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	<updated>2026-05-14T23:51:44Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486255</id>
		<title>Shelley &quot;Firebird&quot; Thermofrag</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486255"/>
		<updated>2026-05-11T22:46:07Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shelley Thermofrag=&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Lancer:_Iphigenia_at_Midnight Iphigenia at Midnight]&lt;br /&gt;
[[File:thermofrag.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sharecode:&#039;&#039;&#039; RW33-16QF-TI7P&lt;br /&gt;
» FIREBIRD «&lt;br /&gt;
  Military Police, LL6&lt;br /&gt;
&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Blow Something Up     (+6)&lt;br /&gt;
  Hack or Fix           (+2)&lt;br /&gt;
  Investigate           (+2)&lt;br /&gt;
  Pull Rank             (+2)&lt;br /&gt;
  Stay Cool             (+4)&lt;br /&gt;
  Take Control          (+2)&lt;br /&gt;
  Threaten              (+2)&lt;br /&gt;
[RESERVES]&lt;br /&gt;
  N/A&lt;br /&gt;
&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Assault Hardsuit&lt;br /&gt;
  HMG (Heavy Signature, kinetic damage)&lt;br /&gt;
  E/M Disruption Rifle (Medium Signature, energy damage)&lt;br /&gt;
  Antiphoton visor&lt;br /&gt;
  Scramble Grenade&lt;br /&gt;
  Thermite Charge&lt;br /&gt;
&lt;br /&gt;
[ MECH SKILLS ]&lt;br /&gt;
  GRIT:3 // H:2 A:1 S:2 E:3&lt;br /&gt;
&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Ace 1 &lt;br /&gt;
  Field Analyst 1&lt;br /&gt;
  Gunslinger 3&lt;br /&gt;
  Nuclear Cavalier 2&lt;br /&gt;
  Tactician 2&lt;br /&gt;
&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  Downfall Pride 2 &lt;br /&gt;
  MO&amp;amp;S Phoenix 2&lt;br /&gt;
  SSC Comet 2&lt;br /&gt;
&lt;br /&gt;
[ CORE BONUSES ]&lt;br /&gt;
  Auto-Stabilizing Hardpoints &lt;br /&gt;
  Integrated Weapon&lt;br /&gt;
&lt;br /&gt;
=Burn After Reading=&lt;br /&gt;
-- SSC Comet @ LL6 --&lt;br /&gt;
&lt;br /&gt;
[ STATS ]&lt;br /&gt;
  HULL:2 AGI:1 SYS:2 ENGI:3&lt;br /&gt;
  STRUCTURE:4 HP:17 ARMOUR:0&lt;br /&gt;
  STRESS:4 HEATCAP:8 REPAIR:4&lt;br /&gt;
  TECH ATK:+3 LIMITED:+1&lt;br /&gt;
  SPD:5 EVA:8 EDEF:13 SENSE:10 SAVE:13&lt;br /&gt;
&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector &#039;&#039;Auto-stabilizing hardpoints&#039;&#039;&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector&lt;br /&gt;
  Flex Mount: Impulse Launcher&lt;br /&gt;
  Integrated Mount: Microwave Projector&lt;br /&gt;
&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Nero Firing Solutions, Personalizations, Whitestar Signal Interceptor&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
Shelley is a CDF naval military police Master-at-Arms and a member of an elite anti-mech unit who specialize in taking down mechanized pirates, terrorists, and cascading NHP&#039;s with an acceptable level of violence. People can agree to disagree on what &amp;quot;acceptable&amp;quot; means, however. These are not the ACAB kinds of cops, but the Dominion Tank Police-style lovable scamps who cause nearly as much property damage as the perps they&#039;re apprehending. They maintain operational through some high-profile success cases, some top brass careers riding on their continued success, and inexhaustible main character energy.&lt;br /&gt;
&lt;br /&gt;
Shelley is somewhat of a loose cannon who managed to direct her innate talent for violence towards constructive ends. Part of that is due to her original surname. She is a very distant relation to some noble line whose name which still carries a lot of weight. This has given her a slight edge in advancing her career and avoiding some of the blowback after sespecially disastrous operations. However, she despises nepotism (part of the reason she&#039;s MilPolice is to clamp down hard on that kind of thing) and had her name legally changed to avoid preferential treatment from superiors who assumed she had a lot of clout. She lost a bet with the rest of her unit and now she&#039;s legally known as Thermofrag.&lt;br /&gt;
&lt;br /&gt;
Her duties center around the piloting of an SSC Comet - an uncommon model in the CDF – lovingly modified into an aerial electronic and fire support platform with variably lethal weaponry.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486254</id>
		<title>Shelley &quot;Firebird&quot; Thermofrag</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486254"/>
		<updated>2026-05-11T22:44:34Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shelley Thermofrag=&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Lancer:_Iphigenia_at_Midnight Iphigenia at Midnight]&lt;br /&gt;
[[File:thermofrag.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sharecode:&#039;&#039;&#039; RW33-16QF-TI7P&lt;br /&gt;
» FIREBIRD «&lt;br /&gt;
  Military Police, LL6&lt;br /&gt;
&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Blow Something Up     (+6)&lt;br /&gt;
  Hack or Fix           (+2)&lt;br /&gt;
  Investigate           (+2)&lt;br /&gt;
  Pull Rank             (+2)&lt;br /&gt;
  Stay Cool             (+4)&lt;br /&gt;
  Take Control          (+2)&lt;br /&gt;
  Threaten              (+2)&lt;br /&gt;
[RESERVES]&lt;br /&gt;
  N/A&lt;br /&gt;
&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Assault Hardsuit&lt;br /&gt;
  HMG (Heavy Signature, kinetic damage)&lt;br /&gt;
  E/M Disruption Rifle (Medium Signature, energy damage)&lt;br /&gt;
  Antiphoton visor&lt;br /&gt;
  Scramble Grenade&lt;br /&gt;
  Thermite Charge&lt;br /&gt;
&lt;br /&gt;
[ MECH SKILLS ]&lt;br /&gt;
  GRIT:3 // H:2 A:1 S:2 E:3&lt;br /&gt;
&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Ace 1 &lt;br /&gt;
  Field Analyst 1&lt;br /&gt;
  Gunslinger 3&lt;br /&gt;
  Nuclear Cavalier 2&lt;br /&gt;
  Tactician 2&lt;br /&gt;
&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  Downfall Pride 2 &lt;br /&gt;
  MO&amp;amp;S Phoenix 2&lt;br /&gt;
  SSC Comet 2&lt;br /&gt;
&lt;br /&gt;
[ CORE BONUSES ]&lt;br /&gt;
  Auto-Stabilizing Hardpoints &lt;br /&gt;
  Integrated Weapon&lt;br /&gt;
&lt;br /&gt;
=Burn After Reading=&lt;br /&gt;
-- SSC Comet @ LL6 --&lt;br /&gt;
&lt;br /&gt;
[ STATS ]&lt;br /&gt;
  HULL:2 AGI:1 SYS:2 ENGI:3&lt;br /&gt;
  STRUCTURE:4 HP:17 ARMOUR:0&lt;br /&gt;
  STRESS:4 HEATCAP:8 REPAIR:4&lt;br /&gt;
  TECH ATK:+3 LIMITED:+1&lt;br /&gt;
  SPD:5 EVA:8 EDEF:13 SENSE:10 SAVE:13&lt;br /&gt;
&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector &#039;&#039;Auto-stabilizing hardpoints&#039;&#039;&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector&lt;br /&gt;
  Flex Mount: Impulse Launcher&lt;br /&gt;
  Integrated Mount: Microwave Projector&lt;br /&gt;
&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Nero Firing Solutions, Personalizations, Whitestar Signal Interceptor&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486253</id>
		<title>Shelley &quot;Firebird&quot; Thermofrag</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Shelley_%22Firebird%22_Thermofrag&amp;diff=486253"/>
		<updated>2026-05-11T22:43:46Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: Created page with &amp;quot;=Shelley Thermofrag=  right  * &amp;#039;&amp;#039;&amp;#039;Sharecode:&amp;#039;&amp;#039;&amp;#039; RW33-16QF-TI7P » FIREBIRD «   Military Police, LL6  [ SKILL TRIGGERS ]   Blow Something Up     (+6)   Hack or Fix           (+2)   Investigate           (+2)   Pull Rank             (+2)   Stay Cool             (+4)   Take Control          (+2)   Threaten              (+2) [RESERVES]   N/A  [ GEAR ]   Assault Hardsuit   HMG (Heavy Signature, kinetic damage)   E/M Disruption Rifle (Mediu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Shelley Thermofrag=&lt;br /&gt;
&lt;br /&gt;
[[File:thermofrag.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sharecode:&#039;&#039;&#039; RW33-16QF-TI7P&lt;br /&gt;
» FIREBIRD «&lt;br /&gt;
  Military Police, LL6&lt;br /&gt;
&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Blow Something Up     (+6)&lt;br /&gt;
  Hack or Fix           (+2)&lt;br /&gt;
  Investigate           (+2)&lt;br /&gt;
  Pull Rank             (+2)&lt;br /&gt;
  Stay Cool             (+4)&lt;br /&gt;
  Take Control          (+2)&lt;br /&gt;
  Threaten              (+2)&lt;br /&gt;
[RESERVES]&lt;br /&gt;
  N/A&lt;br /&gt;
&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Assault Hardsuit&lt;br /&gt;
  HMG (Heavy Signature, kinetic damage)&lt;br /&gt;
  E/M Disruption Rifle (Medium Signature, energy damage)&lt;br /&gt;
  Antiphoton visor&lt;br /&gt;
  Scramble Grenade&lt;br /&gt;
  Thermite Charge&lt;br /&gt;
&lt;br /&gt;
[ MECH SKILLS ]&lt;br /&gt;
  GRIT:3 // H:2 A:1 S:2 E:3&lt;br /&gt;
&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Ace 1 &lt;br /&gt;
  Field Analyst 1&lt;br /&gt;
  Gunslinger 3&lt;br /&gt;
  Nuclear Cavalier 2&lt;br /&gt;
  Tactician 2&lt;br /&gt;
&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  Downfall Pride 2 &lt;br /&gt;
  MO&amp;amp;S Phoenix 2&lt;br /&gt;
  SSC Comet 2&lt;br /&gt;
&lt;br /&gt;
[ CORE BONUSES ]&lt;br /&gt;
  Auto-Stabilizing Hardpoints &lt;br /&gt;
  Integrated Weapon&lt;br /&gt;
&lt;br /&gt;
=Burn After Reading=&lt;br /&gt;
-- SSC Comet @ LL6 --&lt;br /&gt;
&lt;br /&gt;
[ STATS ]&lt;br /&gt;
  HULL:2 AGI:1 SYS:2 ENGI:3&lt;br /&gt;
  STRUCTURE:4 HP:17 ARMOUR:0&lt;br /&gt;
  STRESS:4 HEATCAP:8 REPAIR:4&lt;br /&gt;
  TECH ATK:+3 LIMITED:+1&lt;br /&gt;
  SPD:5 EVA:8 EDEF:13 SENSE:10 SAVE:13&lt;br /&gt;
&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector &#039;&#039;Auto-stabilizing hardpoints&#039;&#039;&lt;br /&gt;
  Main/Aux Mount: Helen Class Rail Cannon (mod: conduction rounds) / Microwave Projector&lt;br /&gt;
  Flex Mount: Impulse Launcher&lt;br /&gt;
  Integrated Mount: Microwave Projector&lt;br /&gt;
&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Nero Firing Solutions, Personalizations, Whitestar Signal Interceptor&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Thermofrag.jpg&amp;diff=486252</id>
		<title>File:Thermofrag.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Thermofrag.jpg&amp;diff=486252"/>
		<updated>2026-05-11T22:32:15Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Iphigenia_at_Midnight&amp;diff=486251</id>
		<title>Lancer: Iphigenia at Midnight</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Iphigenia_at_Midnight&amp;diff=486251"/>
		<updated>2026-05-11T22:31:09Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Lancer: Iphigenia at Midnight==&lt;br /&gt;
&lt;br /&gt;
[[File:IPAMTitleCard.png|center]]&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/iphigenia-at-midnight.935562/ OOC] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is five hundred years after the fall of the Second Committee of Union–an authoritarian, monocultural hegemon who brought their ideology to the stars by warship and rifle–and the rise of the Third in its place from the fires of revolution. The dream of utopia is a work in progress across much of Union, with corpro-states and tyrants in the far-flung Diaspora seeking to maintain their power outside of Union&#039;s sight. During the Revolution that toppled the Second Committee, a group of three prosperous planets seceded from Union entirely: the Choral Worlds, with their former Administrator as their monarch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, vengeance arrives centuries late in the form of a Second Committee reprisal fleet fully armed for their planet-killing mission. Patrae burns under the auspices of the flagship&#039;s shipmistress, Iphigenia, and the fleet splits to do the same to Lebaea and Coroneia. Only a small handful of chassis pilots, pulled from every combat-capable element and hastily pushed into the void, now stand between the ghost of an empire long gone and the end of more than ten billion lives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Setting=&lt;br /&gt;
 The Choral Worlds is a three planet system centered a yellow type G main-sequence star, colonized in the early days of the second committee. Choral I (Lebae) is the capital of the system and a Cradle type world, with vast forest and modern cities. Choral II (Coroneia) is a desert world primarily used for solar energy production and heavy industry. Choral III (Patrae) is a blue-green gas giant hosting chemical refineries and shipbuilding facilities, as well as numerous orbital habitats. Almost all of these stations and habitats were destroyed two days ago.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the revolution came to SecComm five hundred years ago, it came to Choral as well. The inhabitants had a brief and vicious civil war, and the end result was the Union Administrator took control of the government, and seceded from the Union, forming an anthrochauvinistic monarchy with herself as the first Queen, Queen Catherine I. The Third Committee acknowledged the invdependence after the fall of the Second Committee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over the next five hundred years, Choral&#039;s government slid away from the monarchy and anthrochauvism towards a preference for democratic and communal government (covertly aided by UIB missions). Seventy-four years prior, Queen Henriette I, willingly chose to relinquish power to the parliament and aid in the dismantlement of the nobility system. While the monarchy and nobility remain, they now occupy a constitutional role and do not exercise actual power.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In recent decades, Harrison Armory has been enticing the Choral Worlds to become part of the Purview. Public opinion tilted notably towards Pro-Purview in the last ten years as Armory COlonial Legion forces assisted the Choral Worlds in fighting a spate of vilent pirate and terrorist attacks in the region. There were theories that the Purview engaged various mercenary and pirate groups to start those attacks. Despite these rumors, the vote to begin the provisional process of joining the Purview passed four years ago.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union, however, lent far more credence to those rumors; and dispatched an observation and investigation team to monitor the situation, who have recently arrived in system. As well, Harrison Armory was deployed a carrier to maintain their presence in the system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Choral Worlds do not have a Blinkgate at this time, and transit to the system takes three years from the nearest gate. pull together. There&#039;s one guarantee on Hell&#039;s Gate: That no matter what, everybody who lives there will get food, water, and a place to sleep. And even in the leanest of times, the station&#039;s been able to keep that promise.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Factions==&lt;br /&gt;
Armory Legionairres: Purview forces have been fighting alongisde the CDF for ten years, and has a close relationship. As of the current year, the PVC-GC Enyo (a Farragut-class gun-armed carrier), is the primary station and force for the Armory forces in the system; commanded by Group Captain Akemi Hirayama. Local Legion forces as a whole are under the supervision of Legion Major Conall Hawthorn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Legion Forces have been heavily mauled during the initial attack on the system, and have been forced back to Lebaea. The primary Legion presemt is Legion IV Myrkviðr, (pronunciation: meerk-whither, roughly; meaning: &amp;quot;Serpent&#039;s Teeth&amp;quot; ) and are eager to get back into the fight; as a result of that tundra world&#039;s culture of military pride and Purview honor, with many pilots seeing it as their personal responsibility to raise the crimson banner and avenge their dead comrades-in-arms. The wide plains, deep forests, and open skies of their home cultivate a hardy breed, especially when the snows lie deep across the planet for three-quarters of their long years; it is after the World Serpent that holds up this forbidding orb and its aspects that they tattoo themselves at coming of age and name their formations at war. This conflict is but the latest of the capricious twistings of the Serpent as it writhes in its slumber&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The local Armory detachment primarily operates HA Sherman, Saladin, Napoleon, Iskander, and Genghis chassis fitted for counter-insurgency roles&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Union Navy: The UNS-LS Okhotsk, commanded by Captain Gabriel Delgado, only recently arrived to the Choral Worlds after its long transit from the nearest blinkgate. Its main guns have been stripped back to host an expanded hangar bay and intelligence annex, which respectively host detachments of Union Marines and Auxiliary mixed chassis in event of a worst-case scenario (most notably the Union Marines 600th Battalion 1st Squadron, &amp;quot;Dark and Stormy&amp;quot;); as well as various legal and investigative minds from the Union Adminsitrative Department to look into the referndum. The Burning of Patrae has changed the mission from an observational to a defensive one.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Currently, the Okhotsk is over Coroneia preparing to act in defense of that world, the first serious test of Captain Delgado&#039;s fortitude in combat in years; its pilots, on the other hand, have been deployed to Lebaea in order to assist in evacuation and defense of the world from the oncoming threat. Due to the comparative size of the Union detachment to the CDF a nd the local Armory forces, it&#039;s stretched perilously thin, 0 but this is precisely the sort of engagement many have been waiting for – and, given the enemy reemerging from Union&#039;s own past, an opportunity to strike at one of the most ancient enemies of the Third Committee.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Union detachment primarily operates GMS Everest and Chomolungma, SSC Swallowtail, HA Saladin, and IPS-N Tortuga and Lancaster chassis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Choral Defense Forces: Successors of Union Auxiliary Forces and Marines during the Second Committee, the CDF has a strong military tradition severly impacted by centuries of isolationism. While they are a proud force, complacency has been bred across all divisions; and nepotism and favoritism remain the quickest ways to obtain high ranks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The conflicts against the pirates and terrorists in recent years have been forcing change into entrenched attitudes, and lately, elite units of the Choral Army such as the 12th Queen&#039;s Royal Dragoons, 5th King&#039;s Hussars, or the 1st Queen&#039;s Own Cavalry have fought in engagements far from their star&#039;s own light, however, and acted in defense of the worlds themselves from pirates and mercenaries in the last ten bloody years. Due to remaining in contact with Union at large through omninet infrastructure since the Revolution and possessing mechanized chassis as a result of Coroneia&#039;s manufacturing world status, the Choral Worlds retained their own ability to manufacture chassis and a tradition of their operation.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In terms of the forces stationed on Lebaea at present time, the most prominent would be the 1st Queen&#039;s Own – arguably the most capable chassis unit in the CDF, directly descended from the 412th Union Marines and with a long history featuring combat from the birth of the mech on Hercynia to the Choral Secession itself. The unit is commanded by Lance-Colonel Arnold Lucas and features mostly small operations groups of three to five mechs drawn primarily from CCU Stiletto, IPS-N Nelson, IPS-N Caliban, and HA Tokugawa lines produced natively or under license, as well as small numbers of HA Napoleon chassis. Their identification colors are deep sea green and dawn-solar gold accompanying standardized camouflage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Since the early days where their call was &amp;quot;For Union&amp;quot; through the days of &amp;quot;In the Crown&#039;s name&amp;quot; and to the modern &amp;quot;For Crown and Commune,&amp;quot; through isolation and austerity, the CDF has survived. By your actions, hopefully it will survive for many more years yet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Freelancers: The primary freelance pilot group in the Choral Worlds is the Mirrorsmoke Mercenary Company 383rd Detachment &amp;quot;Lighthouse Keepers,&amp;quot; under command of Detachment-Leader Rafe Campagna, a long-time Company veteran (and, by half-approving, half-grousing words of his own mercs, &amp;quot;a complete hardass&amp;quot;). The Choral contract has been exceptionally lucrative for the Company since its inception, though some allege that MSMC detachments have played both sides of the conflict on behalf of Harrison Armory. More well-proven is the friction between MSMC and CDF elements in the same theater – the ancient pedigree and royal patronage many CDF cavalry units take pride in meshes poorly with the 383rd&#039;s rough and working-class attitude. Many have been the stories of what would&#039;ve been friendly ribbing within the Company after a joint operation turning into a bar fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As expected for Freelancers, there is no typical unit formation or standardized chasis.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The current cast and their currently printed mechs:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bridget &amp;quot;CASKET&amp;quot; Franklin]] (Faction: MSMC // Mech: GMS Everest &#039;&#039;Tap-Dancer&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kim &amp;quot;T-Cell&amp;quot; Ren Zhen]] (Faction: Union, USB; Mech: HORUS Balor &#039;&#039;Ferroclastic Surge&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shelley &amp;quot;Firebird&amp;quot; Thermofrag]] Faction: CDF // Mech: SSC Comet &#039;&#039;Burn After Reading&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Clocks==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Reserves==&lt;br /&gt;
The team&#039;s current reserves&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Downtime Actions==&lt;br /&gt;
&lt;br /&gt;
=Exotic Gear=&lt;br /&gt;
Unique pieces of equipment that have been acquired&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486153</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486153"/>
		<updated>2026-05-09T14:21:52Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:Tyra_Szdanor.webp|right|x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*&#039;&#039;&#039;Starship&#039;&#039;&#039; (Speed 1) The Rumour&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blaster Pistol&#039;&#039;&#039; (Melee 0 / Close 0 / Medium 0 / Long -2)&amp;lt;br&amp;gt;&lt;br /&gt;
** Mags: 3/3&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486150</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486150"/>
		<updated>2026-05-09T11:12:08Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:Tyra_Szdanor.webp|right|x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=486143</id>
		<title>Ellari Ucoth, Action-Oriented Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=486143"/>
		<updated>2026-05-07T20:38:28Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Ellari Ucoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ellari Ucoth==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:ellari.jpg|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight (Knowledge)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Troubled Apprentice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Action-Oriented Librarian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I confuse my will to save others with the will of the Force&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I have a good feeling about this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; fwilpo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 2 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 2  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2 &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 1&lt;br /&gt;
|&lt;br /&gt;
* Detect 2&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 2&lt;br /&gt;
* Know 2&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;: Gain a Free Re-roll to all Reaction Rolls in Drive, Awareness, and Dexterity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (cerulean)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Ellari.jpg&amp;diff=486142</id>
		<title>File:Ellari.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Ellari.jpg&amp;diff=486142"/>
		<updated>2026-05-07T20:37:45Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486134</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=486134"/>
		<updated>2026-05-06T21:53:19Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:Tyra_Szdanor.webp|right|x600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Luck: 1 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Tyra_Szdanor.webp&amp;diff=486133</id>
		<title>File:Tyra Szdanor.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Tyra_Szdanor.webp&amp;diff=486133"/>
		<updated>2026-05-06T21:52:13Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486064</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486064"/>
		<updated>2026-05-04T10:30:21Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Ellari Ucoth, Action-Oriented Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935699/ IC thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935584/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486061</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486061"/>
		<updated>2026-05-03T22:02:12Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Ellari Ucoth, Action-Oriented Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935699/ IC thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935584/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486060</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486060"/>
		<updated>2026-05-03T22:02:05Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Ellari Ucoth, Action-Oriented Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935699/ IC thread]&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935584/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486000</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=486000"/>
		<updated>2026-04-27T15:34:25Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Ellari Ucoth, Action-Oriented Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/star-wars-au-knights-of-the-fallen-republic.935584/ OOC thread]&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485997</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485997"/>
		<updated>2026-04-27T11:09:13Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Luck: 1 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485996</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485996"/>
		<updated>2026-04-27T11:08:45Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Luck: 1 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485995</id>
		<title>Ellari Ucoth, Action-Oriented Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485995"/>
		<updated>2026-04-27T11:06:11Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Ellari Ucoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ellari Ucoth==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight (Knowledge)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Troubled Apprentice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Action-Oriented Librarian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I confuse my will to save others with the will of the Force&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I have a good feeling about this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; fwilpo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 2 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 2  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2 &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 1&lt;br /&gt;
|&lt;br /&gt;
* Detect 2&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 2&lt;br /&gt;
* Know 2&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;: Gain a Free Re-roll to all Reaction Rolls in Drive, Awareness, and Dexterity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (cerulean)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485994</id>
		<title>Ellari Ucoth, Action-Oriented Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485994"/>
		<updated>2026-04-27T11:05:42Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ellari Ucoth==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight (Knowledge)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Troubled Apprentice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Action-Oriented Librarian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; x&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I have a good feeling about this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; fwilpo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 2 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 2  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2 &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 1&lt;br /&gt;
|&lt;br /&gt;
* Detect 2&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 2&lt;br /&gt;
* Know 2&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;: Gain a Free Re-roll to all Reaction Rolls in Drive, Awareness, and Dexterity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (cerulean)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485993</id>
		<title>Ellari Ucoth, Action-Oriented Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ellari_Ucoth,_Action-Oriented_Librarian&amp;diff=485993"/>
		<updated>2026-04-27T11:05:25Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: Created page with &amp;quot;==Kayin Dreemurr== A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]  &amp;#039;&amp;#039;&amp;#039;Role:&amp;#039;&amp;#039;&amp;#039; Jedi Knight (Knowledge)  &amp;#039;&amp;#039;&amp;#039;Trope:&amp;#039;&amp;#039;&amp;#039; Troubled Apprentice  &amp;#039;&amp;#039;&amp;#039;Background:&amp;#039;&amp;#039;&amp;#039; Action-Oriented Librarian  &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; Adult  &amp;#039;&amp;#039;&amp;#039;Flaw:&amp;#039;&amp;#039;&amp;#039; x  &amp;#039;&amp;#039;&amp;#039;Catchphrase:&amp;#039;&amp;#039;&amp;#039; I have a good feeling about this  &amp;#039;&amp;#039;&amp;#039;Played by:&amp;#039;&amp;#039;&amp;#039; fwilpo  ----  {| class=&amp;quot;wikitable&amp;quot;  |+ &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; |- ! Brawn || Nerves || Smooth || Focus || Cr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight (Knowledge)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Troubled Apprentice&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Action-Oriented Librarian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; x&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I have a good feeling about this&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; fwilpo&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 2 || 3 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 2  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2 &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 1&lt;br /&gt;
|&lt;br /&gt;
* Detect 2&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 2&lt;br /&gt;
* Know 2&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
* &#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;: Gain a Free Re-roll to all Reaction Rolls in Drive, Awareness, and Dexterity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (cerulean)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485992</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485992"/>
		<updated>2026-04-27T11:02:06Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Ellari Ucoth, Action-Oriented Librarian]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485991</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485991"/>
		<updated>2026-04-27T11:01:03Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Kayin Dreemurr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:kayin.png|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight (Passion)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (red)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ryka_Kobum,_Bothan_Republic_Mercenary&amp;diff=485990</id>
		<title>Ryka Kobum, Bothan Republic Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ryka_Kobum,_Bothan_Republic_Mercenary&amp;diff=485990"/>
		<updated>2026-04-27T10:15:22Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ryka Kobum==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; The Commando&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Wild Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Republic Mercenary (Bothan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Old&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Obsession with explosives at an old age can be risky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; &amp;quot;A bomb a day keeps the Sith Empire at bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; TorielPadme&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 2 || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 3  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 3  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 3 &lt;br /&gt;
* Drive 1  &lt;br /&gt;
* Shoot 3  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 1&lt;br /&gt;
* Leadership 3&lt;br /&gt;
* Speech 1&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 3&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Hard to Kill&#039;&#039;&#039;: When you fill in your Bad Box, you gain 1 Adrenaline and +1 to your next roll.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Little Guy&#039;&#039;&#039;: Gain a Free Re-roll to all rolls in Stunt and Stealth.&lt;br /&gt;
* &#039;&#039;&#039;Military Background&#039;&#039;&#039;: Gain a Free Re-roll for all rolls about military knowledge, for coordinating a strategy, or when recalling your training.&lt;br /&gt;
* &#039;&#039;&#039;That&#039;s All?&#039;&#039;&#039;: Gain a Free Re-roll for all rolls made to show courage, to withstand pain, and to resist threats or interrogations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Blaster Pistol&#039;&#039;&#039; (Melee 0 / Close 0 / Medium 0 / Long -2)&amp;lt;br&amp;gt;&lt;br /&gt;
* Mags: 3/3&lt;br /&gt;
&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; (Melee +2G / Close +2G / Medium +3 / Long +3)&amp;lt;br&amp;gt;&lt;br /&gt;
* Shots: 3/3&lt;br /&gt;
* Explosive: This weapon ignores the Bulletproof Vest and Armored Enemy Feats. Using this gun in Melee or Close Range is always a Gamble. If you lose Grit because of a Gamble, all nearby Heroes also lose the same amount of Grit.&lt;br /&gt;
*Single Shot: The gun doesn&#039;t use a Mag but single munitions. Ignore Mags and keep track of munitions in your equipment.&lt;br /&gt;
*Slow Reload: The weapon requires a longer time to be reloaded. You need a Full Action instead of a Quick Action in order to reload the gun.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Adrenalin: 1 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 2 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ryka_Kobum,_Bothan_Republic_Mercenary&amp;diff=485989</id>
		<title>Ryka Kobum, Bothan Republic Mercenary</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ryka_Kobum,_Bothan_Republic_Mercenary&amp;diff=485989"/>
		<updated>2026-04-27T10:14:41Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: Created page with &amp;quot;==Ryka Kobum== A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]  &amp;#039;&amp;#039;&amp;#039;Role:&amp;#039;&amp;#039;&amp;#039; The Commando  &amp;#039;&amp;#039;&amp;#039;Trope:&amp;#039;&amp;#039;&amp;#039; Wild Warrior  &amp;#039;&amp;#039;&amp;#039;Background:&amp;#039;&amp;#039;&amp;#039; Republic Mercenary (Bothan)  &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; Old  &amp;#039;&amp;#039;&amp;#039;Flaw:&amp;#039;&amp;#039;&amp;#039; Obsession with explosives at an old age can be risky  &amp;#039;&amp;#039;&amp;#039;Catchphrase:&amp;#039;&amp;#039;&amp;#039; &amp;quot;A bomb a day keeps the Sith Empire at bay.&amp;quot;  &amp;#039;&amp;#039;&amp;#039;Played by:&amp;#039;&amp;#039;&amp;#039; TorielPadme  ----  {| class=&amp;quot;wikitable&amp;quot;  |+ &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ryka Kobum==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; The Commando&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Wild Warrior&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Republic Mercenary (Bothan)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Old&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Obsession with explosives at an old age can be risky&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; &amp;quot;A bomb a day keeps the Sith Empire at bay.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; TorielPadme&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 3 || 2 || 2 || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 3  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 3  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 3 &lt;br /&gt;
* Drive 1  &lt;br /&gt;
* Shoot 3  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 1&lt;br /&gt;
* Leadership 3&lt;br /&gt;
* Speech 1&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 3&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Hard to Kill&#039;&#039;&#039;: When you fill in your Bad Box, you gain 1 Adrenaline and +1 to your next roll.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Little Guy&#039;&#039;&#039;: Gain a Free Re-roll to all rolls in Stunt and Stealth.&lt;br /&gt;
* &#039;&#039;&#039;Military Background&#039;&#039;&#039;: Gain a Free Re-roll for all rolls about military knowledge, for coordinating a strategy, or when recalling your training.&lt;br /&gt;
* &#039;&#039;&#039;That&#039;s All?&#039;&#039;&#039;: Gain a Free Re-roll for all rolls made to show courage, to withstand pain, and to resist threats or interrogations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Blaster Pistol&#039;&#039;&#039; (Melee 0 / Close 0 / Medium 0 / Long -2)&amp;lt;br&amp;gt;&lt;br /&gt;
* Mags: 3/3&lt;br /&gt;
&#039;&#039;&#039;Rocket Launcher&#039;&#039;&#039; (Melee +2G / Close +2G / Medium +3 / Long +3)&amp;lt;br&amp;gt;&lt;br /&gt;
* Shots: 3/3&lt;br /&gt;
* Explosive: This weapon ignores the Bulletproof Vest and Armored Enemy Feats.&lt;br /&gt;
Using this gun in Melee or Close Range is always a Gamble. If you lose Grit because of a Gamble, all nearby Heroes also lose the same amount of Grit.&lt;br /&gt;
*Single Shot: The gun doesn&#039;t use a Mag but single munitions. Ignore Mags and keep track of munitions in your equipment.&lt;br /&gt;
*Slow Reload: The weapon requires a longer time to be reloaded. You need a Full Action instead of a Quick Action in order to reload the gun.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Adrenalin: 1 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 2 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
tbd&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485988</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485988"/>
		<updated>2026-04-27T10:06:19Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ryka Kobum, Bothan Republic Mercenary]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485987</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485987"/>
		<updated>2026-04-27T10:04:08Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:kayin.png|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (red)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485986</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485986"/>
		<updated>2026-04-27T10:00:15Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Kayin Dreemurr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
[[File:kayin.png|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:75%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (red)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485985</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485985"/>
		<updated>2026-04-27T09:58:15Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
[[File:kayin.png|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (red)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lyta_Conora,_Order_of_the_Force_in_Motion&amp;diff=485984</id>
		<title>Lyta Conora, Order of the Force in Motion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lyta_Conora,_Order_of_the_Force_in_Motion&amp;diff=485984"/>
		<updated>2026-04-27T09:58:10Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lyta Conora==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
[[File:Lyta_conora.png|right|x600px]]&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; White Jedi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Honorable Demon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Veteran of Too Much War Already&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Old (more in mileage than years, but also she&#039;s been doing this for decades)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Drowning the Dark Side in the Bottle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; &amp;quot;Time for another round, I guess...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kittlefish&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 2  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 3  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 1  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 3&lt;br /&gt;
* Speech 1&lt;br /&gt;
* Style 2&lt;br /&gt;
|&lt;br /&gt;
* Detect 2&lt;br /&gt;
* Fix 2&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 2&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 1&lt;br /&gt;
* Stealth 3&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: &#039;&#039;And I am One with the Force.&#039;&#039; The Force courses through all things, but thanks to your natural disposition or to rigorous training, you can channel it and wield it as you please. Swap out your Adrenaline for Balance, you begin the game with 2 instead of 1.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: &#039;&#039;Only for defense, my ass.&#039;&#039; Gain a Free Re-roll when using, repairing, evaluating, or handling star swords.&lt;br /&gt;
* &#039;&#039;&#039;Inner Peace&#039;&#039;&#039;: &#039;&#039;I&#039;m over it.&#039;&#039; Gain a Free Re-roll to all rolls made to resist intimidation, fear, or charm, as well as to rolls made to hold onto your Balance.&lt;br /&gt;
* &#039;&#039;&#039;Selfless&#039;&#039;&#039;: &#039;&#039;Protect the weak, guide the lost, remember the forgotten.&#039;&#039; Gain a Free Re-roll when defending or saving others, or when acting selflessly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber: Powerful, Pure Energy&lt;br /&gt;
**Powerful: Powerful weapons can only be wielded effectively by people who can channel the Force. Heroes with the Feat “The Force is with Me” can counterattack Blasters with a Powerful weapon. All other Heroes suffer -1.&lt;br /&gt;
**Pure Energy: Pure Energy weapons grant Help to cut any surface, ignore all Enemy Feats that grant protection or armor of any kind, and can never be parried using common melee weapons&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 2 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
Lyta Conora was born on Chandrila to a middle-income family. Her tendency to pick fights at school - and routinely win over older and larger bullies - revealed her strength with the Force and an angry streak that would become dangerous if left unchecked. She was apprenticed to the Paladins of the Hydian Way, where she thrived in the warrior order.&lt;br /&gt;
&lt;br /&gt;
The Paladins of the Hydian Way were one of the first orders to join in protracted conflict with the emerging Sith Empire as it spread along the trade route they claimed protection over. Unfortunately, the Paladins&#039; pride and early refusal to request outside help was one of the reasons the Republic as a whole was slow to recognize the Sith threat. As the Paladins eked out pyrrhic victories against the Sith onslaughts, Lyta distinguished herself and over decades of fighting rose from Knight-Sergeant to Knight-Lieutenant and Knight-Captain - and by that time, when the remaining paladins did request outside help, there wasn&#039;t a quorum of Masters left to elevate her to Knight-Colonel.&lt;br /&gt;
&lt;br /&gt;
In the doomed defense of Taris, Lyta lost her arm in a duel with the veteran Sith jedi-killer Darth Vidia, but in her burst of pain and anger cut down the Sith limb by limb before passing out from shock. She was rescued from the battlefield and evacuated back to Chandrila, where the Paladins were reforming and wanted to elevate her to Knight-General - a Jedi Master - but she rebuffed them. She had had far too much of leading people to their deaths and seen the abyss of the Dark Side staring back. She left the Paladins.&lt;br /&gt;
&lt;br /&gt;
Instead of becoming entirely ronin, she turned to the Order of the Force in Motion, a sect of wanderers, swooping in where the Force wills to defend people and places who would otherwise be overlooked. But after years of wandering (and drinking), she got the sinking feeling that the Force wanted her in the greater conflict again, when her homeworld of Chandrila fell and her path crossed with Senator Mon Mothma, who was on her way to a summit of governments-in-exile hosted by Corellia. Lyta was still in the Senator&#039;s entourage when the attack on Coruscant came, and kept her hidden until she was able to steal a Sith shuttle and escape.&lt;br /&gt;
&lt;br /&gt;
After parting ways with Senator Mothma, she&#039;s skeptical the Republic Remnant will be able to pull its act together, but it&#039;s the only hope for a lot of the galaxy...&lt;br /&gt;
&lt;br /&gt;
...and she&#039;s going to have to be in the thick of it again.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kayin.png&amp;diff=485983</id>
		<title>File:Kayin.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kayin.png&amp;diff=485983"/>
		<updated>2026-04-27T09:56:58Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485982</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485982"/>
		<updated>2026-04-27T09:54:17Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Kayin Dreemurr */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Lightsaber (red)&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485981</id>
		<title>Kayin Dreemurr, Renegade Sith Acolyte</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kayin_Dreemurr,_Renegade_Sith_Acolyte&amp;diff=485981"/>
		<updated>2026-04-27T09:53:49Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: Created page with &amp;quot;==Kayin Dreemurr==  &amp;#039;&amp;#039;&amp;#039;Role:&amp;#039;&amp;#039;&amp;#039; Jedi Knight  &amp;#039;&amp;#039;&amp;#039;Trope:&amp;#039;&amp;#039;&amp;#039; Hot Stuff  &amp;#039;&amp;#039;&amp;#039;Background:&amp;#039;&amp;#039;&amp;#039; Renegade Sith Acolyte  &amp;#039;&amp;#039;&amp;#039;Age:&amp;#039;&amp;#039;&amp;#039; Adult  &amp;#039;&amp;#039;&amp;#039;Flaw:&amp;#039;&amp;#039;&amp;#039; I tend to leap before I look  &amp;#039;&amp;#039;&amp;#039;Catchphrase:&amp;#039;&amp;#039;&amp;#039; Freedom is my passion!  &amp;#039;&amp;#039;&amp;#039;Played by:&amp;#039;&amp;#039;&amp;#039; Kayin Dreemurr  ----  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; |+ &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; |- ! Brawn || Nerves || Smooth || Focus || Crime |- | 2 || 2 || 3 || 2 || 3 |}  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; |+ &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; |- ! Brawn || Nerves || Smo...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Kayin Dreemurr==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Jedi Knight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Hot Stuff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Renegade Sith Acolyte&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I tend to leap before I look&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; Freedom is my passion!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Kayin Dreemurr&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 2 || 3 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 2  &lt;br /&gt;
* Stunt 2&lt;br /&gt;
|&lt;br /&gt;
* Cool 1  &lt;br /&gt;
* Drive 2  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 1&lt;br /&gt;
|&lt;br /&gt;
* Flirt 3&lt;br /&gt;
* Leadership 2&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 3&lt;br /&gt;
* Fix 1&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 3&lt;br /&gt;
|&lt;br /&gt;
* Awareness 3&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 1&lt;br /&gt;
* Streetwise 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;The Force is With Me&#039;&#039;&#039;: You do not use Adrenalin like normal Outgunned characters. Instead, you use Balance. This works the same in most ways, except you can also gain and lose it when the GM feels your actions warrant it. (Basically, don’t go killing younglings, ok?)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Acrobat&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
* &#039;&#039;&#039;Lightsaber Duelist&#039;&#039;&#039;: Gain a Free Re-roll when using, repairing, evaluating, or handling lightsabers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Stuff&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Balance: 2 / 6  &lt;br /&gt;
* Credit: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Born to a Human mother who worked as an enslaved dancer and entertainer on an Imperial World, Kayin never knew her father. The only thing her mother ever said was that she got her eyes from him, but Kayin hasn’t ever seen another human or human like alien with black sclera and eyes that change color based on mood (In her case, changing from blue to red when angry or stressed).&lt;br /&gt;
&lt;br /&gt;
Because she was born to a slave, she too was therefore a slave. Her early childhood involved doing lots of menial work in the area around her owner’s abode. When she was old enough though, she was put into the same line of work that her mother had.&lt;br /&gt;
&lt;br /&gt;
Despite being forced to do it, Kayin did at times enjoy the work. Though she was always longing to be able to be free to go out and explore and see what all the wider galaxy had. Not to just hear stories about it from those passing through the club she worked at.&lt;br /&gt;
&lt;br /&gt;
One day though, a client was being more than just a little rough with her. He was actually breaking quite a few of the rules, but Kayin couldn’t do much about such. Until she snapped and lashed out, sending the client hurtling to the other side of the room with a barrage of wild and untamed lightning.&lt;br /&gt;
&lt;br /&gt;
What might have gotten her in trouble instead landed her her freedom. Or at least, in theory, it did. What it really did was send her from a place of (relative) safety if limited comfort… To a place full to the brim and bursting with treachery, backstabbing, and the chance of death around every corner. And a feeling that in many ways one cage had been traded for an entirely different one.&lt;br /&gt;
&lt;br /&gt;
Despite this, Kayin found herself resonating with the Sith Code. The first time she heard it, she felt like it embodied the sort of Freedom she’d always imagined getting one day. Only… as she thought about and pondered it between various training sessions and tasks within the Academy’s walls… She concluded that all the Sith wannabe’s around her saw the Code in a twisted manner that just didn’t make any sense to her.&lt;br /&gt;
&lt;br /&gt;
Rather than continue to be trained in an environment that would doubtless seek to mold her into something she didn’t want to be, Kayin managed to sneak out of the academy and stow away on a shuttle heading to another world. From there, she then quickly negotiated passage aboard several other ships as she worked to get away from Imperial Space (fearing they might try to drag her back.)&lt;br /&gt;
&lt;br /&gt;
While she has left the Sith Academy and Empire behind, she actually still sees herself as a Sith. She views the code as a means to liberate the self, but doesn’t see it as something that gives license to dominate or oppress others. Even with this though, she has no love for the Empire or the rest of the Sith Order, and if given the chance to do so will fight against them.&lt;br /&gt;
&lt;br /&gt;
Kayin’s Slave branding is on her right arm. She doesn’t go out of her way to hide it, but given she is usually wearing some sort of tunic typical of many Jedi, it is not usually exposed.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485980</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485980"/>
		<updated>2026-04-27T09:49:33Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Kayin Dreemurr, Renegade Sith Acolyte]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
more coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485927</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485927"/>
		<updated>2026-04-24T19:16:18Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: Created page with &amp;quot;An Outgunned game set in an Alternative Universe version of Star Wars  ==Characters== coming soon  ==Links== coming soon  ==Setting Info==  ===The Warring Systems===  The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Trek_Hyperion&amp;diff=485886</id>
		<title>Star Trek Hyperion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Trek_Hyperion&amp;diff=485886"/>
		<updated>2026-04-19T15:41:16Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* NPC Crew */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;Star Trek Adventures 2e&#039;&#039; game about the USS Hyperion.&lt;br /&gt;
&lt;br /&gt;
= Game =&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-star-trek-adventures-2e.927368/ Recruitment Thread]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ic-star-trek-hyperion.927615/ IC]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/ooc-star-trek-hyperion.927614/ OOC]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1lSTT8S00mumgrGJyPWASgvUzQOud7-KA_37jdVSMtVM/edit?gid=0#gid=0 Combat tracker sheet]&lt;br /&gt;
&lt;br /&gt;
= The Pitch =&lt;br /&gt;
&lt;br /&gt;
The year is 2382. After the Dominion War, after the Battle of Sector 001, after the Nemesis incident. Starfleet is finally catching its breath and shifts some focus back on what it mostly wants to do: peaceful exploration.&lt;br /&gt;
&lt;br /&gt;
This includes looking over some older reports that got ignored during all the mayhem, just gathering dust on the isolinear shelf. Cross-referencing and comparing those, there are hints that there&#039;s something going on with ancient ruins all over known space. A stray subspace signal from an ancient device in one sector of the Alpha quadrant, a door opens in the ruins somewhere in the Beta quadrant. And more like that. Much more. Seemingly random events from malfunctioning ancient machines. But if you put them all together and compare the timing… It all just seems a little bit odd.&lt;br /&gt;
&lt;br /&gt;
Somehow, it seems as if several unexplained phenomena across the Alpha and Beta quadrants are linked. But what for? How? And why does it appear to be increasing in frequency?&lt;br /&gt;
&lt;br /&gt;
These were the kinds of questions a team of researchers asked at the Daystrom Institute. Initially their questions were dismissed by their superiors. We live in a very weird universe. Look at enough data about space phenomena and you&#039;ll find coincidences. Just because some ruins display residual activity doesn&#039;t mean there&#039;s something big going on.&lt;br /&gt;
&lt;br /&gt;
But the reports kept coming. And when a Tal Shiar attempt to steal the team&#039;s data was only narrowly thwarted, it became clear that this was a matter they could not afford to keep ignoring.&lt;br /&gt;
&lt;br /&gt;
After investing a lot of political capital and dealing with obstructionist admirals (aren&#039;t they always?), Starfleet dedicated a vessel for the purpose of looking into the matter, serving as the eyes, ears, and hands of the Institute.&lt;br /&gt;
&lt;br /&gt;
To explore strange old worlds; to seek out extinct life and ancient civilizations; to boldly go where no one ever thought possible.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Dealu_Konir Dealu Konir], Betazoid Science Officer (Naphthalim) [[File:Gpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
*[[Star Trek Hyperion:Denria Valencia | Denria Valencia]], Trill Captain (Falkus) [[File:Gpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Jukrop_Buucesig Jukrop Buucesig], Betelgeusian Flight Controller (TorielPadme) [[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Kerani_Kostelic_Hoshino_Hyperion Kerani Kostelic Hoshino], Human Chief Medical (suedenim)[[File:Bpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]]		&lt;br /&gt;
*[https://wiki.rpg.net/index.php?title=Lem_Anaphis_Hyperion Lem Anaphis], Bajoran Chief of Security (strange behaviour)	[[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Sevek_Hyperion Sevek], Vulcan XO (BVrtis) [[File:Gpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Shehl_D%27ghonsarvi Shehl D&#039;ghonsarvi], Klingon Liaison (Seandemonium)	[[File:Gpip.jpg]] [[File:Gpip.jpg]]	&lt;br /&gt;
*[https://wiki.rpg.net/index.php/Tolor Tolor], Orion Archaeological Expert (Archer)			&lt;br /&gt;
*[[Star Trek Hyperion:Valarei Chervan| Valarei Chervan]], Romulan Chief Engineer (Kittlefish) [[File:Bpip.jpg]] [[File:Gpip.jpg]] [[File:Gpip.jpg]]&lt;br /&gt;
&lt;br /&gt;
=NPC Crew=&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Andrew Roque, Operations Manager&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 2 support&amp;lt;br&amp;gt;&lt;br /&gt;
Male Human&amp;lt;br&amp;gt;&lt;br /&gt;
Operations Manager, Lieutenant-Commander&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faith of the Heart:&#039;&#039;&#039; When you use one of your values to spend or gain Determination, you may also add 1 Momentum to the group pool.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Value:&#039;&#039;&#039; Measure Twice, Cut Once&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 11&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 8&lt;br /&gt;
|Conn 4&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
|Insight 10&lt;br /&gt;
|Security 1&lt;br /&gt;
|-&lt;br /&gt;
|Presence 9&lt;br /&gt;
|Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|Reason 10&lt;br /&gt;
|Science 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Diagnostics&lt;br /&gt;
*Electro-Plasma Power Systems&lt;br /&gt;
*Shuttle Maintenance&lt;br /&gt;
*Transporters / Replicators&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Velyse zh&#039;Iroso, Tactical Control&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Female Andorian&amp;lt;br&amp;gt;&lt;br /&gt;
Tactical Control, Lieutenant (junior grade)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intense:&#039;&#039;&#039; When you succeed at a task where you purchased one or more d20s by adding to Threat, you generate 1 bonus Momentum for each d20 purchased. Bonus Momentum may not be saved.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 11&lt;br /&gt;
|Command 1&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 2&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 7&lt;br /&gt;
|Security 4&lt;br /&gt;
|-&lt;br /&gt;
|Presence 9&lt;br /&gt;
|Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|Reason 8&lt;br /&gt;
|Science 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Anti-Physics&lt;br /&gt;
*Starship Beam Weapons&lt;br /&gt;
*Starship Engagement Tactics&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Salvis &amp;quot;Sal&amp;quot; Rodan, Bartender&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Male Risian&amp;lt;br&amp;gt;&lt;br /&gt;
Bartender of Seven-Forward&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insightful:&#039;&#039;&#039; Whenever a Risian assists another character using Insight, they may re-roll a single d20 in their dice pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 10&lt;br /&gt;
|Command 4&lt;br /&gt;
|-&lt;br /&gt;
|Daring 7&lt;br /&gt;
|Conn 3&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 11&lt;br /&gt;
|Security 1&lt;br /&gt;
|-&lt;br /&gt;
|Presence 10&lt;br /&gt;
|Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|Reason 8&lt;br /&gt;
|Science 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Emotional Intelligence&lt;br /&gt;
*Hospitality Services&lt;br /&gt;
*Romance&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Zoe Cerecero, Security Officer&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Nonbinary human&amp;lt;br&amp;gt;&lt;br /&gt;
Security, petty officer 1st class&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faith of the Heart:&#039;&#039;&#039; When you use one of your values to spend or gain Determination, you may also add 1 Momentum to the group pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 10&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 11&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 8&lt;br /&gt;
|Security 4&lt;br /&gt;
|-&lt;br /&gt;
|Presence 7&lt;br /&gt;
|Medicine 3&lt;br /&gt;
|-&lt;br /&gt;
|Reason 8&lt;br /&gt;
|Science 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Field Medic&lt;br /&gt;
*First Response Security Officer&lt;br /&gt;
*Hand Phasers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talent&#039;&#039;&#039;&lt;br /&gt;
* Close Protection: When you make a successful Attack, you may spend 1 Momentum to protect a single ally within Close range. The next Attack against that ally before the start of your next turn increases in Difficulty by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Mianee Dehl, Engineer&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Female Trill&amp;lt;br&amp;gt;&lt;br /&gt;
Engineer, Ensign&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patient:&#039;&#039;&#039; When you succeed at a task where you purchased one or more d20s by spending Momentum, you generate 1 bonus Momentum for each d20 purchased. Bonus Momentum may not be saved.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 8&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 8&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
|Insight 9&lt;br /&gt;
|Security 2&lt;br /&gt;
|-&lt;br /&gt;
|Presence 10&lt;br /&gt;
|Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|Reason 11&lt;br /&gt;
|Science 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Damage Control&lt;br /&gt;
*Environmental Systems&lt;br /&gt;
*Failure Analysis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Todal zh&#039;Raazi, Assistant Engineer&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Female Andorian&amp;lt;br&amp;gt;&lt;br /&gt;
Engineer, Lieutenant (JG)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intense:&#039;&#039;&#039; When you succeed at a task where you purchased one or more d20s by adding to Threat, you generate 1 bonus Momentum for each d20 purchased. Bonus Momentum may not be saved.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 11&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
|Insight 7&lt;br /&gt;
|Security 2&lt;br /&gt;
|-&lt;br /&gt;
|Presence 9&lt;br /&gt;
|Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|Reason 9&lt;br /&gt;
|Science 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Deflector Operations&lt;br /&gt;
*Meticulous&lt;br /&gt;
*Reverse Engineering&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Alexis Pacheco, Flight Controller&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Male human&amp;lt;br&amp;gt;&lt;br /&gt;
Flight Control, Lieutenant (JG)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faith of the Heart:&#039;&#039;&#039; When you use one of your values to spend or gain Determination, you may also add 1 Momentum to the group pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 11&lt;br /&gt;
|Command 3&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 4&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 9&lt;br /&gt;
|Security 2&lt;br /&gt;
|-&lt;br /&gt;
|Presence 8&lt;br /&gt;
|Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|Reason 8&lt;br /&gt;
|Science 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Atmospheric Flight&lt;br /&gt;
*Composure&lt;br /&gt;
*Flight Controller&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Peppi Kokkonen, Life Sciences Specialist&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 1 support&amp;lt;br&amp;gt;&lt;br /&gt;
Female human&amp;lt;br&amp;gt;&lt;br /&gt;
Life Sciences Specialist, Ensign&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faith of the Heart:&#039;&#039;&#039; When you use one of your values to spend or gain Determination, you may also add 1 Momentum to the group pool.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 7&lt;br /&gt;
|Command 1&lt;br /&gt;
|-&lt;br /&gt;
|Daring 11&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 8&lt;br /&gt;
|Security 2&lt;br /&gt;
|-&lt;br /&gt;
|Presence 8&lt;br /&gt;
|Medicine 3&lt;br /&gt;
|-&lt;br /&gt;
|Reason 10&lt;br /&gt;
|Science 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Agronomy&lt;br /&gt;
*Botany&lt;br /&gt;
*Drawing&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#d71a14;&amp;quot;&amp;gt;  &#039;&#039;&#039;Holo-Caitian: Adjutant&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Assistant to command-level crew&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 8&lt;br /&gt;
|Command 4&lt;br /&gt;
|-&lt;br /&gt;
|Daring 9&lt;br /&gt;
|Conn 3&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
|Insight 10&lt;br /&gt;
|Security 1&lt;br /&gt;
|-&lt;br /&gt;
|Presence 10&lt;br /&gt;
|Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|Reason 9&lt;br /&gt;
|Science 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Galactic Politics&lt;br /&gt;
*Law&lt;br /&gt;
*Starfleet Protocol&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#d71a14;&amp;quot;&amp;gt; &#039;&#039;&#039;Holo-Caitian: Hotshot&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Emergency Pilot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 9&lt;br /&gt;
|Command 1&lt;br /&gt;
|-&lt;br /&gt;
|Daring 11&lt;br /&gt;
|Conn 4&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 3&lt;br /&gt;
|-&lt;br /&gt;
|Insight 8&lt;br /&gt;
|Security 2&lt;br /&gt;
|-&lt;br /&gt;
|Presence 8&lt;br /&gt;
|Medicine 1&lt;br /&gt;
|-&lt;br /&gt;
|Reason 9&lt;br /&gt;
|Science 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Atmospheric Flight&lt;br /&gt;
*Evasive Maneuvers&lt;br /&gt;
*Starship Recognition&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#efc533;&amp;quot;&amp;gt; &#039;&#039;&#039;Holo-Caitian: Grease Monkey&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Emergency Engineering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 10&lt;br /&gt;
|Command 1&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 2&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 4&lt;br /&gt;
|-&lt;br /&gt;
|Insight 9&lt;br /&gt;
|Security 1&lt;br /&gt;
|-&lt;br /&gt;
|Presence 7&lt;br /&gt;
|Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|Reason 9&lt;br /&gt;
|Science 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Emergency Repairs&lt;br /&gt;
*Hologram Technology&lt;br /&gt;
*Life Support Systems&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#efc533;&amp;quot;&amp;gt; &#039;&#039;&#039;Holo-Caitian: MACO&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Counter-Intrusion Responder&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 10&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 10&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 10&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 9&lt;br /&gt;
|Security 4&lt;br /&gt;
|-&lt;br /&gt;
|Presence 8&lt;br /&gt;
|Medicine 3&lt;br /&gt;
|-&lt;br /&gt;
|Reason 7&lt;br /&gt;
|Science 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Crisis Management&lt;br /&gt;
*Hand Phasers&lt;br /&gt;
*Physical Superiority&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#1768e4;&amp;quot;&amp;gt; &#039;&#039;&#039;Holo-Caitian: Nightingale&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Emergency Medical Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 10&lt;br /&gt;
|Command 2&lt;br /&gt;
|-&lt;br /&gt;
|Daring 9&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 8&lt;br /&gt;
|Engineering 1&lt;br /&gt;
|-&lt;br /&gt;
|Insight 10&lt;br /&gt;
|Security 3&lt;br /&gt;
|-&lt;br /&gt;
|Presence 8&lt;br /&gt;
|Medicine 4&lt;br /&gt;
|-&lt;br /&gt;
|Reason 9&lt;br /&gt;
|Science 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Emergency Medicine&lt;br /&gt;
*Patient Care&lt;br /&gt;
*Surgery&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot; style=&amp;quot;color:#1768e4;&amp;quot;&amp;gt; &#039;&#039;&#039;Holo-Caitian: Index&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;color:#000000;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 0 support&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Hologram&amp;lt;br&amp;gt;&lt;br /&gt;
Purpose: Research Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Attribute&#039;&#039;&#039;&lt;br /&gt;
! &#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Control 8&lt;br /&gt;
|Command 3&lt;br /&gt;
|-&lt;br /&gt;
|Daring 8&lt;br /&gt;
|Conn 1&lt;br /&gt;
|-&lt;br /&gt;
|Fitness 9&lt;br /&gt;
|Engineering 2&lt;br /&gt;
|-&lt;br /&gt;
|Insight 10&lt;br /&gt;
|Security 1&lt;br /&gt;
|-&lt;br /&gt;
|Presence 9&lt;br /&gt;
|Medicine 2&lt;br /&gt;
|-&lt;br /&gt;
|Reason 10&lt;br /&gt;
|Science 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Focuses&#039;&#039;&#039; &lt;br /&gt;
*Lab Maintenance&lt;br /&gt;
*Literature&lt;br /&gt;
*Research&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Other Characters=&lt;br /&gt;
&#039;&#039;&#039;Professor Muraski&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Female Violacean&amp;lt;br&amp;gt;&lt;br /&gt;
Daystrom Institute researcher&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Richard Biessman&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Male Human&amp;lt;br&amp;gt;&lt;br /&gt;
A lab assistant to Muraski.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Game Info=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;NCC-80120 USS Hyperion&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperion.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
[[File:Hyperion2.jpg|200px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Click pictures for larger version&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Summary == &lt;br /&gt;
&#039;&#039;&#039;Registry:&#039;&#039;&#039; NCC-80120&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Service Date:&#039;&#039;&#039; 2376&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Frame:&#039;&#039;&#039; Luna-class &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mission Profile:&#039;&#039;&#039; Multirole Explorer&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Federation Starship, Luna Class&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Disciplines &amp;amp; Systems ==&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | DISCIPLINE&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center;&amp;quot; | SYSTEM / BREACHES&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#d71a14; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 2&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Comms&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#d71a14; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Conn&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 2&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Computers&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 11&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#efc533; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 3&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Engines&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#efc533; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 2&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Sensors&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#1768e4; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Medicine&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 2&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Structure&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 9&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center; background-color:#1768e4; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 4&lt;br /&gt;
|style=&amp;quot;text-align:center; font-weight:normal;&amp;quot; | &#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align:center; | 8&lt;br /&gt;
| style=&amp;quot;text-align:center; | 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
&#039;&#039;&#039;Scale:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Crew Support:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield Resistance:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shield Damage:&#039;&#039;&#039; 0/11 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Breakthroughs:&#039;&#039; &#039;&#039;&#039;6&#039;&#039;&#039; damage and &#039;&#039;&#039;9&#039;&#039;&#039; damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hull Resistance:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hull Damage:&#039;&#039;&#039; 0/17 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Breakthroughs:&#039;&#039; &#039;&#039;&#039;9&#039;&#039;&#039; damage and &#039;&#039;&#039;13&#039;&#039;&#039; damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&#039;&#039;&#039;Phaser Array:&#039;&#039;&#039; 6 Damage, Medium Range (&#039;&#039;Area &#039;&#039;&#039;or&#039;&#039;&#039; Spread, Versatile 1&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antiproton Banks:&#039;&#039;&#039; 7 Damage, Medium Range (&#039;&#039;Piercing (Hull), Versatile 1&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Quantum Torpedoes:&#039;&#039;&#039; 5 Damage, Long Range (&#039;&#039;Calibration, High-Yield, Intense, Kinetic&#039;&#039;)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tractor Beam:&#039;&#039;&#039; Strength 4&lt;br /&gt;
&lt;br /&gt;
====Glossary of terms====&lt;br /&gt;
&#039;&#039;&#039;Area:&#039;&#039;&#039; When you succeed at an attack, additional targets in the same zone may be hit by spending 1 Momentum for each additional target (Repeatable). This attack may &#039;&#039;Succeed at Cost&#039;&#039; (see page 259).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Calibration:&#039;&#039;&#039; . The weapon cannot be fired unless a &#039;&#039;Prepare&#039;&#039; minor action is performed before the &#039;&#039;Attack&#039;&#039; major action in the same turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;High-Yield:&#039;&#039;&#039; If the attack inflicts one or more breaches to a system, it inflicts one additional breach (or steps up the Potency of a breach inflicted by 1—attacker’s choice).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intense:&#039;&#039;&#039; When making an attack with this weapon, you may increase the damage by 1 by spending 1 Momentum, rather than 2. This is Repeatable.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kinetic:&#039;&#039;&#039; When this weapon damages the target&#039;s Hull, but the target does not become Shaken, you may spend 1 Momentum to have them become Shaken.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Piercing (Hull):&#039;&#039;&#039; An attack with this weapon ignores half the target&#039;s Hull Resistance (rounded up).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spread:&#039;&#039;&#039; This weapon gains access to the Saturating Fire minor action.&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Saturating Fire (Tactical Minor Action):&#039;&#039; You prime your weapons for an overwhelming barrage of firepower. Select a single enemy vessel within Long range. On your next attack with this weapon against the target, increase the weapon&#039;s damage by 1 and you may re-roll a d20 on the task.&lt;br /&gt;
&#039;&#039;&#039;Versatile X:&#039;&#039;&#039; If an attack with this weapon is successful, it gains X points of bonus Momentum. Bonus Momentum cannot be saved.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Talents ==&lt;br /&gt;
&#039;&#039;&#039;ADVANCED CREW HOLOGRAMS:&#039;&#039;&#039; The ship has several holographic supporting characters equal to half the ship’s Computers score (round up); their appearance and personality are determined when the ship is created, though the supporting characters have a species trait of &#039;&#039;&#039;Hologram&#039;&#039;&#039;. These can be activated or deactivated as a minor action, and they do not require any Crew Support to appear. They cannot operate outside of the ship, and they do not improve when introduced in subsequent adventures. However, if any character advances are used to improve these supporting characters, all the supporting characters granted by this talent receive the advance. (Note: Post-2380, this replaces the Luna&#039;s standard &#039;&#039;Emergency Medical Hologram&#039;&#039; talent.)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ADVANCED RESEARCH FACILITIES:&#039;&#039;&#039; The vessel is equipped with additional laboratories and long-term research facilities. Whenever a character aboard the ship succeeds at a task to perform research, and they are assisted by the ship’s &#039;&#039;&#039;Computers + Science&#039;&#039;&#039;, they may ask two additional questions, as if they had spent Momentum to &#039;&#039;Obtain Information&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ADVANCED SENSOR SUITES:&#039;&#039;&#039; Whenever a character performs a task roll assisted by the ship’s Sensors, the ship may roll 2d20 for assistance rather than only one (if Reserve Power is rerouted to Sensors, one of these dice is set to a 1). This talent cannot be used if the ship is suffering one or more breaches to Sensors.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;IMPROVED HULL INTEGRITY:&#039;&#039;&#039; The ship’s hull has been reinforced to better endure stress and damage. The ship’s Hull capacity is increased by 5 (already included).&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HIGH-RESOLUTION SENSORS:&#039;&#039;&#039; The vessel’s sensors can gain large amounts of accurate data, though they are extremely sensitive. While the vessel is not in combat, any successful task assisted by the ship’s Sensors gains 1 bonus Momentum. Bonus Momentum may not be saved.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;VARIABLE GEOMETRY WARP FIELD:&#039;&#039;&#039; A ship with a variable geometry warp field can adjust its subspace field in highly turbulent spacetime and can continue to provide propulsive force even then. When you attempt a task to go to warp, you may select one trait in play which affects the task roll, and ignore its effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MISSION POD:&#039;&#039;&#039; Sensors&lt;br /&gt;
&lt;br /&gt;
== Launch Bay ==&lt;br /&gt;
Small Craft Readiness: 4&amp;lt;br&amp;gt;&lt;br /&gt;
The Hyperion carries standard Size-1 shuttlecraft only.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Houserules&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Starship combat is unfortunately too deadly in STA 2e. Beam arrays with the Piercing quality (easily obtained through the Scan For Weakness action) can destroy a starship in a single attack. The following houserules are extensive, I know, but are in my opinion necessary to restore game balance, to keep things fun for all involved, and to bring the game closer to the source material.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shields &amp;amp; Hull==&lt;br /&gt;
Instead of giving starships a single Shields track, ships have two tracks.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shields:&#039;&#039;&#039; Equal to Structure + Security&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hull:&#039;&#039;&#039; Equal to Structure + Engineering&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ship Resistance is still calculated as normal and applies to both Shields and Hull. Some talents and effects can modify these values separately though (e.g. Ablative Armor will improve Hull Resistance but not Shield Resistance).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Starship Damage&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Change the damage steps on page 309 as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1&#039;&#039;&#039;&lt;br /&gt;
Keep as it is, but make you sure apply the correct kind of Resistance. Damage is first applied to Shields. If Shields are at 0 then apply it to Hull instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2A (SHIELDS)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
APPLY DAMAGE: Reduce the target ship&#039;s shields by 1 for each point of damage (after applying Shield Resistance and other modifiers). If the ship&#039;s shields were already 0, skip to Step 2B instead.&lt;br /&gt;
&lt;br /&gt;
SHIELDS AT 50%: Any task to Regenerate Shields (page 303), Modulate Shield (page 305), or otherwise use shields, has its difficulty increased by 1 for as long as this Breakthrough point is crossed out.&lt;br /&gt;
&lt;br /&gt;
SHIELDS AT 25%: The difficulty increase to use shields worsens to 2.&lt;br /&gt;
&lt;br /&gt;
SHIELDS ARE DOWN: If the damage reduces the ship&#039;s shields to 0, the shields are down, and any remaining damage is applied to Hull in step 2B. The ship is Shaken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 2B (Hull)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
APPLY DAMAGE: Reduce the target ship&#039;s hull by 1 for each point of damage (after applying Hull Resistance and other modifiers). If the hull reaches zero, or was already at 0, apply a Breach.&lt;br /&gt;
&lt;br /&gt;
HULL AT 50%: The ship is Shaken and suffers a breach.&lt;br /&gt;
&lt;br /&gt;
HULL AT 25%: The ship is Shaken and suffers a breach.&lt;br /&gt;
&lt;br /&gt;
HULL DAMAGE CRITICAL: The ship suffers a breach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starship Breaches&#039;&#039;&#039;&lt;br /&gt;
If a single system on your ship suffers a number of breaches exceeding the ship&#039;s Scale, the system has been destroyed. When a system has been destroyed, any task which would be assisted by that system automatically fails.&lt;br /&gt;
&lt;br /&gt;
If your ship suffers a total number of breaches equal to double the ship&#039;s Scale, then the ship has suffered critical damage and can no longer function. If the ship takes any additional breaches, it is destroyed.&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Changes==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Devastating Attack&#039;&#039;&#039; Momentum spend (page 307) now reads:&amp;lt;br&amp;gt;&lt;br /&gt;
[1 Momentum] If your attack deals 5 or more damage to the target&#039;s Hull (after resistance), you may inflict a Breach.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Modulate Shields&#039;&#039;&#039; action (page 305) now reads:&amp;lt;br&amp;gt;&lt;br /&gt;
This cannot be attempted if the shields are at 0. You try to tune your shields to resist enemy attacks. If you take this action, then until your next turn, increase your Shield Resistance by 2.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Regenerate Shields&#039;&#039;&#039; action (page 303) now reads:&amp;lt;br&amp;gt;&lt;br /&gt;
Requires &#039;&#039;&#039;Reserve Power&#039;&#039;&#039;. You reroute Reserve Power to the shield emitters, attempting to restore their strength. This requires a &#039;&#039;&#039;Control + Engineering&#039;&#039;&#039; task with a Difficulty of 2, assisted by the ship’s &#039;&#039;&#039;Structure + Security&#039;&#039;&#039;; the Difficulty increases by 1 if the ship’s shields are at 0. If successful, the ship regains shields equal to your ship&#039;s Security department, plus 1 more by spending 1 Momentum (Repeatable).&lt;br /&gt;
&lt;br /&gt;
There is a new &#039;&#039;&#039;Emergency Repairs&#039;&#039;&#039; major action, which is only available to the Engineering position. It reads:&amp;lt;br&amp;gt;&lt;br /&gt;
You direct emergency teams to quickly seal and repair damaged sections of the ship. This requires a &#039;&#039;&#039;Daring + Engineering&#039;&#039;&#039; task with a Difficulty of 2, assisted by the ship’s &#039;&#039;&#039;Structure + Engineering&#039;&#039;&#039;; the Difficulty increases by 1 for each Breach the ship&#039;s Structure department has suffered. If successful, the ship regains hull equal to your ship&#039;s Engineering department, plus 1 more by spending 1 Momentum (Repeatable).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Starship Weapon Qualities&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This describes changed or new qualities. If a quality is not listed here, it works as described on pages 226-227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DAMPENING:&#039;&#039;&#039; This attack drains the target&#039;s reserve power, causing widespread disruption. If the target has Reserve Power available, it loses Reserve Power. If the target doesn&#039;t have Reserve Power available, the difficulty of the Regain Power task increases by 1 for the rest of the scene, just as if they had attempted to use that action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEPLETING:&#039;&#039;&#039; Removed from the game, but see Piercing below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEVASTATING:&#039;&#039;&#039; Reduce the Momentum cost of Devastating Attack by 1. Tasks to repair breaches caused by this weapon increase in Difficulty by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;JAMMING:&#039;&#039;&#039; Until the end of the current round, the target increases the Difficulty for all tasks assisted by Communications and Sensors by 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KINETIC:&#039;&#039;&#039; When this weapon damages the target&#039;s Hull, but the target does not become Shaken, you may spend 1 Momentum to have them become Shaken.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OBSOLETE X:&#039;&#039;&#039; When applying damage (after accounting for Resistance), reduce the damage by X. Note that this can fully negate the damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PERSISTENT X:&#039;&#039;&#039; When this weapon hits, you may spend up to X Momentum. At the end of each round, the target suffers half the weapon&#039;s base damage rating, twice. The first application is normal and the second has the Shield Bypass quality for free. This effect lasts for a number of rounds equal to the Momentum spent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PIERCING (SHIELD/HULL):&#039;&#039;&#039; An attack with this weapon ignores half the target&#039;s Resistance (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SHIELD BYPASS X:&#039;&#039;&#039; The weapon is effective at bypassing enemy shields. On a hit, you may spend X Momentum to ignore the target&#039;s Shields, applying the damage directly to Hull.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPREAD:&#039;&#039;&#039; This weapon gains access to the Saturating Fire minor action.&lt;br /&gt;
*&#039;&#039;Saturating Fire (Tactical Minor Action):&#039;&#039; You prime your weapons for an overwhelming barrage of firepower. Select a single enemy vessel within Long range. On your next attack with this weapon against the target, increase the weapon&#039;s damage by 1 and you may re-roll a d20 on the task.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Starship Energy Weapons&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antiproton:&#039;&#039;&#039; Piercing (Hull)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disruptor:&#039;&#039;&#039; Intense&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Electromagnetic or Ionic:&#039;&#039;&#039; Dampening, Jamming&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Free Electron Laser:&#039;&#039;&#039; Obsolete 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Graviton or Kinetic:&#039;&#039;&#039; Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase/Pulse:&#039;&#039;&#039; -&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phased Polaron:&#039;&#039;&#039; Shield Bypass 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phaser:&#039;&#039;&#039; Versatile 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proton:&#039;&#039;&#039; Persistent 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tetryon:&#039;&#039;&#039; Piercing (Shield)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Close Range / Ship Scale +2 Damage / Devastating quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banks&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Medium Range / Ship Scale +1 Damage / Versatile 1 quality&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrays&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Unaltered from core&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spinal Lance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long Range / Ship Scale +3 Damage / Cumbersome, High Yield qualities&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Torpedoes&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Chroniton&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 3 Damage / Calibration, High Yield, Kinetic, Slowing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravimetric&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 5 Damage / Calibration, Cumbersome, High Yield, Kinetic, Piercing (Hull)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutronic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 4 Damage / Calibration, Dampening, Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nuclear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Medium / 3 Damage / Calibration, Intense, Kinetic, Obsolete 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 3 Damage / High Yield, Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 2 Damage / High Yield, Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 5 Damage / Calibration, Cumbersome, Kinetic, Persistent 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polaron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 3 Damage / Calibration, Kinetic, Shield Bypass 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Positron&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 5 Damage / Calibration, Cumbersome, Dampening, Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quantum&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 4 Damage / Calibration, High Yield, Intense, Kinetic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spatial&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Medium / 3 Damage / Kinetic, Obsolete 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tetryonic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 3 Damage / Calibration, High Yield, Kinetic, Piercing (Shield)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transphasic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 4 Damage / Calibration, Devastating, Piercing (Shield and Hull)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tricobalt&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Long / 6 Damage / Area, Calibration, Cumbersome, Kinetic&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;Talents&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ablative Armor&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The vessel&#039;s hull plating has an additional ablative layer that disintegrates slowly under extreme temperatures. Increase your Hull Resistance by 2. Reduce this by 1 for each Hull Breakthrough point reached.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptive Shield Modulator&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the Modulate Shields action is taken (page 305), improve your ship&#039;s Shield Resistance by an additional +1, and a further +1 for every 2 Momentum spent. Further, the ship may have its shields raised when operating in silent running (see sidebar opposite).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backup EPS Conduits&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When the ship loses Reserve Power, roll 1d20; if you roll equal to or under your ship&#039;s Structure, regain Reserve Power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Improved Hull Integrity&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The ship&#039;s hull has been reinforced to better endure stress and damage. The ship&#039;s maximum Hull Capacity is increased by 5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rapid-Fire Torpedo Launcher&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The vessel&#039;s torpedo launchers have been designed to allow the ship to fire multiple torpedoes much more quickly and accurately. When the ship fires a torpedo salvo (page 229), the character at Tactical may either:&lt;br /&gt;
*If they choose to gain the Area quality, they also gain the Spread quality.&lt;br /&gt;
*If they choose to gain the Spread quality, they may use the Saturating Fire minor action for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rugged Design&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Increase your Shield Resistance and Hull Resistance by 1 each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Covering Advance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Add the following to the end: &amp;quot;… or the difficulty is +1, whichever would be higher.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glancing Impact&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This counts for both Shield and Hull Resistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Piercing Salvo&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you make a Torpedo Attack, you may spend 2 Momentum (Immediate) to gain either the Piercing (Shields) or Piercing (Hull) quality.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table width=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
	&amp;lt;td&amp;gt;&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed toccolours&amp;quot;&amp;gt; &#039;&#039;&#039;NPC Starship Categories&#039;&#039;&#039;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Major Starships&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These are for extended fights, probably the culmination of a season or a &amp;quot;movie climax.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Examples: The Reliant, the Scimitar, or any Borg cube outside of Voyager.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use the rules for starships as described previously. They have 6 or more Personal Threat (page 346).&amp;lt;br&amp;gt;&lt;br /&gt;
If you have the GM Toolkit and use their optional Breach effects, also use them for Major starships.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Starships&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These ships are often the focus point of a single episode and unlikely to make repeat appearances.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Examples: A single Romulan warbird decloaking to question your presence in the Neutral Zone, a smuggler trying to evade capture, or an Orion pirate vessel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reduce Shields and Hull to 75% and give them only a single Breakthrough point in the middle. When the ship has suffered Breaches exceeding its scale, the ship is defeated – either destroyed, surrendering, or retreating, as appropriate to the story.&amp;lt;br&amp;gt;&lt;br /&gt;
They typically have 3 Personal Threat (page 346).&amp;lt;br&amp;gt;&lt;br /&gt;
If you have the GM Toolkit and use their optional Breach effects, don&#039;t use them for Notable starships.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Starships&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
These ships might be part of a larger attack wing or small fleet. They pose little threat individually. Most minor starships are of scale 4 or lower.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Examples: See those swarms of ships in any of the major battles in DS9? Those are minor starships.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reduce Shields and Hull to one-half but remove the Breakthrough points. When the ship has suffered any Breach whatsoever, the ship is defeated – either destroyed, surrendering, or retreating, as appropriate to the story.&amp;lt;br&amp;gt;&lt;br /&gt;
Reduce the number of actions the ship can take each round to one-half.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485795</id>
		<title>Primrose Bathory</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485795"/>
		<updated>2026-04-12T21:16:49Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Mighty Healing (1/arc) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
[[File:P1.jpg|500px|right]]&lt;br /&gt;
[[File:P2.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=Primrose Bathory=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human-ish&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Cleric 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; I am one-eight vampire on my mother&#039;s side&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Honorary (?) Vampire Nobility&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Mrs. Doure&#039;s Boarding School for Privileged Girls&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Priestess of the Sacred Heart convent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d8+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Emperor (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Lich King (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
The Priestess (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vestments:&#039;&#039;&#039; Gain a bonus at-will spell, modifies certain other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Gain &#039;&#039;Heal&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Holy Light:&#039;&#039;&#039; Can glow with gentle radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Can cast rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turn Undead:&#039;&#039;&#039; Gain &#039;&#039;Turn Undead&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cleric Talents==&lt;br /&gt;
===Cathedral&#039;s Light===&lt;br /&gt;
(Her connection to all that is sacred tends to be slightly erratic for some reason)&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of each arc, randomly choose two cleric domains you do not already possess.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Current Domains=====&lt;br /&gt;
&#039;&#039;&#039;FRIENDSHIP:&#039;&#039;&#039; You and all your nearby allies gain a +2 bonus to Mental Defense (MD). When an effect like confusion would make you or one of your allies attack one of your true allies, the character about to attack can roll a normal save. If the save succeeds, they don’t have to make the attack.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; Randomly choose two heroes as special allies (HH 100).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEALING:&#039;&#039;&#039; When you cast a spell other than the heal spell that lets you or an ally heal using a recovery, add your Wisdom modifier to the amount of healing.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; This battle, gain an additional use of the &#039;&#039;Heal&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life/Death Domain===&lt;br /&gt;
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to five times your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Life/Death:&#039;&#039;&#039; One battle per arc, you and each of your allies can each separately add the escalation die to a single save you make. In addition, during this battle, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit point total; instead, you die when your negative hit points equal your full hit point total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, three times per arc you can reroll a skill check involving knowledge. Interpret the word “knowledge” as loosely as your GM allows.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Knowledge/Lore:&#039;&#039;&#039; You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
====Javelin of Faith (At-will)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) holy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; You can take a bonus quick action this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heal (2x battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can use this spell twice per battle. Quick action to cast (1/round)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You or a nearby ally.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;FEAT:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Turn Undead (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Each casting requires the cleric to expend a different spell as a free action before using a standard action for the spell. The expended spell must be a 1/arc spell or a 1/battle use of heal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The nearest 1d3 nearby undead creatures. Add +1 creature for each point of your Charisma modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. MD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. non-mook:&#039;&#039;&#039; 9 (2d8) holy damage, and the target is afflicted (save ends). Each time an afflicted foe makes an attack, even a no-trigger attack, it first takes 4 (1d6) damage. If the attack involves multiple attack rolls or targets, it still takes the damage once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. mook:&#039;&#039;&#039; Full damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Half damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warrior&#039;s Invocation (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A nearby ally can heal using a recovery and make a no-trigger attack as a free action. The attack deals holy damage in addition to any other damage types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mighty Healing (1/arc)====&lt;br /&gt;
&#039;&#039;expended&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally can heal using a single recovery and regain double the usual number of hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith (1/arc)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally gains a +2 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target gains a +1 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Heal Spell:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; Speak just about any humanoid language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Sacred Staff (+1 attack, 1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
Basic Vestments plus spare clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Holy texts, Adventuring Journal (blank), Personal Journal (filled with doodles), jars of skin ointments and oils.&amp;lt;br&amp;gt;&lt;br /&gt;
1 copy of the Famous Adventurer&#039;s Correspondence Guide book with yellowed and dog-eared pages.&amp;lt;br&amp;gt;&lt;br /&gt;
A satchel of &amp;quot;essentials&amp;quot; for a noble lady on the road, gifted by her family, all of the contents being rather useless to an adventurer (feathered fan, uncomfortable but pretty shoes, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion, which looks an awful lot like blood for some reason? Wait is this ok?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Grandmother was one of those typical Daywalker half-vampire badasses who killed vamps while looking good in leather. You know the type. Once she was ready to settle down she found herself a nice man of noble lineage, gave him no chance to refuse marriage, and lived out the rest of her days in comfort and luxury. Most of the family doesn&#039;t take after her. But Primrose does.&lt;br /&gt;
&lt;br /&gt;
I mean, she&#039;s not really a vampire, of course. She&#039;s just a nice young lady from a noble house in the Dragon Empire who wants to help people. She doesn&#039;t even have any special powers. Ok, so sometimes bats come flocking when she sings, like a goth Disney princess scene. And whenever she uses her Turn Undead spell she breaks out in a rash. She can hold her breath for disturbingly long, sees pretty well in the dark for a human, oh and then there&#039;s the fact that her reflection is not always exactly synchronized with her movements. But that doesn&#039;t mean anything! Pure coincidence, I swear!&lt;br /&gt;
&lt;br /&gt;
Intelligent undead will most likely be aware of her status as &#039;&#039;technically&#039;&#039; having inherited a noble title in the Lich King&#039;s court. But etiquette should not be mistaken for obedience.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485790</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485790"/>
		<updated>2026-04-12T11:24:25Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Equipment &amp;amp; Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
14 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Craghammer&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
Decent clothing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485789</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485789"/>
		<updated>2026-04-12T11:21:26Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Equipment &amp;amp; Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
15 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Craghammer&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485788</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485788"/>
		<updated>2026-04-12T11:21:20Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Equipment &amp;amp; Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Craghammer&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485777</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485777"/>
		<updated>2026-04-10T09:45:59Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Bull Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485470</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485470"/>
		<updated>2026-02-20T15:15:57Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485466</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485466"/>
		<updated>2026-02-20T07:43:58Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Bull Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485465</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485465"/>
		<updated>2026-02-20T07:43:35Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Encounter Attack Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Bull Charge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; When charging, you can use this power instead of a basic attack.br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. Fort&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 2d10+6 damage, and you push the target square. You then shift 1 square to a square the target vacated. Make a secondary attack against the target&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; You knock the target prone.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485464</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485464"/>
		<updated>2026-02-20T07:40:10Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 45 (Bloodied 22)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485463</id>
		<title>Vanadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vanadia&amp;diff=485463"/>
		<updated>2026-02-20T07:39:24Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Vanadia Fiorhgard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:vanadia.jpg|thumb|600px|right]]&lt;br /&gt;
&lt;br /&gt;
==Vanadia Fiorhgard==&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Dwarf&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Fighter (Battlerager) 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theme/Background:&#039;&#039;&#039; Heir of Delzoun&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039;: Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 18 +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 8 -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 10 +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 39 (Bloodied 19)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Surge Value&#039;&#039;&#039; 9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing Surges&#039;&#039;&#039; 13 per day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 19&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fortitude&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Reflex&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Will&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resist&#039;&#039;&#039; 5 poison&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039; +5 vs. poison&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Dwarven Resilience&#039;&#039;&#039; Second Wind as a minor action&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Encumbered Speed&#039;&#039;&#039; Armor or heavy loads don&#039;t reduce speed&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Low-Light Vision&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039; Can move 1 square less with forced movement, saving throw vs. prone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Combat Challenge:&#039;&#039;&#039; Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a -2 penalty to attack rolls if its attack doesn&#039;t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, whenever a marked enemy that is adjacent to you shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat Superiority:&#039;&#039;&#039; You gain a bonus to the attack rolls of opportunity attacks. The bonus equals your Wisdom modifier (+1). An enemy hit by your opportunity attack stops moving, if a move provoked the attack. If the enemy still has actions remaining, it can use them to resume moving.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlerager Vigor:&#039;&#039;&#039; Whenever you hit an enemy with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier, plus any temporary hit points normally granted by the power. You gain the hit points only after the attack is resolved.&amp;lt;br&amp;gt;&lt;br /&gt;
If you use an invigorating fighter attack power and miss every target with it, you gain temporary hit points equal to your Constitution modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you&#039;re wielding an axe, a hammer, a mace, or a pick.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics -1&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Athletics&#039;&#039;&#039; +7&amp;lt;br&amp;gt;&lt;br /&gt;
Bluff +1&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dungeoneering&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Endurance&#039;&#039;&#039; +9&amp;lt;br&amp;gt;&lt;br /&gt;
Heal +2&amp;lt;br&amp;gt;&lt;br /&gt;
History +0&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +2&amp;lt;br&amp;gt;&lt;br /&gt;
Intimidate +1&amp;lt;br&amp;gt;&lt;br /&gt;
Nature +2&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +2&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +2&amp;lt;br&amp;gt;&lt;br /&gt;
Stealth -1&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise +1&amp;lt;br&amp;gt;&lt;br /&gt;
Thievery -1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Dwarf Stoneblood:&#039;&#039;&#039; You gain a feat bonus of (2/4/6) to the temporary hit points gained from using an invigorating power. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dwarven Weapon Training:&#039;&#039;&#039; Proficiency and +2 damage with all axes and hammers.&lt;br /&gt;
&lt;br /&gt;
==At-Will Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Cleave&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage, and an enemy adjacent to you other than the target takes damage equal to your Str modifier (4).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#008001&amp;quot;&amp;gt;Crushing Surge&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&lt;br /&gt;
&lt;br /&gt;
==Encounter Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Hack and Hew&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Invigorating, Martial, Melee Weapon&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Primary Target:&#039;&#039;&#039; One creature&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prinary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make a secondary attack.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Target:&#039;&#039;&#039; One creature other than the primary target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Attack:&#039;&#039;&#039; +7 vs. AC&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Secondary Hit:&#039;&#039;&#039; 1d10+6 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daily Attack Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Unstoppable Advance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, whenever you hit with a creature with a melee weapon attack, you may push that creature 1 square and can shift 1 square into a square that creature vacated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Utility Powers==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#808080&amp;quot;&amp;gt;Boundless Endurance&amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Daily&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing, Martial, Stance&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Minor Action&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Until the stance ends, you have regeneration equal to (2 + Con mod) while you&#039;re bloodied.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment &amp;amp; Treasure==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wealth:&#039;&#039;&#039;&lt;br /&gt;
35 GP&lt;br /&gt;
&lt;br /&gt;
Adventurer&#039;s Kit&amp;lt;br&amp;gt;&lt;br /&gt;
Chainmail&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Warhammer&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bracers of Mighty Striking:&#039;&#039;&#039; When you hit with a melee basic attack, you gain a +2 item bonus to the damage roll.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485367</id>
		<title>Primrose Bathory</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485367"/>
		<updated>2026-02-10T09:08:51Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Cleric Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
[[File:P1.jpg|500px|right]]&lt;br /&gt;
[[File:P2.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=Primrose Bathory=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human-ish&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Cleric 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; I am one-eight vampire on my mother&#039;s side&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Honorary (?) Vampire Nobility&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Mrs. Doure&#039;s Boarding School for Privileged Girls&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Priestess of the Sacred Heart convent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d8+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Emperor (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Lich King (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
The Priestess (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vestments:&#039;&#039;&#039; Gain a bonus at-will spell, modifies certain other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Gain &#039;&#039;Heal&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Holy Light:&#039;&#039;&#039; Can glow with gentle radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Can cast rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turn Undead:&#039;&#039;&#039; Gain &#039;&#039;Turn Undead&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cleric Talents==&lt;br /&gt;
===Cathedral&#039;s Light===&lt;br /&gt;
(Her connection to all that is sacred tends to be slightly erratic for some reason)&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of each arc, randomly choose two cleric domains you do not already possess.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Current Domains=====&lt;br /&gt;
&#039;&#039;&#039;FRIENDSHIP:&#039;&#039;&#039; You and all your nearby allies gain a +2 bonus to Mental Defense (MD). When an effect like confusion would make you or one of your allies attack one of your true allies, the character about to attack can roll a normal save. If the save succeeds, they don’t have to make the attack.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; Randomly choose two heroes as special allies (HH 100).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEALING:&#039;&#039;&#039; When you cast a spell other than the heal spell that lets you or an ally heal using a recovery, add your Wisdom modifier to the amount of healing.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; This battle, gain an additional use of the &#039;&#039;Heal&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Life/Death Domain===&lt;br /&gt;
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to five times your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Life/Death:&#039;&#039;&#039; One battle per arc, you and each of your allies can each separately add the escalation die to a single save you make. In addition, during this battle, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit point total; instead, you die when your negative hit points equal your full hit point total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, three times per arc you can reroll a skill check involving knowledge. Interpret the word “knowledge” as loosely as your GM allows.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Knowledge/Lore:&#039;&#039;&#039; You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
====Javelin of Faith (At-will)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) holy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; You can take a bonus quick action this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heal (2x battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can use this spell twice per battle. Quick action to cast (1/round)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You or a nearby ally.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;FEAT:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Turn Undead (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Each casting requires the cleric to expend a different spell as a free action before using a standard action for the spell. The expended spell must be a 1/arc spell or a 1/battle use of heal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The nearest 1d3 nearby undead creatures. Add +1 creature for each point of your Charisma modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. MD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. non-mook:&#039;&#039;&#039; 9 (2d8) holy damage, and the target is afflicted (save ends). Each time an afflicted foe makes an attack, even a no-trigger attack, it first takes 4 (1d6) damage. If the attack involves multiple attack rolls or targets, it still takes the damage once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. mook:&#039;&#039;&#039; Full damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Half damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warrior&#039;s Invocation (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A nearby ally can heal using a recovery and make a no-trigger attack as a free action. The attack deals holy damage in addition to any other damage types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mighty Healing (1/arc)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally can heal using a single recovery and regain double the usual number of hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith (1/arc)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally gains a +2 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target gains a +1 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Heal Spell:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; Speak just about any humanoid language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Sacred Staff (+1 attack, 1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
Basic Vestments plus spare clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Holy texts, Adventuring Journal (blank), Personal Journal (filled with doodles), jars of skin ointments and oils.&amp;lt;br&amp;gt;&lt;br /&gt;
1 copy of the Famous Adventurer&#039;s Correspondence Guide book with yellowed and dog-eared pages.&amp;lt;br&amp;gt;&lt;br /&gt;
A satchel of &amp;quot;essentials&amp;quot; for a noble lady on the road, gifted by her family, all of the contents being rather useless to an adventurer (feathered fan, uncomfortable but pretty shoes, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion, which looks an awful lot like blood for some reason? Wait is this ok?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Grandmother was one of those typical Daywalker half-vampire badasses who killed vamps while looking good in leather. You know the type. Once she was ready to settle down she found herself a nice man of noble lineage, gave him no chance to refuse marriage, and lived out the rest of her days in comfort and luxury. Most of the family doesn&#039;t take after her. But Primrose does.&lt;br /&gt;
&lt;br /&gt;
I mean, she&#039;s not really a vampire, of course. She&#039;s just a nice young lady from a noble house in the Dragon Empire who wants to help people. She doesn&#039;t even have any special powers. Ok, so sometimes bats come flocking when she sings, like a goth Disney princess scene. And whenever she uses her Turn Undead spell she breaks out in a rash. She can hold her breath for disturbingly long, sees pretty well in the dark for a human, oh and then there&#039;s the fact that her reflection is not always exactly synchronized with her movements. But that doesn&#039;t mean anything! Pure coincidence, I swear!&lt;br /&gt;
&lt;br /&gt;
Intelligent undead will most likely be aware of her status as &#039;&#039;technically&#039;&#039; having inherited a noble title in the Lich King&#039;s court. But etiquette should not be mistaken for obedience.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485366</id>
		<title>Primrose Bathory</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485366"/>
		<updated>2026-02-10T09:07:38Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Current Domains */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
[[File:P1.jpg|500px|right]]&lt;br /&gt;
[[File:P2.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=Primrose Bathory=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human-ish&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Cleric 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; I am one-eight vampire on my mother&#039;s side&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Honorary (?) Vampire Nobility&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Mrs. Doure&#039;s Boarding School for Privileged Girls&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Priestess of the Sacred Heart convent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d8+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Emperor (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Lich King (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
The Priestess (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vestments:&#039;&#039;&#039; Gain a bonus at-will spell, modifies certain other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Gain &#039;&#039;Heal&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Holy Light:&#039;&#039;&#039; Can glow with gentle radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Can cast rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turn Undead:&#039;&#039;&#039; Gain &#039;&#039;Turn Undead&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cleric Talents==&lt;br /&gt;
===Cathedral&#039;s Light===&lt;br /&gt;
(Her connection to all that is sacred tends to be slightly erratic for some reason)&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of each arc, randomly choose two cleric domains you do not already possess.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Current Domains=====&lt;br /&gt;
&#039;&#039;&#039;FRIENDSHIP:&#039;&#039;&#039; You and all your nearby allies gain a +2 bonus to Mental Defense (MD). When an effect like confusion would make you or one of your allies attack one of your true allies, the character about to attack can roll a normal save. If the save succeeds, they don’t have to make the attack.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; Randomly choose two heroes as special allies (HH 100).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEALING:&#039;&#039;&#039; When you cast a spell other than the heal spell that lets you or an ally heal using a recovery, add your Wisdom modifier to the amount of healing.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; This battle, gain an additional use of the &#039;&#039;Heal&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
===Life/Death Domain===&lt;br /&gt;
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to five times your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Life/Death:&#039;&#039;&#039; One battle per arc, you and each of your allies can each separately add the escalation die to a single save you make. In addition, during this battle, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit point total; instead, you die when your negative hit points equal your full hit point total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, three times per arc you can reroll a skill check involving knowledge. Interpret the word “knowledge” as loosely as your GM allows.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Knowledge/Lore:&#039;&#039;&#039; You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
====Javelin of Faith (At-will)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) holy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; You can take a bonus quick action this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heal (2x battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can use this spell twice per battle. Quick action to cast (1/round)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You or a nearby ally.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;FEAT:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Turn Undead (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Each casting requires the cleric to expend a different spell as a free action before using a standard action for the spell. The expended spell must be a 1/arc spell or a 1/battle use of heal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The nearest 1d3 nearby undead creatures. Add +1 creature for each point of your Charisma modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. MD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. non-mook:&#039;&#039;&#039; 9 (2d8) holy damage, and the target is afflicted (save ends). Each time an afflicted foe makes an attack, even a no-trigger attack, it first takes 4 (1d6) damage. If the attack involves multiple attack rolls or targets, it still takes the damage once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. mook:&#039;&#039;&#039; Full damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Half damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warrior&#039;s Invocation (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A nearby ally can heal using a recovery and make a no-trigger attack as a free action. The attack deals holy damage in addition to any other damage types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mighty Healing (1/arc)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally can heal using a single recovery and regain double the usual number of hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith (1/arc)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally gains a +2 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target gains a +1 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Heal Spell:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; Speak just about any humanoid language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Sacred Staff (+1 attack, 1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
Basic Vestments plus spare clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Holy texts, Adventuring Journal (blank), Personal Journal (filled with doodles), jars of skin ointments and oils.&amp;lt;br&amp;gt;&lt;br /&gt;
1 copy of the Famous Adventurer&#039;s Correspondence Guide book with yellowed and dog-eared pages.&amp;lt;br&amp;gt;&lt;br /&gt;
A satchel of &amp;quot;essentials&amp;quot; for a noble lady on the road, gifted by her family, all of the contents being rather useless to an adventurer (feathered fan, uncomfortable but pretty shoes, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion, which looks an awful lot like blood for some reason? Wait is this ok?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Grandmother was one of those typical Daywalker half-vampire badasses who killed vamps while looking good in leather. You know the type. Once she was ready to settle down she found herself a nice man of noble lineage, gave him no chance to refuse marriage, and lived out the rest of her days in comfort and luxury. Most of the family doesn&#039;t take after her. But Primrose does.&lt;br /&gt;
&lt;br /&gt;
I mean, she&#039;s not really a vampire, of course. She&#039;s just a nice young lady from a noble house in the Dragon Empire who wants to help people. She doesn&#039;t even have any special powers. Ok, so sometimes bats come flocking when she sings, like a goth Disney princess scene. And whenever she uses her Turn Undead spell she breaks out in a rash. She can hold her breath for disturbingly long, sees pretty well in the dark for a human, oh and then there&#039;s the fact that her reflection is not always exactly synchronized with her movements. But that doesn&#039;t mean anything! Pure coincidence, I swear!&lt;br /&gt;
&lt;br /&gt;
Intelligent undead will most likely be aware of her status as &#039;&#039;technically&#039;&#039; having inherited a noble title in the Lich King&#039;s court. But etiquette should not be mistaken for obedience.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485365</id>
		<title>Primrose Bathory</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Primrose_Bathory&amp;diff=485365"/>
		<updated>2026-02-10T09:07:21Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Cathedral&amp;#039;s Light */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
[[File:P1.jpg|500px|right]]&lt;br /&gt;
[[File:P2.jpg|500px|right]]&lt;br /&gt;
&lt;br /&gt;
=Primrose Bathory=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human-ish&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Cleric 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; I am one-eight vampire on my mother&#039;s side&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Honorary (?) Vampire Nobility&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Mrs. Doure&#039;s Boarding School for Privileged Girls&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Priestess of the Sacred Heart convent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 27&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d8+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Emperor (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
The Lich King (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
The Priestess (positive)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vestments:&#039;&#039;&#039; Gain a bonus at-will spell, modifies certain other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Healing:&#039;&#039;&#039; Gain &#039;&#039;Heal&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Holy Light:&#039;&#039;&#039; Can glow with gentle radiance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual Magic:&#039;&#039;&#039; Can cast rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Turn Undead:&#039;&#039;&#039; Gain &#039;&#039;Turn Undead&#039;&#039; as a bonus spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cleric Talents==&lt;br /&gt;
===Cathedral&#039;s Light===&lt;br /&gt;
(Her connection to all that is sacred tends to be slightly erratic for some reason)&amp;lt;br&amp;gt;&lt;br /&gt;
At the beginning of each arc, randomly choose two cleric domains you do not already possess.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Current Domains=====&lt;br /&gt;
&#039;&#039;&#039;FRIENSHIP:&#039;&#039;&#039; You and all your nearby allies gain a +2 bonus to Mental Defense (MD). When an effect like confusion would make you or one of your allies attack one of your true allies, the character about to attack can roll a normal save. If the save succeeds, they don’t have to make the attack.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; Randomly choose two heroes as special allies (HH 100).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HEALING:&#039;&#039;&#039; When you cast a spell other than the heal spell that lets you or an ally heal using a recovery, add your Wisdom modifier to the amount of healing.&lt;br /&gt;
* &#039;&#039;&#039;Invocation:&#039;&#039;&#039; This battle, gain an additional use of the &#039;&#039;Heal&#039;&#039; spell.&lt;br /&gt;
&lt;br /&gt;
===Life/Death Domain===&lt;br /&gt;
Each battle, the first time an ally near you becomes staggered, that ally immediately heals hit points equal to five times your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Life/Death:&#039;&#039;&#039; One battle per arc, you and each of your allies can each separately add the escalation die to a single save you make. In addition, during this battle, you and your allies do not die from hit point damage when your negative hit points equal half your normal hit point total; instead, you die when your negative hit points equal your full hit point total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Knowledge Domain===&lt;br /&gt;
You gain 4 additional background points that must be used somehow in relation to knowledge or lore.&amp;lt;br&amp;gt;&lt;br /&gt;
In addition, three times per arc you can reroll a skill check involving knowledge. Interpret the word “knowledge” as loosely as your GM allows.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Invocation of Knowledge/Lore:&#039;&#039;&#039; You must use this invocation during your first round of a battle. When you do, you get a quick glimpse of the battle’s future. Roll a d6; as a free action at any point after the escalation die equals the number you rolled, you can allow one of your allies to reroll a single attack roll with a +2 bonus thanks to your vision of this future.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
====Javelin of Faith (At-will)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One nearby enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) holy damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; You can take a bonus quick action this turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heal (2x battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; You can use this spell twice per battle. Quick action to cast (1/round)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You or a nearby ally.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;FEAT:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Turn Undead (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Each casting requires the cleric to expend a different spell as a free action before using a standard action for the spell. The expended spell must be a 1/arc spell or a 1/battle use of heal.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; The nearest 1d3 nearby undead creatures. Add +1 creature for each point of your Charisma modifier.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +5 vs. MD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. non-mook:&#039;&#039;&#039; 9 (2d8) holy damage, and the target is afflicted (save ends). Each time an afflicted foe makes an attack, even a no-trigger attack, it first takes 4 (1d6) damage. If the attack involves multiple attack rolls or targets, it still takes the damage once.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit vs. mook:&#039;&#039;&#039; Full damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; Half damage, but no other effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warrior&#039;s Invocation (1/battle)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A nearby ally can heal using a recovery and make a no-trigger attack as a free action. The attack deals holy damage in addition to any other damage types.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mighty Healing (1/arc)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally can heal using a single recovery and regain double the usual number of hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target can heal using a recovery.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield of Faith (1/arc)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; You can cast this spell for power or for broad effect.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for power:&amp;lt;/u&amp;gt; One nearby ally gains a +2 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
*&amp;lt;u&amp;gt;Cast for broad effect:&amp;lt;/u&amp;gt; Choose up to three nearby creatures (including yourself); each target gains a +1 bonus to AC this battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Heal Spell:&#039;&#039;&#039; Add Wis modifier to healing when used on others.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Linguist:&#039;&#039;&#039; Speak just about any humanoid language.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Sacred Staff (+1 attack, 1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
Basic Vestments plus spare clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Holy texts, Adventuring Journal (blank), Personal Journal (filled with doodles), jars of skin ointments and oils.&amp;lt;br&amp;gt;&lt;br /&gt;
1 copy of the Famous Adventurer&#039;s Correspondence Guide book with yellowed and dog-eared pages.&amp;lt;br&amp;gt;&lt;br /&gt;
A satchel of &amp;quot;essentials&amp;quot; for a noble lady on the road, gifted by her family, all of the contents being rather useless to an adventurer (feathered fan, uncomfortable but pretty shoes, etc.).&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion, which looks an awful lot like blood for some reason? Wait is this ok?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Grandmother was one of those typical Daywalker half-vampire badasses who killed vamps while looking good in leather. You know the type. Once she was ready to settle down she found herself a nice man of noble lineage, gave him no chance to refuse marriage, and lived out the rest of her days in comfort and luxury. Most of the family doesn&#039;t take after her. But Primrose does.&lt;br /&gt;
&lt;br /&gt;
I mean, she&#039;s not really a vampire, of course. She&#039;s just a nice young lady from a noble house in the Dragon Empire who wants to help people. She doesn&#039;t even have any special powers. Ok, so sometimes bats come flocking when she sings, like a goth Disney princess scene. And whenever she uses her Turn Undead spell she breaks out in a rash. She can hold her breath for disturbingly long, sees pretty well in the dark for a human, oh and then there&#039;s the fact that her reflection is not always exactly synchronized with her movements. But that doesn&#039;t mean anything! Pure coincidence, I swear!&lt;br /&gt;
&lt;br /&gt;
Intelligent undead will most likely be aware of her status as &#039;&#039;technically&#039;&#039; having inherited a noble title in the Lich King&#039;s court. But etiquette should not be mistaken for obedience.&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tavar&amp;diff=485307</id>
		<title>Tavar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tavar&amp;diff=485307"/>
		<updated>2026-02-08T01:02:02Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
&lt;br /&gt;
=Tavar=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Ranger 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; The only human to win the Court of Stars archery tournament&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Erstwhile Imperial Archer&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Woodward in the Elf Queen&#039;s service&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d6+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Elf Queen (positive) x2&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperor (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tracker:&#039;&#039;&#039; HH 136 (3/arc)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranger Talents==&lt;br /&gt;
===Elemental Nature (Caster)===&lt;br /&gt;
HH 142 (1/arc), +2 to MD&lt;br /&gt;
&lt;br /&gt;
===Ranger&#039;s Pet (Hunter)===&lt;br /&gt;
HH 197, fairy cat: Cinnog&lt;br /&gt;
* agile: +2 to DEX checks&lt;br /&gt;
* alert: +2 to WIS checks&lt;br /&gt;
* scout: Once per arc, your familiar can separate itself from you and make a reconnaissance run of an area or location, and it may even manage that feat unseen (easy skill check for the environment to get your familiar to scout unseen). (&lt;br /&gt;
&#039;&#039;&#039;Close your eyes and let your pet tell you what to hit:&#039;&#039;&#039; Once per battle, while dazed, hindered, weakened, or stunned, you can make an attack as if you were not affected by that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your end is not your end:&#039;&#039;&#039; The first time you drop to 0 hit points in a battle, roll a normal save (11+). If the save succeeds, you don’t take a Skull. In addition, you get a +5 bonus to your first death save each battle as your pet does its best to WAKE YOU UP (by shouting at you).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Twin Arrows (Hunter)===&lt;br /&gt;
Same as ranger basic ranged attack, except...&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Your weapon damage dice drop one notch, usually from d8s to d6s.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One or two nearby or far-away enemies, depending on the weapon&#039;s range&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Specify before you roll whether you are choosing a single target for both attack rolls OR choose two targets, one enemy as the target of the high roll and one enemy as the target of the low roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make two separate attack rolls and a single damage roll. With two targets, the higher d20 roll goes against your first target and the lower d20 roll goes against your second target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; Normal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural odd hit:&#039;&#039;&#039; Half damage. (Yes, this includes odd crits, meaning a natural odd crit deals normal damage, not double.)&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural even miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural odd miss:&#039;&#039;&#039; No damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lethal Hunter (Hunter bonus power)===&lt;br /&gt;
1/battle and 1/Arc &amp;lt;br&amp;gt;&lt;br /&gt;
Quick action once per turn when the escalation die is 1+&amp;lt;br&amp;gt;&lt;br /&gt;
Use before making an attack on your turn, without using double ranged attack or double melee attack. Hit or miss, the attack deals an additional +X damage, as shown below.&amp;lt;br&amp;gt;&lt;br /&gt;
This breaks the usual rule that damage bonuses only add to hits and crits, not to misses. The only way lethal hunter won’t deal its damage is if you fumble with a natural 1.&amp;lt;br&amp;gt;&lt;br /&gt;
And yes, if you crit with the attack, the damage is doubled like the rest of your damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Current level: +9 (2d8) damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Once per arc, you can cast &#039;&#039;one&#039;&#039; of the following four spells that take a standard action to cast.&lt;br /&gt;
&lt;br /&gt;
====Flame Blossoms (Fire))====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; 1d3+1 nearby enemies in a group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 10 (3d6) fire damage, and 5 ongoing fire damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; -&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Starting on your next turn, until the end of the battle, you can use a quick action once per turn to increase the flame blossoms’ ongoing fire damage by 5 against each target that hasn’t saved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====River Teeth (Water)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You and/or an ally or allies, up to a number of creatures equal to the escalation die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Each target can save against a temporary effect it is suffering from. One target that succeeds with a save can use an at-will attack as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Thunder Strike (Air)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; one nearby or far-away enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 14 (4d6) lightning damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; -&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect on your next turn:&#039;&#039;&#039; If you wish, you can use a quick action to cast the spell’s second part, a follow-up attack!&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Target when cast:&#039;&#039;&#039; 1d3 random nearby enemies&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) thunder damage.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Miss:&#039;&#039;&#039; —&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wild Heal (Earth)====&lt;br /&gt;
Close-quarters spell, Quick action to cast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You or one nearby ally, and one randomly chosen nearby ally that has taken damage and isn’t already a target of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Each target heals using one of its recoveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Precise Shot:&#039;&#039;&#039; Can&#039;t hit allies with ranged or close-quarter attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;s Pet:&#039;&#039;&#039; Your Pet gained a third ability&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Leather armor&amp;lt;br&amp;gt;&lt;br /&gt;
Longsword (1d8 damage), Longbow (1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tavar&amp;diff=485306</id>
		<title>Tavar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tavar&amp;diff=485306"/>
		<updated>2026-02-08T01:01:40Z</updated>

		<summary type="html">&lt;p&gt;SageGenesis: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Quest_for_Glory:_Thirteenth_Age|Return to the Quest for Glory: Thirteenth Age main page]]&lt;br /&gt;
&lt;br /&gt;
=Tavar=&lt;br /&gt;
&#039;&#039;&#039;Kin:&#039;&#039;&#039; Human&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class and level:&#039;&#039;&#039; Ranger 1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;One Unique Thing:&#039;&#039;&#039; The only human to win the Court of Stars archery tournament&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 19 (+4)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WIS&#039;&#039;&#039; 17 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;CHA&#039;&#039;&#039; 12 (+1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Backgrounds==&lt;br /&gt;
+4 Erstwhile Imperial Archer&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Woodward in the Elf Queen&#039;s service&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 17&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;PD&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;MD&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Recovery (8):&#039;&#039;&#039; 1d6+2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Icons==&lt;br /&gt;
The Elf Queen (positive) x2&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperor (conflicted)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kin and Class features==&lt;br /&gt;
&#039;&#039;&#039;Resourceful (Kin Power):&#039;&#039;&#039; Gain a bonus feat.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tracker:&#039;&#039;&#039; HH 136 (3/arc)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ranger Talents==&lt;br /&gt;
===Elemental Nature (Caster)===&lt;br /&gt;
HH 142 (1/arc), +2 to MD&lt;br /&gt;
&lt;br /&gt;
===Ranger&#039;s Pet (Hunter)===&lt;br /&gt;
HH 197, fairy cat: Cinnog&lt;br /&gt;
* agile: +2 to DEX checks&lt;br /&gt;
* alert: +2 to WIS checks&lt;br /&gt;
* scout: Once per arc, your familiar can separate itself from you and make a reconnaissance run of an area or location, and it may even manage that feat unseen (easy skill check for the environment to get your familiar to scout unseen). (&lt;br /&gt;
&#039;&#039;&#039;Close your eyes and let your pet tell you what to hit:&#039;&#039;&#039; Once per battle, while dazed, hindered, weakened, or stunned, you can make an attack as if you were not affected by that condition.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your end is not your end:&#039;&#039;&#039; The first time you drop to 0 hit points in a battle, roll a normal save (11+). If the save succeeds, you don’t take a Skull. In addition, you get a +5 bonus to your first death save each battle as your pet does its best to WAKE YOU UP (by shouting at you).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Twin Arrows (Hunter)===&lt;br /&gt;
Same as ranger basic ranged attack, except...&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Your weapon damage dice drop one notch, usually from d8s to d6s.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; One or two nearby or far-away enemies, depending on the weapon&#039;s range&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039; Specify before you roll whether you are choosing a single target for both attack rolls OR choose two targets, one enemy as the target of the high roll and one enemy as the target of the low roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Make two separate attack rolls and a single damage roll. With two targets, the higher d20 roll goes against your first target and the lower d20 roll goes against your second target.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural even hit:&#039;&#039;&#039; Normal damage.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural odd hit:&#039;&#039;&#039; Half damage. (Yes, this includes odd crits, meaning a natural odd crit deals normal damage, not double.)&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural even miss:&#039;&#039;&#039; Damage equal to your level.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural odd miss:&#039;&#039;&#039; No damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lethal Hunter (Hunter bonus power)===&lt;br /&gt;
1/battle and 1/Arc &amp;lt;br&amp;gt;&lt;br /&gt;
Quick action once per turn when the escalation die is 1+&amp;lt;br&amp;gt;&lt;br /&gt;
Use before making an attack on your turn, without using double ranged attack or double melee attack. Hit or miss, the attack deals an additional +X damage, as shown below.&amp;lt;br&amp;gt;&lt;br /&gt;
This breaks the usual rule that damage bonuses only add to hits and crits, not to misses. The only way lethal hunter won’t deal its damage is if you fumble with a natural 1.&amp;lt;br&amp;gt;&lt;br /&gt;
And yes, if you crit with the attack, the damage is doubled like the rest of your damage.&amp;lt;br&amp;gt;&lt;br /&gt;
Current level: +9 (2d8) damage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
Once per arc, you can cast &#039;&#039;one&#039;&#039; of the following four spells that take a standard action to cast.&lt;br /&gt;
&lt;br /&gt;
====Flame Blossoms (Fire))====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; 1d3+1 nearby enemies in a group&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 10 (3d6) fire damage, and 5 ongoing fire damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; -&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Starting on your next turn, until the end of the battle, you can use a quick action once per turn to increase the flame blossoms’ ongoing fire damage by 5 against each target that hasn’t saved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====River Teeth (Water)====&lt;br /&gt;
Close-quarters spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Target:&#039;&#039;&#039; You and/or an ally or allies, up to a number of creatures equal to the escalation die.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Each target can save against a temporary effect it is suffering from. One target that succeeds with a save can use an at-will attack as a free action.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Thunder Strike (Air)====&lt;br /&gt;
Ranged spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; one nearby or far-away enemy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit:&#039;&#039;&#039; 14 (4d6) lightning damage&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Miss:&#039;&#039;&#039; -&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect on your next turn:&#039;&#039;&#039; If you wish, you can use a quick action to cast the spell’s second part, a follow-up attack!&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Target when cast:&#039;&#039;&#039; 1d3 random nearby enemies&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Attack:&#039;&#039;&#039; +4 vs. PD&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Hit:&#039;&#039;&#039; 9 (2d8) thunder damage.&amp;lt;br&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Miss:&#039;&#039;&#039; —&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wild Heal (Earth)====&lt;br /&gt;
Close-quarters spell, Quick action to cast&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Targets:&#039;&#039;&#039; You or one nearby ally, and one randomly chosen nearby ally that has taken damage and isn’t already a target of the spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; Each target heals using one of its recoveries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Precise Shot:&#039;&#039;&#039; Can&#039;t hit allies with ranged or close-quarter attacks&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranger&#039;s Pet:&#039;&#039;&#039; Your Pet gained a third ability&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Leather armor&amp;lt;br&amp;gt;&lt;br /&gt;
Longsword (1d8 damage), Longbow (1d8 damage)&amp;lt;br&amp;gt;&lt;br /&gt;
1 adventure-tier healing potion&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>SageGenesis</name></author>
	</entry>
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