell him their troubles, and expecting him to do something about them.&lt;br /&gt;
&lt;br /&gt;
He&#039;s just not quite ready yet to admit that he might actually like that.&lt;br /&gt;
&lt;br /&gt;
In the interim, there are plenty of organleggers and medicos in the city, and Doc is not at all squeamish about taking their money. Or anything else they leave behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Doc&amp;quot; Odie&#039;&#039;&#039;&lt;br /&gt;
Scrap Hauler - Laborer&lt;br /&gt;
&lt;br /&gt;
Street Name/Handle&lt;br /&gt;
Doc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role&#039;&#039;&#039;&lt;br /&gt;
Techie / Medic / Dogsbody&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039;&lt;br /&gt;
Level: 1&lt;br /&gt;
&lt;br /&gt;
Strength: 18 (+2) [Growth Roll #1]&lt;br /&gt;
Dexterity: 13&lt;br /&gt;
Constitution: 14 (+1) [Growth Roll #2]&lt;br /&gt;
Intelligence: 14 (+1) [Auto-14]&lt;br /&gt;
Wisdom: 8&lt;br /&gt;
Charisma: 10&lt;br /&gt;
&lt;br /&gt;
HP: 4 [Roll 3 + Con 1]&lt;br /&gt;
Trauma Target: 7&lt;br /&gt;
System Strain: 7.25 / 14&lt;br /&gt;
Saving throws: Physical 14+, Evasion 14+, Mental 15+, Luck 15+&lt;br /&gt;
AC: 18 / 18&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +0&lt;br /&gt;
&#039;&#039;Club:&#039;&#039; +2, Shock 3/18, Dam 1d4+2, Trauma 1d6 x2&lt;br /&gt;
&#039;&#039;Knife Hand:&#039;&#039; +2, Shock 3/15, Dam 1d4+2, Trauma 1d6 x3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Heal-0 (Cyberdoc)&lt;br /&gt;
Fix-1 (Tinker, Cyberdoc)&lt;br /&gt;
Exert-0 (Laborer)&lt;br /&gt;
Stab-0 (Free)&lt;br /&gt;
AnyTBD-0 (Growth Roll #3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;&lt;br /&gt;
Catalan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039;&lt;br /&gt;
Nerich, Corp Security Drone Rigger -&lt;br /&gt;
General Social Circles: Corpers &amp;amp; security agents&lt;br /&gt;
Last Significant Interaction: Repaired a damaged drone with scrap parts, so she didn&#039;t get in trouble&lt;br /&gt;
What Do They Get Out of This?: There was a romantic relationship, now mutual respect and care strained by old wounds&lt;br /&gt;
How Well Do You Know Them?: Former romantic partner, extremely well&lt;br /&gt;
How Did You First Meet Them?: Emigrated to Barcelona together&lt;br /&gt;
What Can They Do For You?: Insider connection with Foc Maxim, access, possibly military gear (especially damaged or &amp;quot;lost&amp;quot; in battle)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
Wired&lt;br /&gt;
Focused&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focus&#039;&#039;&#039;&lt;br /&gt;
Cyberdoc&lt;br /&gt;
&#039;&#039;Gain Fix and Heal as bonus skills. You start play with a cyberdoc kit, and you can implant cyberware even if your Heal skill is level-0. You gain a +2 bonus on all cyber implant surgery skill checks. If you perform cyber maintenance for a person, the delicacy of your adjustments decreases the total System Strain cost of their implants by one point until their next maintenance interval.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Tinker&lt;br /&gt;
&#039;&#039;Gain Fix as a bonus skill. Your Maintenance score is doubled, allowing you to maintain twice as many mods. Vehicle, cyber, and gear mods cost only half their usual price in dollars, though experimental component requirements remain the same.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starting Gear (Encumbrance = 4)&#039;&#039;&#039;&lt;br /&gt;
Clothing, ordinary $25 1~&lt;br /&gt;
Gas mask $1K 1&lt;br /&gt;
Smartphone, basic $50 --&lt;br /&gt;
Wearable light $25 1~&lt;br /&gt;
Cyberdoc Kit $500* 2 [free from Focus]&lt;br /&gt;
Gas grenade x3 bundled $150 1&lt;br /&gt;
Gas grenade $50 1&lt;br /&gt;
Lurch x6 $150 --&lt;br /&gt;
Trauma Patch $50 --&lt;br /&gt;
Club $0 1&lt;br /&gt;
$0 Cash (Flat Broke)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Programs&#039;&#039;&#039;&lt;br /&gt;
Verb: Defend&lt;br /&gt;
Subject: Cyber&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cyberware (Maint = $9,800 / mo)&#039;&#039;&#039;&lt;br /&gt;
$01K - Cranial Jack&lt;br /&gt;
$40K - Dermal Amor II, Used - No Flaw [Flaw Roll = 5]&lt;br /&gt;
$40K - Funes Complex&lt;br /&gt;
$10K - Medical Support Readout&lt;br /&gt;
$10K - Omnihand&lt;br /&gt;
$20K - Sharkskin Electrodes&lt;br /&gt;
$25K + $44K - Skillplug Jack II (Shoot-1, Program-1, Notice-1, Drive-0, Talk-0, Connect-0)&lt;br /&gt;
$10K - Remote Control Unit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goal&#039;&#039;&#039;&lt;br /&gt;
Feel good about himself while continuing to tinker and experiment. (TBD, WIP)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance&#039;&#039;&#039;&lt;br /&gt;
Big man in an even bigger greatcoat. Clean shaven. Balding on top and thinning elsewhere with loose jowls that indicate past weight fluctuations. Carries his gear in a bindle bag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backstory&#039;&#039;&#039;&lt;br /&gt;
As above.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=116312</id>
		<title>Character:Upane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=116312"/>
		<updated>2009-08-05T14:39:35Z</updated>

		<summary type="html">&lt;p&gt;Pyske: /* Acceleration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
=Upane=&lt;br /&gt;
Character in [[Shadow_of_the_Long_White_Cloud|Shadow of the Long White Cloud]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Arapeta Ruruku&lt;br /&gt;
*Virtue: Justice&lt;br /&gt;
*Vice: Envy&lt;br /&gt;
*Path: Obrimos&lt;br /&gt;
*Order: Adamantine Arrow&lt;br /&gt;
*Legacy: None yet.&lt;br /&gt;
*Concept: Māori youth caught between two cultures.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: •&lt;br /&gt;
*Wits: ••&lt;br /&gt;
*Resolve: •••••&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength: ••&lt;br /&gt;
*Dexterity: ••&lt;br /&gt;
*Stamina: ••••&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: ••&lt;br /&gt;
*Manipulation: •&lt;br /&gt;
*Composure: •••&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Investigation •&lt;br /&gt;
*Occult ••• (Māori Traditions)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics ••••&lt;br /&gt;
*Brawl •&lt;br /&gt;
*Drive •&lt;br /&gt;
*Stealth •&lt;br /&gt;
*Weaponry •• (Knives)&lt;br /&gt;
===Social===&lt;br /&gt;
*Expression •&lt;br /&gt;
*Intimidation •&lt;br /&gt;
*Socialize •&lt;br /&gt;
*Streetwise ••• (Youth Culture)&lt;br /&gt;
*Subterfuge •&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Artifact&lt;br /&gt;
**[[Character:Upane/Medal_of_Haane_Manahi|Medal of Haane Manahi]] •••••&lt;br /&gt;
***Body Control&lt;br /&gt;
***Self Healing&lt;br /&gt;
**[[Character:Upane/Traditional_Talking_Stick|Traditional Talking Stick]] ••••&lt;br /&gt;
***Gain Skill&lt;br /&gt;
*Destiny •&lt;br /&gt;
**Bane: Tie not the ribbon, nor the feather wear; yea, the peacock is your enemy.&lt;br /&gt;
*Embodied Familiar ••••&lt;br /&gt;
**[[Character:Upane/Kuri|Kuri]]&lt;br /&gt;
**Dog&lt;br /&gt;
**Spirit of Assertiveness&lt;br /&gt;
*High Speech&lt;br /&gt;
*Shared Sanctum (Security) •&lt;br /&gt;
*Unseen Senses&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies&lt;br /&gt;
**Māori youth •&lt;br /&gt;
*Iron Stamina •••&lt;br /&gt;
*Library&lt;br /&gt;
**Māori traditions •&lt;br /&gt;
* Language (Maori)&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Time •••&lt;br /&gt;
*Forces ••&lt;br /&gt;
*Prime •&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
===Acceleration===&lt;br /&gt;
*Time •••&lt;br /&gt;
*Stamina 4 + Athletics 4 + Time 3 + Rote Specialty (12 dice)&lt;br /&gt;
&lt;br /&gt;
===Glimpsing the Future===&lt;br /&gt;
*Time ••&lt;br /&gt;
*Resolve + Investigation + Time (9 dice)&lt;br /&gt;
===Supernal Vision===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Wits + Occult + Prime (6 dice)&lt;br /&gt;
===Dispel Magic===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Resolve + Occult + Prime (9 dice)&lt;br /&gt;
===Perfect Timing===&lt;br /&gt;
*Time •&lt;br /&gt;
**Composure + Occult + Time (9 dice)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Gnosis: •••&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Willpower: 8&lt;br /&gt;
*Nimbus: a mild burning in the muscles, as of exertion&lt;br /&gt;
*Health: 7&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Defense: 2&lt;br /&gt;
*Initiative Mod: 5&lt;br /&gt;
*Speed: 9&lt;br /&gt;
*Mana: 7/11&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arapeta grew up in a family where &amp;quot;reclaiming our heritage&amp;quot; was dinner table conversation. His parents believed that it was more important to learn whaikorero and the ways of the tipuna than to hold a job, or go to school. He attended school when required, but the lack of parental support meant he was always behind, and that in turn caused his interest in academics to wane. More physical activities brought him into contact with other youth, and were an area where he could excel... he was never much bigger or quicker than the others, but his stamina and resolve helped him to stand out.&lt;br /&gt;
&lt;br /&gt;
His parents lack of focus on education or employment did not lead to a luxurious childhood, and his social situation brought him in contact with the less savory elements of youth culture. Still, he managed to struggle through. Sometimes, knowing about thing like the &amp;quot;haka&amp;quot; was cool. Other times, it was knowing how to jump a fence, or buy a couple grams of meth. Whatever it was, Arapeta tried to fit in.&lt;br /&gt;
&lt;br /&gt;
His awakening came when running from a pack of wild dogs; he found himself surrounded and boxed in. His eye caught a bright light shining from the top of the building, highlighting a ladder, an escape, dangling 12 feet above the ground. He knew he couldn&#039;t make it, knew he had to try. As he bolted for the ladder, it seemed as if time slowed down, as if his feet found solid purchase on air. He climbed the ladder... and climbed. When he reached the top of what seemed like the endless, towering building, he left his tag, so he could always find his way back to this, the place of his triumph.&lt;br /&gt;
&lt;br /&gt;
When he came home, that day, his perspective had changed. The brush with death had taught him something, and he was no longer willing to listen to his parents demands, to follow his friends as a simple member of the pack. He had to take charge, to stop living for others. He had to decide his course, and dedicate himself to it; whatever the challenges, it was his life to live, his questions to answer.&lt;br /&gt;
&lt;br /&gt;
Now, he must find that course. He has become enlightened. Now, he must become wise.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shadow_of_the_Long_White_Cloud&amp;diff=116263</id>
		<title>Shadow of the Long White Cloud</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shadow_of_the_Long_White_Cloud&amp;diff=116263"/>
		<updated>2009-08-05T04:14:06Z</updated>

		<summary type="html">&lt;p&gt;Pyske: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Mage:_The_Awakening]][[Category:PBP]]&lt;br /&gt;
&#039;&#039;&#039;Mage: The Awakening: Shadow of the Long White Cloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A game set in Wellington, New Zealand, and run by [[User:Andrensath|Andrensath]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Cabal==&lt;br /&gt;
*[[Character:Blaze|Blaze]], Mastigos, Mysterium played by Deamon.&lt;br /&gt;
*[[Character:Heisenburg|Heisenburg]], Moros, Silver Ladder, Uncrowned King, played by Anglachel.&lt;br /&gt;
*[[Character:Lister|Lister]], Thyrsus, Adamantine Arrow, played by medic.&lt;br /&gt;
*[[Character:Malachi|Malachi]], Acanthus, Guardian of the Veil, played by Phantom Grunweasel.&lt;br /&gt;
*[[Character:Upane|Upane]], Obrimos, Adamantine Arrow, played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Threads==&lt;br /&gt;
===Gameplay===&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=466215 IC]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=466213 OOC]&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=463841 Recruitment]&lt;br /&gt;
&lt;br /&gt;
==The Sanctum==&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cabal Roles===&lt;br /&gt;
*Farseeker: ?&lt;br /&gt;
*Doorwardens: ?&lt;br /&gt;
*Hearthmaster: ?&lt;br /&gt;
*Lorekeeper: ?&lt;br /&gt;
*Edgetender: ?&lt;br /&gt;
&lt;br /&gt;
==The NPCs==&lt;br /&gt;
===Mages===&lt;br /&gt;
====Pentacle Orders====&lt;br /&gt;
=====Adamantine Arrow=====&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Athena_Promachos|Athena Promachos (Provost, Sentinel)]]======&lt;br /&gt;
*Acanthus.&lt;br /&gt;
*A Thunderbolt Guardian&lt;br /&gt;
*Member of The Sisterhood of the Blessed Legacy.&lt;br /&gt;
*Assigned as [[Character:Lister|Lister&#039;s]] Mentor by the Adamant Sage of Wellington.&lt;br /&gt;
*Provost and Sentinel.&lt;br /&gt;
*Lorekeeper in the Phalanx cabal.&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Tū-ka-nguha|Tū-ka-nguha (Adamant Sage, Councillor)]]======&lt;br /&gt;
*Obrimos.&lt;br /&gt;
*The Adamant Sage of Wellington.&lt;br /&gt;
*Member of the Brotherhood of the Demon Wind Legacy.&lt;br /&gt;
*Doorwarden in the Phalanx cabal.&lt;br /&gt;
=====Free Council=====&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Luxemburg|Luxemburg]]======&lt;br /&gt;
*Acanthus.&lt;br /&gt;
*Parnell&#039;s lover.&lt;br /&gt;
*Lorekeeper in the Spartakusbund cabal.&lt;br /&gt;
*Despised by most of the Councillors.&lt;br /&gt;
*Member of the Blank Badges Legacy.&lt;br /&gt;
*Highly socialistic in her policies.&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Parnell|Parnell (Heirach)]]======&lt;br /&gt;
*Acanthus.&lt;br /&gt;
*Wellington&#039;s Heirach.&lt;br /&gt;
*Luxemburg&#039;s lover.&lt;br /&gt;
*Hearthmaster in the Spartakusbund cabal.&lt;br /&gt;
*Despised by most of the Councillors.&lt;br /&gt;
*Member of the Blank Badges Legacy.&lt;br /&gt;
*Highly socialistic in her policies.&lt;br /&gt;
=====Guardians of the Veil=====&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Nemo|Nemo]]======&lt;br /&gt;
*Moros.&lt;br /&gt;
*Member of the Subtle Ones Legacy.&lt;br /&gt;
======[[Shadow_of_the_Long_White_Cloud/Cicero|Cicero (Councillor)]]======&lt;br /&gt;
=====Mysterium=====&lt;br /&gt;
=====Silver Ladder=====&lt;br /&gt;
&lt;br /&gt;
====Seers of the Throne====&lt;br /&gt;
&lt;br /&gt;
===Sleepers===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==IC Documents==&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*[[Shadow_of_the_Long_White_Cloud/House rules|House rules]]&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=115740</id>
		<title>Character:Upane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=115740"/>
		<updated>2009-07-31T05:09:02Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
=Upane=&lt;br /&gt;
Character in [[Shadow_of_the_Long_White_Cloud|Shadow of the Long White Cloud]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Arapeta Ruruku&lt;br /&gt;
*Virtue: Justice&lt;br /&gt;
*Vice: Envy&lt;br /&gt;
*Path: Obrimos&lt;br /&gt;
*Order: Adamantine Arrow&lt;br /&gt;
*Legacy: None yet.&lt;br /&gt;
*Concept: Māori youth caught between two cultures.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: •&lt;br /&gt;
*Wits: ••&lt;br /&gt;
*Resolve: •••••&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength: ••&lt;br /&gt;
*Dexterity: ••&lt;br /&gt;
*Stamina: ••••&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: ••&lt;br /&gt;
*Manipulation: •&lt;br /&gt;
*Composure: •••&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Investigation •&lt;br /&gt;
*Occult ••• (Māori Traditions)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics ••••&lt;br /&gt;
*Brawl •&lt;br /&gt;
*Drive •&lt;br /&gt;
*Stealth •&lt;br /&gt;
*Weaponry •• (Knives)&lt;br /&gt;
===Social===&lt;br /&gt;
*Expression •&lt;br /&gt;
*Intimidation •&lt;br /&gt;
*Socialize •&lt;br /&gt;
*Streetwise ••• (Youth Culture)&lt;br /&gt;
*Subterfuge •&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Artifact&lt;br /&gt;
**[[Character:Upane/Medal_of_Haane_Manahi|Medal of Haane Manahi]] •••••&lt;br /&gt;
***Body Control&lt;br /&gt;
***Self Healing&lt;br /&gt;
**[[Character:Upane/Traditional_Talking_Stick|Traditional Talking Stick]] ••••&lt;br /&gt;
***Gain Skill&lt;br /&gt;
*Destiny •&lt;br /&gt;
**Bane: Tie not the ribbon, nor the feather wear; yea, the peacock is your enemy.&lt;br /&gt;
*Embodied Familiar ••••&lt;br /&gt;
**[[Character:Upane/Kuri|Kuri]]&lt;br /&gt;
**Dog&lt;br /&gt;
**Spirit of Assertiveness&lt;br /&gt;
*High Speech&lt;br /&gt;
*Shared Sanctum (Security) •&lt;br /&gt;
*Unseen Senses&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies&lt;br /&gt;
**Māori youth •&lt;br /&gt;
*Iron Stamina •••&lt;br /&gt;
*Library&lt;br /&gt;
**Māori traditions •&lt;br /&gt;
* Language (Maori)&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Time •••&lt;br /&gt;
*Forces ••&lt;br /&gt;
*Prime •&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
===Acceleration===&lt;br /&gt;
*Time •••&lt;br /&gt;
*Stamina + Athletics + Time (11 dice)&lt;br /&gt;
===Glimpsing the Future===&lt;br /&gt;
*Time ••&lt;br /&gt;
*Resolve + Investigation + Time (9 dice)&lt;br /&gt;
===Supernal Vision===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Wits + Occult + Prime (6 dice)&lt;br /&gt;
===Dispel Magic===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Resolve + Occult + Prime (9 dice)&lt;br /&gt;
===Perfect Timing===&lt;br /&gt;
*Time •&lt;br /&gt;
**Composure + Occult + Time (9 dice)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Gnosis: •••&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Willpower: 8&lt;br /&gt;
*Nimbus: a mild burning in the muscles, as of exertion&lt;br /&gt;
*Health: 7&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Defense: 2&lt;br /&gt;
*Initiative Mod: 5&lt;br /&gt;
*Speed: 9&lt;br /&gt;
*Mana: 7/11&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arapeta grew up in a family where &amp;quot;reclaiming our heritage&amp;quot; was dinner table conversation. His parents believed that it was more important to learn whaikorero and the ways of the tipuna than to hold a job, or go to school. He attended school when required, but the lack of parental support meant he was always behind, and that in turn caused his interest in academics to wane. More physical activities brought him into contact with other youth, and were an area where he could excel... he was never much bigger or quicker than the others, but his stamina and resolve helped him to stand out.&lt;br /&gt;
&lt;br /&gt;
His parents lack of focus on education or employment did not lead to a luxurious childhood, and his social situation brought him in contact with the less savory elements of youth culture. Still, he managed to struggle through. Sometimes, knowing about thing like the &amp;quot;haka&amp;quot; was cool. Other times, it was knowing how to jump a fence, or buy a couple grams of meth. Whatever it was, Arapeta tried to fit in.&lt;br /&gt;
&lt;br /&gt;
His awakening came when running from a pack of wild dogs; he found himself surrounded and boxed in. His eye caught a bright light shining from the top of the building, highlighting a ladder, an escape, dangling 12 feet above the ground. He knew he couldn&#039;t make it, knew he had to try. As he bolted for the ladder, it seemed as if time slowed down, as if his feet found solid purchase on air. He climbed the ladder... and climbed. When he reached the top of what seemed like the endless, towering building, he left his tag, so he could always find his way back to this, the place of his triumph.&lt;br /&gt;
&lt;br /&gt;
When he came home, that day, his perspective had changed. The brush with death had taught him something, and he was no longer willing to listen to his parents demands, to follow his friends as a simple member of the pack. He had to take charge, to stop living for others. He had to decide his course, and dedicate himself to it; whatever the challenges, it was his life to live, his questions to answer.&lt;br /&gt;
&lt;br /&gt;
Now, he must find that course. He has become enlightened. Now, he must become wise.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=115309</id>
		<title>Character:Upane</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Upane&amp;diff=115309"/>
		<updated>2009-07-28T02:45:33Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Player_character]]&lt;br /&gt;
=Upane=&lt;br /&gt;
Character in [[Shadow_of_the_Long_White_Cloud|Shadow of the Long White Cloud]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Civilian Name: Arapeta Ruruku&lt;br /&gt;
*Virtue: Justice&lt;br /&gt;
*Vice: Envy&lt;br /&gt;
*Path: Obrimos&lt;br /&gt;
*Order: Adamantine Arrow&lt;br /&gt;
*Legacy: None yet.&lt;br /&gt;
*Concept: Māori youth caught between two cultures.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: •&lt;br /&gt;
*Wits: ••&lt;br /&gt;
*Resolve: •••••&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength: ••&lt;br /&gt;
*Dexterity: ••&lt;br /&gt;
*Stamina: ••••&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: ••&lt;br /&gt;
*Manipulation: •&lt;br /&gt;
*Composure: •••&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Investigation •&lt;br /&gt;
*Occult ••• (Māori Traditions)&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics ••••&lt;br /&gt;
*Brawl •&lt;br /&gt;
*Drive •&lt;br /&gt;
*Stealth •&lt;br /&gt;
*Weaponry •• (Knives)&lt;br /&gt;
===Social===&lt;br /&gt;
*Expression •&lt;br /&gt;
*Intimidation •&lt;br /&gt;
*Socialize •&lt;br /&gt;
*Streetwise ••• (Youth Culture)&lt;br /&gt;
*Subterfuge •&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Artifact&lt;br /&gt;
**[[Character:Upane/Medal_of_Haane_Manahi|Medal of Haane Manahi]] •••••&lt;br /&gt;
***Body Control&lt;br /&gt;
***Self Healing&lt;br /&gt;
**[[Character:Upane/Traditional_Talking_Stick|Traditional Talking Stick]] ••••&lt;br /&gt;
***Gain Skill&lt;br /&gt;
*Destiny •&lt;br /&gt;
**Bane: Tie not the ribbon, nor the feather wear; yea, the peacock is your enemy.&lt;br /&gt;
*Embodied Familiar ••••&lt;br /&gt;
**[[Character:Upane/Kuri|Kuri]]&lt;br /&gt;
**Dog&lt;br /&gt;
**Spirit of Assertiveness&lt;br /&gt;
*High Speech&lt;br /&gt;
*Shared Sanctum (Security) •&lt;br /&gt;
*Unseen Senses&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies&lt;br /&gt;
**Māori youth •&lt;br /&gt;
*Iron Stamina •••&lt;br /&gt;
*Library&lt;br /&gt;
**Māori traditions •&lt;br /&gt;
* Language (Maori)&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Time •••&lt;br /&gt;
*Forces ••&lt;br /&gt;
*Prime •&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
===Acceleration===&lt;br /&gt;
*Time •••&lt;br /&gt;
*Stamina + Athletics + Time (11 dice)&lt;br /&gt;
===Glimpsing the Future===&lt;br /&gt;
*Time ••&lt;br /&gt;
*Resolve + Investigation + Time (9 dice)&lt;br /&gt;
===Supernal Vision===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Wits + Occult + Prime (6 dice)&lt;br /&gt;
===Dispel Magic===&lt;br /&gt;
*Prime •&lt;br /&gt;
**Resolve + Occult + Prime (9 dice)&lt;br /&gt;
===The Perfect Moment===&lt;br /&gt;
*Time •&lt;br /&gt;
**Composure + Occult + Time (9 dice)&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Gnosis: •••&lt;br /&gt;
*Wisdom: 7&lt;br /&gt;
*Willpower: 8&lt;br /&gt;
*Nimbus: a mild burning in the muscles, as of exertion&lt;br /&gt;
*Health: 7&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Defense: 2&lt;br /&gt;
*Initiative Mod: 5&lt;br /&gt;
*Speed: 9&lt;br /&gt;
*Mana: 7/11&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
===Mundane===&lt;br /&gt;
====Gained====&lt;br /&gt;
====Spent====&lt;br /&gt;
====Unspent====&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arapeta grew up in a family where &amp;quot;reclaiming our heritage&amp;quot; was dinner table conversation. His parents believed that it was more important to learn whaikorero and the ways of the tipuna than to hold a job, or go to school. He attended school when required, but the lack of parental support meant he was always behind, and that in turn caused his interest in academics to wane. More physical activities brought him into contact with other youth, and were an area where he could excel... he was never much bigger or quicker than the others, but his stamina and resolve helped him to stand out.&lt;br /&gt;
&lt;br /&gt;
His parents lack of focus on education or employment did not lead to a luxurious childhood, and his social situation brought him in contact with the less savory elements of youth culture. Still, he managed to struggle through. Sometimes, knowing about thing like the &amp;quot;haka&amp;quot; was cool. Other times, it was knowing how to jump a fence, or buy a couple grams of meth. Whatever it was, Arapeta tried to fit in.&lt;br /&gt;
&lt;br /&gt;
His awakening came when running from a pack of wild dogs; he found himself surrounded and boxed in. His eye caught a bright light shining from the top of the building, highlighting a ladder, an escape, dangling 12 feet above the ground. He knew he couldn&#039;t make it, knew he had to try. As he bolted for the ladder, it seemed as if time slowed down, as if his feet found solid purchase on air. He climbed the ladder... and climbed. When he reached the top of what seemed like the endless, towering building, he left his tag, so he could always find his way back to this, the place of his triumph.&lt;br /&gt;
&lt;br /&gt;
When he came home, that day, his perspective had changed. The brush with death had taught him something, and he was no longer willing to listen to his parents demands, to follow his friends as a simple member of the pack. He had to take charge, to stop living for others. He had to decide his course, and dedicate himself to it; whatever the challenges, it was his life to live, his questions to answer.&lt;br /&gt;
&lt;br /&gt;
Now, he must find that course. He has become enlightened. Now, he must become wise.&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=114946</id>
		<title>Character:Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=114946"/>
		<updated>2009-07-23T21:47:52Z</updated>

		<summary type="html">&lt;p&gt;Pyske: /* Miscellaneous */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Legion&#039;&#039;&#039;&lt;br /&gt;
[[Category:Player_character]]&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Shadow Name: Legion (or &amp;quot;Clem&amp;quot; to friends / sleeper contacts)&lt;br /&gt;
*Virtue: Charity (Idealistic Champion of Rights)&lt;br /&gt;
*Vice: Sloth (Fear of Confrontation)&lt;br /&gt;
*Path: Mastigos&lt;br /&gt;
*Legacy: Subtle Ones&lt;br /&gt;
*Order: Mysterium (barely)&lt;br /&gt;
*Nimbus: Feelings of dissociation and &amp;quot;emotional bleed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Resolve: 4 (dedicated, feeds off others expectations)&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength : 2 (but bookish)&lt;br /&gt;
*Dexterity: 2&lt;br /&gt;
*Stamina : 3&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: 1 (socially timid, blends in)&lt;br /&gt;
*Manipulation: 4 (senses others needs)&lt;br /&gt;
*Composure: 4 (hard to rattle / slightly &amp;quot;disassociated&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics : 1&lt;br /&gt;
*Computer : 1&lt;br /&gt;
*Craft : 0&lt;br /&gt;
*Investigation : 1&lt;br /&gt;
*Medicine : 0&lt;br /&gt;
*Occult : 1&lt;br /&gt;
*Politics [activism]: 4 [5]&lt;br /&gt;
*Science : 1&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics : 0&lt;br /&gt;
*Brawl : 0&lt;br /&gt;
*Drive : 0&lt;br /&gt;
*Firearms : 0&lt;br /&gt;
*Larceny : 2&lt;br /&gt;
*Stealth [blending in]: 3 [4]&lt;br /&gt;
*Survival : 0&lt;br /&gt;
*Weaponry : 0&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken : 0&lt;br /&gt;
*Empathy [crowds] : 2 [3]&lt;br /&gt;
*Expression : 0&lt;br /&gt;
*Intimidation : 0&lt;br /&gt;
*Persuasion : 2&lt;br /&gt;
*Socialize : 2&lt;br /&gt;
*Streetwise : 3&lt;br /&gt;
*Subterfuge : 5&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Mind: 3&lt;br /&gt;
*Fate: 2&lt;br /&gt;
*Space: 2&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*The Evil Eye (Fate 2)&lt;br /&gt;
*Misperception (Mind 2)&lt;br /&gt;
*Conceal Sympathy (Space 2)&lt;br /&gt;
*Mob Mentality (Mind 3, Manipulation + Empathy (Crowds) + Mind) -- as Emotional Urging which affects groups which share a common purpose, and which creates a mild emotional feedback loop between the group and the mage. The mage can feel and be slightly influenced by group emotions. Emotions tend to normalize across the group (thus, one person&#039;s fear tends to be subsumed, but even level-headed sorts may be affected if the whole group is panicking).&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Gnosis = 3 : 6&lt;br /&gt;
*High Speech : 0&lt;br /&gt;
*Mentor [master &amp;quot;Dred Scott&amp;quot;] : 5 (his original teacher, an elderly black civil rights activist)&lt;br /&gt;
*Mentor [legacy &amp;quot;John Doe&amp;quot;] : 3 (a somewhat mysterious, hard-to-find mage)&lt;br /&gt;
*Occultation : 3&lt;br /&gt;
*Sanctum [personal, Size 0, Security 1, no Hallow, in Athens, GA] : 1&lt;br /&gt;
*Sanctum Contribution : 3&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies [political activists] : 4&lt;br /&gt;
*Contacts [Atlanta police, news, political] : 3&lt;br /&gt;
*Resources : 2&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Willpower: 8 (spent: 1)&lt;br /&gt;
*Nimbus: Feelings of dissociation and &amp;quot;emotional bleed&amp;quot;&lt;br /&gt;
*Health: 8&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Defense: 2&lt;br /&gt;
*Initiative Mod: 6&lt;br /&gt;
*Speed: 9&lt;br /&gt;
*Mana: 12 / 12&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/450628/ Clem&#039;s Rolls]&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:4&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:4&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=113134</id>
		<title>Character:Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=113134"/>
		<updated>2009-07-06T18:47:21Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Legion&#039;&#039;&#039;&lt;br /&gt;
[[Category:Player_character]]&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Shadow Name: Legion (or &amp;quot;Clem&amp;quot; to friends / sleeper contacts)&lt;br /&gt;
*Virtue: Charity (Idealistic Champion of Rights)&lt;br /&gt;
*Vice: Sloth (Fear of Confrontation)&lt;br /&gt;
*Path: Mastigos&lt;br /&gt;
*Legacy: Subtle Ones&lt;br /&gt;
*Order: Mysterium (barely)&lt;br /&gt;
*Nimbus: Feelings of dissociation and &amp;quot;emotional bleed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Resolve: 4 (dedicated, feeds off others expectations)&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength : 2 (but bookish)&lt;br /&gt;
*Dexterity: 2&lt;br /&gt;
*Stamina : 3&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: 1 (socially timid, blends in)&lt;br /&gt;
*Manipulation: 4 (senses others needs)&lt;br /&gt;
*Composure: 4 (hard to rattle / slightly &amp;quot;disassociated&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics : 1&lt;br /&gt;
*Computer : 1&lt;br /&gt;
*Craft : 0&lt;br /&gt;
*Investigation : 1&lt;br /&gt;
*Medicine : 0&lt;br /&gt;
*Occult : 1&lt;br /&gt;
*Politics [activism]: 4 [5]&lt;br /&gt;
*Science : 1&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics : 0&lt;br /&gt;
*Brawl : 0&lt;br /&gt;
*Drive : 0&lt;br /&gt;
*Firearms : 0&lt;br /&gt;
*Larceny : 2&lt;br /&gt;
*Stealth [blending in]: 3 [4]&lt;br /&gt;
*Survival : 0&lt;br /&gt;
*Weaponry : 0&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken : 0&lt;br /&gt;
*Empathy [crowds] : 2 [3]&lt;br /&gt;
*Expression : 0&lt;br /&gt;
*Intimidation : 0&lt;br /&gt;
*Persuasion : 2&lt;br /&gt;
*Socialize : 2&lt;br /&gt;
*Streetwise : 3&lt;br /&gt;
*Subterfuge : 5&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Mind: 3&lt;br /&gt;
*Fate: 2&lt;br /&gt;
*Space: 2&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*The Evil Eye (Fate 2)&lt;br /&gt;
*Misperception (Mind 2)&lt;br /&gt;
*Conceal Sympathy (Space 2)&lt;br /&gt;
*Mob Mentality (Mind 3, Manipulation + Empathy (Crowds) + Mind) -- as Emotional Urging which affects groups which share a common purpose, and which creates a mild emotional feedback loop between the group and the mage. The mage can feel and be slightly influenced by group emotions. Emotions tend to normalize across the group (thus, one person&#039;s fear tends to be subsumed, but even level-headed sorts may be affected if the whole group is panicking).&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Gnosis = 3 : 6&lt;br /&gt;
*High Speech : 0&lt;br /&gt;
*Mentor [master &amp;quot;Dred Scott&amp;quot;] : 5 (his original teacher, an elderly black civil rights activist)&lt;br /&gt;
*Mentor [legacy &amp;quot;John Doe&amp;quot;] : 3 (a somewhat mysterious, hard-to-find mage)&lt;br /&gt;
*Occultation : 3&lt;br /&gt;
*Sanctum [personal, Size 0, Security 1, no Hallow, in Athens, GA] : 1&lt;br /&gt;
*Sanctum Contribution : 3&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies [political activists] : 4&lt;br /&gt;
*Contacts [Atlanta police, news, political] : 3&lt;br /&gt;
*Resources : 2&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous==&lt;br /&gt;
*Gnosis: 3&lt;br /&gt;
*Wisdom: 5&lt;br /&gt;
*Willpower: 8&lt;br /&gt;
*Nimbus: Feelings of dissociation and &amp;quot;emotional bleed&amp;quot;&lt;br /&gt;
*Health: 8&lt;br /&gt;
*Size: 5&lt;br /&gt;
*Defense: 2&lt;br /&gt;
*Initiative Mod: 6&lt;br /&gt;
*Speed: 9&lt;br /&gt;
*Mana: 12 / 12&lt;br /&gt;
*[http://invisiblecastle.com/roller/search/450628/ Clem&#039;s Rolls]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:4&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:4&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=113132</id>
		<title>Character:Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Legion&amp;diff=113132"/>
		<updated>2009-07-06T18:31:56Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Legion&#039;&#039;&#039;&lt;br /&gt;
[[Category:Player_character]]&lt;br /&gt;
&lt;br /&gt;
Character in [[Mage:_the_Awakening:_A_Civil_War|Mage: The Awakening: A Civil War]], played by Psyke.&lt;br /&gt;
&lt;br /&gt;
==Profile==&lt;br /&gt;
*Shadow Name: Legion&lt;br /&gt;
*Virtue: Charity (Idealistic Champion of Rights)&lt;br /&gt;
*Vice: Sloth (Fear of Confrontation)&lt;br /&gt;
*Path: Mastigos&lt;br /&gt;
*Legacy: Subtle Ones&lt;br /&gt;
*Order: Mysterium (barely)&lt;br /&gt;
*Nimbus: Feelings of dissociation and &amp;quot;emotional bleed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Intelligence: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Resolve: 4 (dedicated, feeds off others expectations)&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Strength : 2 (but bookish)&lt;br /&gt;
*Dexterity: 2&lt;br /&gt;
*Stamina : 3&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Presence: 1 (socially timid, blends in)&lt;br /&gt;
*Manipulation: 4 (senses others needs)&lt;br /&gt;
*Composure: 4 (hard to rattle / slightly &amp;quot;disassociated&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
===Mental===&lt;br /&gt;
*Academics : 1&lt;br /&gt;
*Computer : 1&lt;br /&gt;
*Craft : 0&lt;br /&gt;
*Investigation : 1&lt;br /&gt;
*Medicine : 0&lt;br /&gt;
*Occult : 1&lt;br /&gt;
*Politics [activism]: 4 [5]&lt;br /&gt;
*Science : 1&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
*Athletics : 0&lt;br /&gt;
*Brawl : 0&lt;br /&gt;
*Drive : 0&lt;br /&gt;
*Firearms : 0&lt;br /&gt;
*Larceny : 2&lt;br /&gt;
*Stealth [blending in]: 3 [4]&lt;br /&gt;
*Survival : 0&lt;br /&gt;
*Weaponry : 0&lt;br /&gt;
&lt;br /&gt;
===Social===&lt;br /&gt;
*Animal Ken : 0&lt;br /&gt;
*Empathy [crowds] : 2 [3]&lt;br /&gt;
*Expression : 0&lt;br /&gt;
*Intimidation : 0&lt;br /&gt;
*Persuasion : 2&lt;br /&gt;
*Socialize : 2&lt;br /&gt;
*Streetwise : 3&lt;br /&gt;
*Subterfuge : 5&lt;br /&gt;
&lt;br /&gt;
==Arcana==&lt;br /&gt;
*Mind: 3&lt;br /&gt;
*Fate: 2&lt;br /&gt;
*Space: 2&lt;br /&gt;
&lt;br /&gt;
==Rotes==&lt;br /&gt;
*The Evil Eye (Fate 2)&lt;br /&gt;
*Misperception (Mind 2)&lt;br /&gt;
*Conceal Sympathy (Space 2)&lt;br /&gt;
*Mob Mentality (Mind 3, Manipulation + Empathy (Crowds) + Mind) -- as Emotional Urging which affects groups which share a common purpose, and which creates a mild emotional feedback loop between the group and the mage. The mage can feel and be slightly influenced by group emotions. Emotions tend to normalize across the group (thus, one person&#039;s fear tends to be subsumed, but even level-headed sorts may be affected if the whole group is panicking).&lt;br /&gt;
&lt;br /&gt;
==Merits==&lt;br /&gt;
===Magical===&lt;br /&gt;
*Gnosis = 3 : 6&lt;br /&gt;
*High Speech : 0&lt;br /&gt;
*Mentor [master &amp;quot;Dred Scott&amp;quot;] : 5 (his original teacher, an elderly black civil rights activist)&lt;br /&gt;
*Mentor [legacy &amp;quot;John Doe&amp;quot;] : 3 (a somewhat mysterious, hard-to-find mage)&lt;br /&gt;
*Occultation : 3&lt;br /&gt;
*Sanctum [personal, Size 0, Security 1, no Hallow, in Athens, GA] : 1&lt;br /&gt;
*Sanctum Contribution : 3&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Allies [political activists] : 4&lt;br /&gt;
*Contacts [Atlanta police, news, political] : 3&lt;br /&gt;
*Resources : 2&lt;br /&gt;
&lt;br /&gt;
==XP==&lt;br /&gt;
===Arcane===&lt;br /&gt;
*Gained:2&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:2&lt;br /&gt;
===Mundane===&lt;br /&gt;
*Gained:4&lt;br /&gt;
*Spent:&lt;br /&gt;
*Unspent:4&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=102299</id>
		<title>SHELTER:John Vaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=102299"/>
		<updated>2009-02-07T23:26:21Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;John Vaught&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:John_Vaught.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: John Vaught&lt;br /&gt;
&lt;br /&gt;
Codename: HANDSHAKE&lt;br /&gt;
&lt;br /&gt;
Player: Pyske&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Suit&lt;br /&gt;
&lt;br /&gt;
Class: Fixer 3/Advocate 3&lt;br /&gt;
&lt;br /&gt;
Reputation: 16&lt;br /&gt;
&lt;br /&gt;
XP: 15,250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 48&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 181 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Salt &amp;amp; Pepper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI&#039;s Economic Espionage Task Force. When John&#039;s formal complaint was rejected by a board of appeals (because the man&#039;s CYA approach was technically within the rules &amp;amp; regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he&#039;s aware that John has moved into the espionage arena.)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 8 (-1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 20 (+5)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8&lt;br /&gt;
&lt;br /&gt;
Request: +11&lt;br /&gt;
&lt;br /&gt;
Gear: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 26 9mm (favored): +5, 1d10+1, Error/Threat 1/20, Ammo 12M3, Recoil ?, Range 20 ft, Qualities: Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+7 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
[Athletics +1/+3 (2 ranks, cap 20) -- Skill Training II]&lt;br /&gt;
&lt;br /&gt;
Blend +2/+6 (1 rank, cap 20)*&lt;br /&gt;
&lt;br /&gt;
Bluff +17 (9 ranks, threat 17-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +15 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, North Africa, West Asia) +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +17 (9 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Intimidate +0/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+13 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Medicine +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Networking +10/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (6 ranks, threat 19-20, cap 30)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+9 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Streetwise +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.&lt;br /&gt;
&lt;br /&gt;
The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result&lt;br /&gt;
&lt;br /&gt;
Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.&lt;br /&gt;
&lt;br /&gt;
Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).&lt;br /&gt;
&lt;br /&gt;
Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up).&lt;br /&gt;
• If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference&lt;br /&gt;
between these Calibers at the start of each session or you lose access to the item for the duration of the current mission.&lt;br /&gt;
• If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item.&lt;br /&gt;
&lt;br /&gt;
Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4).&lt;br /&gt;
&lt;br /&gt;
[Escape and Evasion Training -- Feat Training I]: You gain a +3 synergy bonus with all Blend checks made as the Prey in a manhunt. Further, all checks you make as the Prey in a manhunt gain a synergy bonus from your Falsify skill. Also, your maximum synergy bonus with checks made as the Prey in a manhunt increases to (5 + the number of Terrain feats you possess). Finally, you gain a synergy bonus from your Bluff skill with all Maneuver checks made as the Prey in a chase.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contact: Marie Turka, DEA Internal Affairs -- known via some &amp;quot;creative accounting&amp;quot; for a DEA op&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This&lt;br /&gt;
ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Associate: Red Herrings: You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.&lt;br /&gt;
&lt;br /&gt;
Confederate: Cleaning Crew: At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 11&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, Skill Training II (Athletics), Feat Training I (Escape and Evasion Training), cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 26 9mm II (Concealed Holster, Tactical Flashlight) [small of back]&lt;br /&gt;
Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds) [ankle holster]&lt;br /&gt;
Low Profile Armor (Average) III (Nomex Underwear) [blazer]&lt;br /&gt;
Gadget: Skill Boost I (+2 Impress) [blazer front pocket]&lt;br /&gt;
Cover Identity II (FBI agent James Mullen, PR 2) [blazer inside pocket]&lt;br /&gt;
cigarettes, lighter, chewing gum, blackberry, business cards, disposable cell phone [pants pocket]&lt;br /&gt;
attache case [carried] &lt;br /&gt;
bluetooth headset [worn or blazer pocket]&lt;br /&gt;
fancy watch [worn]&lt;br /&gt;
&lt;br /&gt;
=Trunk of Rental Vehicle=&lt;br /&gt;
Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, portable document shredder, 2x handcuffs, tactical radio, needle-nose pliers, blank search warrant, gun cleaning kit&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
=Transcript=&lt;br /&gt;
&lt;br /&gt;
Arnold Monk&lt;br /&gt;
&lt;br /&gt;
06.11.07 15:00&lt;br /&gt;
&lt;br /&gt;
Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.&lt;br /&gt;
&lt;br /&gt;
I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.&lt;br /&gt;
&lt;br /&gt;
Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.&lt;br /&gt;
&lt;br /&gt;
Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.&lt;br /&gt;
&lt;br /&gt;
You think about that before you give him whatever this super-secret new job is supposed to be.&lt;br /&gt;
&lt;br /&gt;
Thanks. I guess that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=102292</id>
		<title>SHELTER:John Vaught</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SHELTER:John_Vaught&amp;diff=102292"/>
		<updated>2009-02-07T23:08:18Z</updated>

		<summary type="html">&lt;p&gt;Pyske: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;John Vaught&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:John_Vaught.jpg]]&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
Name: John Vaught&lt;br /&gt;
&lt;br /&gt;
Codename: HANDSHAKE&lt;br /&gt;
&lt;br /&gt;
Player: Pyske&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Origin: Witty Suit&lt;br /&gt;
&lt;br /&gt;
Class: Fixer 3/Advocate 3&lt;br /&gt;
&lt;br /&gt;
Reputation: 16&lt;br /&gt;
&lt;br /&gt;
XP: 15,250&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Age: 48&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 181 lbs.&lt;br /&gt;
&lt;br /&gt;
Eyes: Brown&lt;br /&gt;
&lt;br /&gt;
Hair: Salt &amp;amp; Pepper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Backstory:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Subplots:&lt;br /&gt;
&lt;br /&gt;
Nemesis (John has one major rivalry, in Arnold Monk, the former leader of the FBI&#039;s Economic Espionage Task Force. When John&#039;s formal complaint was rejected by a board of appeals (because the man&#039;s CYA approach was technically within the rules &amp;amp; regs), John used his social network to have the man ostracized and eventually pushed out of his position. Arnold held a grudge, and he&#039;s aware that John has moved into the espionage arena.)&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
STR 8 (-1)&lt;br /&gt;
&lt;br /&gt;
DEX 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CON 12 (+1)&lt;br /&gt;
&lt;br /&gt;
INT 14 (+2)&lt;br /&gt;
&lt;br /&gt;
WIS 12 (+1)&lt;br /&gt;
&lt;br /&gt;
CHA 20 (+5)&lt;br /&gt;
&lt;br /&gt;
=Derived Values=&lt;br /&gt;
&lt;br /&gt;
Action Dice: 4d6&lt;br /&gt;
&lt;br /&gt;
Vitality Points: 39&lt;br /&gt;
&lt;br /&gt;
Wound Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortitude: +4&lt;br /&gt;
&lt;br /&gt;
Reflex: +4&lt;br /&gt;
&lt;br /&gt;
Will: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stress Threshold: 14&lt;br /&gt;
&lt;br /&gt;
Subdual Threshold: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Knowledge: +8&lt;br /&gt;
&lt;br /&gt;
Request: +11&lt;br /&gt;
&lt;br /&gt;
Gear: +7&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Defense: 14&lt;br /&gt;
&lt;br /&gt;
Initiative: +5&lt;br /&gt;
&lt;br /&gt;
Base Attack Bonus: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed: +2&lt;br /&gt;
&lt;br /&gt;
Melee: +2&lt;br /&gt;
&lt;br /&gt;
Ranged: +4&lt;br /&gt;
&lt;br /&gt;
Weapon Proficiencies: Blunt, Handgun (forte), Unarmed&lt;br /&gt;
&lt;br /&gt;
Primary Weapon: Glock 26 9mm (favored): +5, 1d10+1, Error/Threat 1/20, Ammo 12M3, Recoil ?, Range 20 ft, Qualities: Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds&lt;br /&gt;
&lt;br /&gt;
Secondary Weapon: &lt;br /&gt;
&lt;br /&gt;
Armor and Protective Gear: Low-Profile Armor (nomex underwear): 2/5, Resistances CD3, FR6&lt;br /&gt;
&lt;br /&gt;
Speed: 30 ft.&lt;br /&gt;
&lt;br /&gt;
=Skills=&lt;br /&gt;
&lt;br /&gt;
Analysis +8/+7 (7 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Blend +2/+6 (1 rank, cap 20)*&lt;br /&gt;
&lt;br /&gt;
Bluff +17 (9 ranks, threat 17-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Bureaucracy +15 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Cultures (North America, North Africa, West Asia) +6 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
Drive (Personal Ground Vehicle) +2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Falsify +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Impress +17 (9 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Intimidate +0/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Investigation +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Manipulate +9/+13 (8 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Medicine +3/+2 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
Networking +10/+14 (9 ranks, cap 40)&lt;br /&gt;
&lt;br /&gt;
Notice +5 (4 ranks, 30 cap)&lt;br /&gt;
&lt;br /&gt;
Profession (Finance, Accounting forte) +16 (7 ranks, threat 19-20, cap 40)&lt;br /&gt;
&lt;br /&gt;
Resolve +9/+9 (6 ranks, threat 19-20, cap 30)&lt;br /&gt;
&lt;br /&gt;
Search +3 (1 ranks, cap 20)&lt;br /&gt;
&lt;br /&gt;
Sense Motive +5/+9 (4 ranks, cap 30)&lt;br /&gt;
&lt;br /&gt;
[Survival +2/+6 (1 rank, cap 20) -- Skill Training I]&lt;br /&gt;
&lt;br /&gt;
Streetwise +2/+6 (1 rank, cap 20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interests: Alcoholic Beverages (High-Quality), Entrepreneurship, Management Theory, Politics, Photography&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Abilities=&lt;br /&gt;
&lt;br /&gt;
Origin Abilities: +2 Int, -2 Str, improve disposition 1/session, +2 interests, +2 bluff threat range, Style feat, +1 Profession focus, free bribe 1/session at min value&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Class Abilities:&lt;br /&gt;
&lt;br /&gt;
Self-Promoter: When you succeed, you make sure everyone knows about it. At the end of each mission, your Reputation or Net Worth reward and that of each of your teammates increases by 1 or $50,000, respectively. Additionally, when you suffer an error with a skill check possessing the Disposition tag, the GC or an opposing character must spend 1 additional action die to activate it as a critical failure.&lt;br /&gt;
&lt;br /&gt;
The Hookup: At Level 1, each time you fail a Networking or Streetwise check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result&lt;br /&gt;
&lt;br /&gt;
Lets Deal I: At Level 2, instead of making an opposed Bureaucracy check, you may set your result to 1 higher than that of your opponent. This cannot result in an error or threat. You may use this ability a number of times per session equal to your starting action dice.&lt;br /&gt;
&lt;br /&gt;
Slick: At Levels 3, 7, 11, 15, and 19, you gain 2 additional acquaintance-grade contacts or 1 Style feat.&lt;br /&gt;
&lt;br /&gt;
Absolute Certainty: At Level 1, your class level is added to your Wisdom when calculating your stress damage thresholds (see page 339). Further, any time you succeed with an opposed Resolve check (i.e. as part of a standard skill check), you gain a +2 morale bonus with all opposed skill checks against the same opponent until the end of the current scene.&lt;br /&gt;
&lt;br /&gt;
Behind the Scenes I: At Level 2, a number of times per mission equal to your starting action dice, you may devote 1 hour to informing your supporters of your needs, after which you may make any 1 Request check with a DC of 20 or less without spending action dice (see pages 62 and 219). This check is automatically successful.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Feats:&lt;br /&gt;
&lt;br /&gt;
Actor: You gain a +2 insight bonus with all skill and Knowledge checks made with Bluff and Impress. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Advisor: You gain a +2 insight bonus with all skill and Knowledge checks made with Resolve and Profession. Further, your base threat range with these skills becomes 19–20.&lt;br /&gt;
&lt;br /&gt;
Silver Tongue: When making a Bluff or Impress check, you gain a synergy bonus from your Manipulate skill. Further, each time you win a seduction Conflict, you inflict 1 point of temporary Wisdom damage on your opponent (this cannot decrease the opponent’s Wisdom score below 6). Also, your result cap with Impress/ Persuasion checks decreases by only 5 when you and your target share no common language (ordinarily it decreases by 20). Finally, the error range of Sense Motive checks targeting you increase by an amount equal to your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Candidate: Your 2 lowest attributes each increase by 1 (your choice of attribute in the case of a tie).&lt;br /&gt;
&lt;br /&gt;
Favored Gear: You gain 1 additional Possession (personal gear). This item’s Caliber may not exceed 1/3 your career level (rounded up).&lt;br /&gt;
• If the item’s Caliber exceeds the current mission caliber, you must discard a number of action dice equal to the difference&lt;br /&gt;
between these Calibers at the start of each session or you lose access to the item for the duration of the current mission.&lt;br /&gt;
• If the item’s Caliber is lower than the current mission caliber, you gain a number of action dice equal to the difference between these Calibers at the start of each session. These bonus action dice may only be spent to boost skill checks and activate threats using your favored gear item.&lt;br /&gt;
&lt;br /&gt;
Comtempt: Once per round, you may make a final attack against a standard character as a free action. You may use this ability a number of times per combat equal to your starting action dice (4).&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Contact: Marie Turka, DEA Internal Affairs -- known via some &amp;quot;creative accounting&amp;quot; for a DEA op&lt;br /&gt;
&lt;br /&gt;
Acquaintance: Assistance I: You can streamline any group activity, though at some risk. At Level 2, you may increase the error range of a teammate’s skill check by 1 to reduce the time required to make the check to 1/2 standard (rounded up, minimum 5 minutes). This&lt;br /&gt;
ability may target any skill check except one made as part of a Dramatic Conflict (see page 362). Further, you may assist only&lt;br /&gt;
1 teammate at a time. You may not perform any other non-free actions when using this ability.&lt;br /&gt;
&lt;br /&gt;
Associate: Red Herrings: You’re versed in forensic techniques — and how to foil them. At Level 4, you may spend 1 full round spoiling a 5-ft. square. This increases the DC of each skill check made to examine the target area or locate physical clues within it by 15. Further, you may spend action dice to activate critical failures with these skill checks, even when you aren’t present.&lt;br /&gt;
&lt;br /&gt;
Confederate: Cleaning Crew: At Level 6, you and each of your teammates within 30 ft. of you gains a synergy bonus with Blend checks equal to 1/2 your class level (rounded down).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wealth: 11&lt;br /&gt;
&lt;br /&gt;
Lifestyle: 5 (cruising yacht w/ Potomac berth, luxury sports car, professional attire +1)&lt;br /&gt;
&lt;br /&gt;
Possessions: 11 (Limousine SUV II (Security Package II, Run-flat tires, Basic Emergency Service Package, Structural Reinforcement, Ergonomic Seats), Glock 26 9mm II (Concealed Holster, Tactical Flashlight), Glock 26 9mm [favored] (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds), Low Profile Armor (Average) III (Nomex Underwear), Skill Boost I (+2 Impress), Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (FBI agent James Mullen, PR 2), Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, Skill Training I (Survival), Feat Training I (), cigarettes, lighter, chewing gum, blackberry, disposable cell phone, attache case, portable document shredder, 2x handcuffs, bluetooth headset, tactical radio, needle-nose pliers, blank search warrant, business cards, gun cleaning kit, fancy watch)&lt;br /&gt;
&lt;br /&gt;
Spending Cash: 3 ($900)&lt;br /&gt;
&lt;br /&gt;
=Currently Carrying=&lt;br /&gt;
&lt;br /&gt;
Glock 26 9mm II (Concealed Holster, Tactical Flashlight) [small of back]&lt;br /&gt;
Glock 26 9mm II (Holdout Holster, Threaded Barrel, Removable Suppressor, Subsonic Rounds) [ankle holster]&lt;br /&gt;
Low Profile Armor (Average) III (Nomex Underwear) [blazer]&lt;br /&gt;
Gadget: Skill Boost I (+2 Impress) [blazer front pocket]&lt;br /&gt;
Cover Identity II (FBI agent James Mullen, PR 2) [blazer inside pocket]&lt;br /&gt;
cigarettes, lighter, chewing gum, blackberry, business cards, disposable cell phone [pants pocket]&lt;br /&gt;
attache case [carried] &lt;br /&gt;
bluetooth headset [worn or blazer pocket]&lt;br /&gt;
fancy watch [worn]&lt;br /&gt;
&lt;br /&gt;
=Trunk of Rental Vehicle=&lt;br /&gt;
Cellular Interceptor IV, Commercial Grade Video Camera III, Cover Identity II (Business CFO Mike Johnson, PR 2), Cleaner Kit I, portable document shredder, 2x handcuffs, tactical radio, needle-nose pliers, blank search warrant, gun cleaning kit&lt;br /&gt;
&lt;br /&gt;
=Current Condition=&lt;br /&gt;
&lt;br /&gt;
=Transcript=&lt;br /&gt;
&lt;br /&gt;
Arnold Monk&lt;br /&gt;
&lt;br /&gt;
06.11.07 15:00&lt;br /&gt;
&lt;br /&gt;
Nothing really all that much to say about John, I guess. I mean, he’s a nice guy. Hard worker. I guess John just doesn’t have a particularly noteworthy history. He’s never been directly involved with any high profile cases; never gone through a door guns blazing, and certainly never done any operations off the books. He’s told me so himself, and frankly I believe him. He’s just not the type.&lt;br /&gt;
&lt;br /&gt;
I mean sure, he’s known some of those types of folks. Even had a hand in hiring one or two, from time to time. Occasionally he gets to have lunch with the directors up here, or share war stories with the field agents, but that’s really a factor of the fact that John’s a likeable guy. Purely personal; it has nothing to do with business.&lt;br /&gt;
&lt;br /&gt;
Look, John’s the ambitious type. Ever since the towers, he’s had some kind of thing going… I think maybe he got a little rattled by it all, or something. Maybe he felt responsible or something – you know, our team was working some kind of financial angle on the whole deal. Maybe he thought we should have pushed harder, could have stopped things. But you know, we had to keep our cover. Wasn’t worth the sacrifice to push things.&lt;br /&gt;
&lt;br /&gt;
Guess he wasn’t happy with that. That’s why you guys got him. Some inter-agency swap through DHS, right? It’s funny, I’m probably the only guy at the agency who’s got a bad word to say about John, after he burned me out of my spot. But I guess that’s why you’re talking to me, right? Johns a nice guy and all, and he did good work on the EEA task force. But he won’t let go of it. I followed protocols and I did my job, and when he couldn’t get an appeal through the FBI, he sabotaged me, got me blacklisted and shut out. I was a “risk to the program.” You want to know what a real risk to the program is? Someone who can’t follow the rules, that’s what. When John thinks he’s right about something, he’s willing to step on anyone and sacrifice anything to make the “right thing” happen.&lt;br /&gt;
&lt;br /&gt;
You think about that before you give him whatever this super-secret new job is supposed to be.&lt;br /&gt;
&lt;br /&gt;
Thanks. I guess that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[SHELTER:Main_Page]]&lt;/div&gt;</summary>
		<author><name>Pyske</name></author>
	</entry>
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