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	<updated>2026-05-15T03:09:41Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483813</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483813"/>
		<updated>2025-09-29T19:37:15Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* General Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 1&lt;br /&gt;
*Vampirology 1&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 2&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 1&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 2&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3+1=4 (Sense Trouble (Hawkeye))&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 12 &lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble (Hawkeye +1 to Notice)&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483652</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483652"/>
		<updated>2025-09-14T18:09:25Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 1&lt;br /&gt;
*Vampirology 1&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 2&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 1&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 2&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3+1=4 (Sense Trouble (Hawkeye))&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble (Hawkeye +1 to Notice)&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483647</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483647"/>
		<updated>2025-09-13T19:00:23Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Investigative Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3+1=4 (Sense Trouble (Hawkeye))&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble (Hawkeye +1 to Notice)&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483646</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483646"/>
		<updated>2025-09-13T19:00:03Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Investigative Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3+1(Sense Trouble (Hawkeye))&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble (Hawkeye +1 to Notice)&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483645</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483645"/>
		<updated>2025-09-13T18:59:26Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Cherries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble (Hawkeye +1 to Notice)&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483644</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483644"/>
		<updated>2025-09-13T18:58:17Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 8&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 5&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Infiltration (Open Seasme)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
* Prepardness&lt;br /&gt;
* Sense Trouble&lt;br /&gt;
* Shooting&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483643</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483643"/>
		<updated>2025-09-13T18:55:01Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Cherries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 5&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
* Athletics (Parkour)&lt;br /&gt;
* Driving (Agressive Driving Manuvers)&lt;br /&gt;
* Explosive Devices (Plastic Explosives)&lt;br /&gt;
* Mechanics (Demolition Man)&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483642</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483642"/>
		<updated>2025-09-13T18:32:12Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Sources of Stability */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  Silver Coin of Peace from the first Ambasador he escorted successfully&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  Natasha Schmidt Girlfriend and Consulate assistant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  Forgoten cellar under a commercial garage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 5&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483641</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483641"/>
		<updated>2025-09-13T18:28:49Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 4&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 5&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483640</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483640"/>
		<updated>2025-09-13T18:27:58Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* General Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 4&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483639</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483639"/>
		<updated>2025-09-13T18:23:58Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 4&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 10&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
He has hard eyes and moves in quick, decisive movements.  He is quite sure of himself and what his body is capable of doing.&lt;br /&gt;
&lt;br /&gt;
He generally dresses casually, though on the slightly upscale business side, suits and ties and people tend to ignore those who are better dressed.  But it really depends upon where he is going and what he is doing.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483638</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483638"/>
		<updated>2025-09-13T18:22:25Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 4&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 10&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483637</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483637"/>
		<updated>2025-09-13T18:22:15Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 4&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 10&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483636</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483636"/>
		<updated>2025-09-13T18:21:43Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 4&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 10&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A shortish man built thinly, having grown up in a country with less emphasis on nutrition and more emphasis on survival.  He was born in Bucharest and learned to survive on the streets at a young age.  He learned to drive for a syndicate before he was legally able to do so, because he was good at it.  He was recruited for clandestine work by the Romanian Intelligence Service because he had skills and was an excellent deniable asset with flexible moral character.  &lt;br /&gt;
&lt;br /&gt;
He found that he liked the work.  The grey lines of morality didn&#039;t bother him he was given pretty clear parameters of keep his passengers alive, get from point a to point b, and simple things became more complex.  Over time, he became more trusted.  Though he grew in skill and ability, he didn&#039;t grow much in size.  He did grow in athletic ability.  His pint-sized form became more muscular and worked well for him.  &lt;br /&gt;
&lt;br /&gt;
One night, his charge was killed, and he barely escaped.  His long history of success was completely destroyed by one bad experience because the vampires had come calling.  He hadn&#039;t known about them till that night.  But he knew now.  Hit something with a car, and it should cause it to go down and stay down.  But no, it didn&#039;t. &lt;br /&gt;
&lt;br /&gt;
A man without a service, he was recruited by the organization that understood what he knew and how his skills could be useful.  He wants to learn more about the mysteries surrounding vampires and their organizations.  He wants to disrupt what they do and take back the night.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=483635</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet&amp;diff=483635"/>
		<updated>2025-09-13T17:46:47Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:ZalozhniyQuartet.png]]&lt;br /&gt;
&lt;br /&gt;
==The Zalozhiny Quartet==&lt;br /&gt;
The Cold War is over. The war on terror is winding down. You were a shadowy soldier in those fights, trained to move through the secret world, deniable and deadly&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then you got out, or you got shut out or you got burned out. You didn&#039;t come in from the cold. Instead you found your own entrances into Europe&#039;s clandestine networks of power and crime.. You did a few ops, and you asked even fewer questions. Who gave you that job in Prague? Who paid for your silence in that Swiss account? You told yourself it didn&#039;t matter.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out to matter a lot. Because it turned out you were working for vampires.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you found out that the supernatural was real, and that true evil lurked behind the criminal syndicates of Europe, they found out you knew. The vampires keep their secrecy in a fairly straightforward method. Anyone who isn&#039;t on the inside who finds out... gets killed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You almost didn&#039;t make it. But it turns out you weren&#039;t the only ones in the shadows who knew. You got help.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lancaster Gardening Society. A small organization of spies operating out of England hiding behind an inauspicious name. Like you, they had become aware of the Vampiric Conspiracy. They had decided to fight it, like the vampire hunters of old. They helped pull you out of the fire when the vampires tried to kill you. But as long as you&#039;re alive, the vampires will always be sending assassins after you. They tolerate no breaches in security, no one outside their clique who learns of their existence can be allowed to live. So, for reasons of either nobly fighting against the corrosive undead or mere self preservation, you&#039;ve joined the Society.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your latest request from the Society is to look into the support structure the vampire conspiracy uses. The vampires operate using organized crime as a cover for many of their operations. To survive in modern society, vampires need covert supplies of money, blood and protection. Organized crime can provide all three, and vampiric support can assure that whatever crime family is loyal to them, becomes the dominant one in their region of operations. The Society is trying to penetrate that veil, to locate vampire operations. The largest Russian mafia organization is known as the Lisky Bratva, and intelligence brought back from other operations suggests that it is the biggest group the Vampires are using. Finding out more about it, and even taking it down, could be a key step to winning this war in the shadows.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your team has been sent to Sevastopol, Ukraine to meet with a contact who has more information, little knowing that you were about to step into a trail of events set up in motion over a century ago, that could well determine the outcome of the shadow war.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Toby_Abernathy Toby Abernathy]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Oksana Oksana Vitaliyivna Oleksyuk]&lt;br /&gt;
* [https://wiki.rpg.net/index.php/Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady Gunner Arkady]&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/threads/recruiting-nights-black-agents-zalozhiny-quartet.930654 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Investigative Skills==&lt;br /&gt;
&lt;br /&gt;
* Accounting: Toby&lt;br /&gt;
* Archaeology: &lt;br /&gt;
* Architecture: Teddy, &lt;br /&gt;
* Art History: &lt;br /&gt;
* Astronomy: &lt;br /&gt;
* Bullshit Detector: Oksana, Teddy, Toby&lt;br /&gt;
* Bureaucracy: Toby&lt;br /&gt;
* Chemistry: Teddy&lt;br /&gt;
* Cop Talk: Teddy, Toby&lt;br /&gt;
* Criminology: Oksana, Teddy, Toby&lt;br /&gt;
* Cryptography: Toby&lt;br /&gt;
* Data Recovery: Toby&lt;br /&gt;
* Diagnosis: &lt;br /&gt;
* Electronic Surveillance: Oksana, Toby&lt;br /&gt;
* Flattery: Oksana, Teddy &lt;br /&gt;
* Flirting: Oksana&lt;br /&gt;
* Forensic Pathology: Toby&lt;br /&gt;
* Forgery: Oksana&lt;br /&gt;
* High Society: Oksana, Toby&lt;br /&gt;
* History: Toby&lt;br /&gt;
* Human Terrain: Teddy, Toby&lt;br /&gt;
* Interrogation: Teddy, Toby&lt;br /&gt;
* Intimidation: Oksana, Teddy&lt;br /&gt;
* Languages: Oksana, Teddy, Toby&lt;br /&gt;
* Law: Toby&lt;br /&gt;
* Military Science: Teddy, Toby&lt;br /&gt;
* Negotiation: Oksana, Toby&lt;br /&gt;
* Notice: Oksana, Teddy, Toby&lt;br /&gt;
* Occult Studies: Oksana, Toby&lt;br /&gt;
* Outdoor Survival: Teddy&lt;br /&gt;
* Pharmacy: Oksana, Toby&lt;br /&gt;
* Photography: Oksana&lt;br /&gt;
* Reassurance: Toby&lt;br /&gt;
* Research: Oksana, Toby&lt;br /&gt;
* Streetwise: Oksana, Teddy, Toby&lt;br /&gt;
* Tradecraft: Oksana, Teddy, Toby&lt;br /&gt;
* Traffic Analysis: Toby&lt;br /&gt;
* Urban Survival: Oksana, Teddy, Toby&lt;br /&gt;
* Vampirology: Oksana, Teddy, Toby&lt;br /&gt;
&lt;br /&gt;
===Character Creation Rules===&lt;br /&gt;
&lt;br /&gt;
Given that the characters are already involved with a vampire hunting organization, you can takes points in Vampirology at the start.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll be using Stakes mode, so characters have Drives.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After creating characters, spend 25 EXP. This can be used as per the regular rules of spending EXP, including buying vehicle and weapon specializations; and represents the fact that you&#039;re veteran agents, something needed for the difficulty of the campaign I&#039;ll be running. I do not intend to pull punches in this campaign, this will be a hard one&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will be using the Double Tap rules and the extra cherries within. Furthermore, we will be using the bonus Cherry rule, where when a skill reaches 14, you may select a second cherry for it. And a third one if you reach 20. Remember, a skill can never be higher than twice the values of the next smallest skill.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We will also use Gun Cherries from Double Tap. If you don&#039;t have that book, I&#039;ll provide help with them. Essentially, they&#039;re a trait your gun has that triggers whenever you roll a natural 6 on a shooting check. It&#039;s a way to provide some differentiation between firearms, and add a bit of spice when you roll a natural 6.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I strongly encourage you to review the Tactical Fact Finding Benefit rules in the core book. They will be key to your success.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483634</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483634"/>
		<updated>2025-09-13T17:44:36Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 0&lt;br /&gt;
*Archaeology 0&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 0&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 2&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 2&lt;br /&gt;
*Research 2&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 1&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 3&lt;br /&gt;
*Tradecraft 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 2&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 5&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 10 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 4&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 0&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 10 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 10&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483602</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483602"/>
		<updated>2025-09-11T22:27:32Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* General Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 2&lt;br /&gt;
*Archaeology 2&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 2&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 1&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 0&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 2&lt;br /&gt;
*Tradecraft 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 8&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 0&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 6 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 2&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 8&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 8 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483601</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483601"/>
		<updated>2025-09-11T22:27:09Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Investigative Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 2&lt;br /&gt;
*Archaeology 2&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 2&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 1&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 0&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 2&lt;br /&gt;
*Tradecraft 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 8&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 0&lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 6 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 0&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 8&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 8 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483600</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483600"/>
		<updated>2025-09-11T22:24:13Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* General Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 2&lt;br /&gt;
*Archaeology 2&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 2&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 3&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 0&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 2&lt;br /&gt;
*Tradecraft 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 8&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 0 &lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 6 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 0&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 8&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 0&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0(4)&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 8 ()&lt;br /&gt;
*Shrink 0&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483599</id>
		<title>Night&#039;s Black Agents: Zalozhiny Quartet: Gunner Arkady</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Night%27s_Black_Agents:_Zalozhiny_Quartet:_Gunner_Arkady&amp;diff=483599"/>
		<updated>2025-09-11T22:22:43Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: Created page with &amp;quot;==Gunner Arkady==  &amp;#039;&amp;#039;&amp;#039;Drive&amp;#039;&amp;#039;&amp;#039;: Mystery&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Background&amp;#039;&amp;#039;&amp;#039;: Wheel Artist&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Previous Patron&amp;#039;&amp;#039;&amp;#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Hit Threshold&amp;#039;&amp;#039;&amp;#039;: 4&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039;: 8&amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Stability&amp;#039;&amp;#039;&amp;#039;: 8&amp;lt;br&amp;gt; ==Sources of Stability== &amp;#039;&amp;#039;&amp;#039;Symbol&amp;#039;&amp;#039;&amp;#039;:  &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Solace&amp;#039;&amp;#039;&amp;#039;:  &amp;lt;br&amp;gt; &amp;#039;&amp;#039;&amp;#039;Safety&amp;#039;&amp;#039;&amp;#039;:  &amp;lt;br&amp;gt;   ==Investigative Abilities== &amp;#039;&amp;#039;&amp;#039;Academic&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt; *Accounting 2 *Archaeology 2 *Architecture 2 *Art History 2 *Criminology 2 *Diagnosis 0 *History 2 *Human Terrain 1 *Languages 2 (G...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Gunner Arkady==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drive&#039;&#039;&#039;: Mystery&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;: Wheel Artist&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Previous Patron&#039;&#039;&#039;: SRI Romanian Intelligence Service&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Threshold&#039;&#039;&#039;: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stability&#039;&#039;&#039;: 8&amp;lt;br&amp;gt;&lt;br /&gt;
==Sources of Stability==&lt;br /&gt;
&#039;&#039;&#039;Symbol&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Solace&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Safety&#039;&#039;&#039;:  &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Investigative Abilities==&lt;br /&gt;
&#039;&#039;&#039;Academic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Accounting 2&lt;br /&gt;
*Archaeology 2&lt;br /&gt;
*Architecture 2&lt;br /&gt;
*Art History 2&lt;br /&gt;
*Criminology 2&lt;br /&gt;
*Diagnosis 0&lt;br /&gt;
*History 2&lt;br /&gt;
*Human Terrain 1&lt;br /&gt;
*Languages 2 (German, Accented English, Russian, Romanian)&lt;br /&gt;
*Law 0&lt;br /&gt;
*Military Science 0&lt;br /&gt;
*Occult Studies 1&lt;br /&gt;
*Research 3&lt;br /&gt;
*Vampirology 3&lt;br /&gt;
&#039;&#039;&#039;Interpersonal&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Bullshit Detector 2&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Cop Talk 0&lt;br /&gt;
*Flattery 0&lt;br /&gt;
*Flirting 0&lt;br /&gt;
*High Society 0&lt;br /&gt;
*Interrogation 2&lt;br /&gt;
*Intimidation 0&lt;br /&gt;
*Negotiation 0&lt;br /&gt;
*Reassurance 0&lt;br /&gt;
*Streetwise 2&lt;br /&gt;
*Tradecraft 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Technical&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
*Astronomy 0&lt;br /&gt;
*Chemistry 8&lt;br /&gt;
*Cryptography 0&lt;br /&gt;
*Data Recovery 0&lt;br /&gt;
*Electronic Surveillance 0&lt;br /&gt;
*Forensic Pathology 0&lt;br /&gt;
*Forgery 0&lt;br /&gt;
*Notice 3&lt;br /&gt;
*Outdoor Survival 0&lt;br /&gt;
*Pharmacy 0&lt;br /&gt;
*Photography 0&lt;br /&gt;
*Traffic Analysis 0&lt;br /&gt;
*Urban Survival 0 &lt;br /&gt;
&lt;br /&gt;
==General Abilities==&lt;br /&gt;
*Athletics 8&lt;br /&gt;
*Conceal 0&lt;br /&gt;
*Cover 10&lt;br /&gt;
*Digital Intrusion 0&lt;br /&gt;
*Disguise 0&lt;br /&gt;
*Driving 6 (MOS)&lt;br /&gt;
*Car&lt;br /&gt;
*Explosive Devices 8&lt;br /&gt;
*Filch 0&lt;br /&gt;
*Gambling 0&lt;br /&gt;
*Hand-to-Hand 8&lt;br /&gt;
*Health 8&lt;br /&gt;
*Infiltration 0&lt;br /&gt;
*Mechanics 8&lt;br /&gt;
*Medic 8&lt;br /&gt;
*Network 15&lt;br /&gt;
*Piloting 0?4&lt;br /&gt;
*Preparedness 8 (In the Nick of Time)&lt;br /&gt;
*Sense Trouble 8&lt;br /&gt;
*Shooting 8 (Light Weapons 6 Thriller Rules; weapon: Gladiator .410 E1)&lt;br /&gt;
*Shrink 4&lt;br /&gt;
*Stability 8&lt;br /&gt;
*Surveillance 2&lt;br /&gt;
*Weapons 8&lt;br /&gt;
&lt;br /&gt;
==Covers==&lt;br /&gt;
&lt;br /&gt;
==Network Contacts==&lt;br /&gt;
&lt;br /&gt;
==Cherries==&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483563</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483563"/>
		<updated>2025-09-08T01:45:57Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Connections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
VICIOUS ENTANGLE&lt;br /&gt;
Level 1 Sage Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.&lt;br /&gt;
Additionally, on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
vulpix to the Agile Scout category for your Beastform&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==STALKING ARACHNID==&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
A mountain goat. I like to think it&#039;s because of my surefootedness, but it might be more about sometimes butting heads for no good reason. With Zynvarvolnes (“Zyn,” she/her).&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;br /&gt;
&amp;quot;Tincat, you&#039;re working for a good and glorious cause, but if you ever went into the carnival, you&#039;d play for royal courts. (Rube)&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483481</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483481"/>
		<updated>2025-09-06T00:19:30Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
VICIOUS ENTANGLE&lt;br /&gt;
Level 1 Sage Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
Make a Spellcast Roll against a target within Far range. On a success, roots and vines reach out from the ground, dealing 1d8+1 physical damage and temporarily Restraining the target.&lt;br /&gt;
Additionally, on a success, you can spend a Hope to temporarily Restrain another adversary within Very Close range of your target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
vulpix to the Agile Scout category for your Beastform&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==STALKING ARACHNID==&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
A mountain goat. I like to think it&#039;s because of my surefootedness, but it might be more about sometimes butting heads for no good reason. With Zynvarvolnes (“Zyn,” she/her).&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483478</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483478"/>
		<updated>2025-09-05T23:18:11Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* AGILE SCOUT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
vulpix to the Agile Scout category for your Beastform&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==STALKING ARACHNID==&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
A mountain goat. I like to think it&#039;s because of my surefootedness, but it might be more about sometimes butting heads for no good reason. With Zynvarvolnes (“Zyn,” she/her).&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483477</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483477"/>
		<updated>2025-09-05T23:16:38Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Connections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==STALKING ARACHNID==&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
A mountain goat. I like to think it&#039;s because of my surefootedness, but it might be more about sometimes butting heads for no good reason. With Zynvarvolnes (“Zyn,” she/her).&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483476</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483476"/>
		<updated>2025-09-05T23:13:26Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* STALKING ARACHNID */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==STALKING ARACHNID==&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483475</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483475"/>
		<updated>2025-09-05T23:13:15Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* AQUATIC SCOUT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
==AQUATIC SCOUT==&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483474</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483474"/>
		<updated>2025-09-05T23:13:08Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* PACK PREDATOR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==PACK PREDATOR==&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483473</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483473"/>
		<updated>2025-09-05T23:13:01Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* NIMBLE GRAZER */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==NIMBLE GRAZER==&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483472</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483472"/>
		<updated>2025-09-05T23:12:51Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* HOUSEHOLD FRIEND */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==HOUSEHOLD FRIEND==&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483471</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483471"/>
		<updated>2025-09-05T23:12:41Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* AGILE SCOUT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
==AGILE SCOUT==&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483470</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483470"/>
		<updated>2025-09-05T23:12:05Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Experiences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483469</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483469"/>
		<updated>2025-09-05T23:11:25Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
Efficient: When you take a short rest, you can choose a long rest move instead of a short rest move.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 10&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483468</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483468"/>
		<updated>2025-09-05T23:04:19Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 11&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
UNLEASH CHAOS&lt;br /&gt;
Level 1 Arcana Spell&lt;br /&gt;
Recall Cost: 1&lt;br /&gt;
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card.&lt;br /&gt;
Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them.&lt;br /&gt;
On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target.&lt;br /&gt;
Mark a Stress to replenish this card with tokens (up to your Spellcast trait).&lt;br /&gt;
At the end of each session, clear all unspent tokens.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483467</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483467"/>
		<updated>2025-09-05T22:57:30Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Level 1==&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 11&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
PRIMARY WEAPON Shortstaff - Instinct Close - d8+1 mag - One-Handed&lt;br /&gt;
&lt;br /&gt;
SECONDARY WEAPON Round Shield - Strength Melee - d4 phy - One-Handed Protective: +1 to Armor Score&lt;br /&gt;
&lt;br /&gt;
ARMOR Leather Armor - Thresholds 6/13 - Score 3&lt;br /&gt;
&lt;br /&gt;
a torch, 50 feet of rope, basic supplies, and a handful of gold&lt;br /&gt;
&lt;br /&gt;
a Minor Health Potion&lt;br /&gt;
&lt;br /&gt;
Clothes that are: camouflaged, grown, loose, and natural, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
Eyes like: stones of the earth, &lt;br /&gt;
&lt;br /&gt;
A body that&#039;s broad, and seemingly naturally carved of wood, while being taller than average&lt;br /&gt;
&lt;br /&gt;
Skin the color of: ancient bark of a well-grown tree&lt;br /&gt;
&lt;br /&gt;
Attitude like: a fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483436</id>
		<title>Rekin&#039;s Refuge</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rekin%27s_Refuge&amp;diff=483436"/>
		<updated>2025-09-04T18:35:06Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Rekins Refuge world map.png|500px|caption]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Daggerheart maps available as a free download at [https://www.daggerheart.com/downloads/ the Daggerheart website]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
Nature and the &amp;quot;civilised world&amp;quot; have often been at odds, vying for territory and resources. Almost a century ago the nobleman-druid &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; thwarted tradition by letting his lands go back to the wilderness. On his death he left those lands to the creatures that occupied them, instead of his heirs. Rekin&#039;s Refuge was born.&lt;br /&gt;
&lt;br /&gt;
Tended by a guild of caretakers known as &#039;&#039;&#039;Wildwardens&#039;&#039;&#039;, Rekin&#039;s Refuge is a sanctuary for wild creatures that live in the untamed places. The Wildwardens guard against trespassers, treat sickness and blight, and keep their charges from straying into the territory of the local towns. They guide visiting academics and travellers, and liaise with the few small communities that still live in the Refuge.&lt;br /&gt;
&lt;br /&gt;
However, sanctuary does not mean safety. Politics reaches even here. The towns of &#039;&#039;&#039;Cadun&#039;&#039;&#039; to the north and &#039;&#039;&#039;Frewich&#039;&#039;&#039; to the south are ever-expanding, their merchants wanting to send ever more trade caravans through Rekin&#039;s Refuge instead of by sea or the longer mountain route. Many nature lovers believe even the Wildwarden&#039;s intervention is too much. Poachers and trophy-hunters are an ever-present threat, as are Rekin&#039;s heirs who seek even now to reclaim what they see as the birthright that was stolen from them.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Player&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Ancestry&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Community&#039;&#039;&#039; &lt;br /&gt;
|&#039;&#039;&#039;Hope&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|Leliel&lt;br /&gt;
|&#039;&#039;&#039;[[Ezekien &amp;quot;Black Zeke&amp;quot; Forester]]&#039;&#039;&#039; &lt;br /&gt;
| Variant Katari (Therianthropic Human)&lt;br /&gt;
| Nightwalker Rogue&lt;br /&gt;
| Seaborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Garyfury&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Persephone_Lapis Persephone Lapis]&#039;&#039;&#039;&lt;br /&gt;
| Faerie&lt;br /&gt;
| School of Knowledge Wizard&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Seandemonium&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Cambrian_Clank_Druid Cambrian]&#039;&#039;&#039;&lt;br /&gt;
| Clank&lt;br /&gt;
| Warden of the Elements Druid&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Unka Josh&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Rube_Vambrace Rube Vambrace]&#039;&#039;&#039;&lt;br /&gt;
| Hybrid Clank Human&lt;br /&gt;
| Stalwart Guardian&lt;br /&gt;
| Wanderborne&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|Talisman&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1sjSSZpw-Ral21Px5ioSDoyQ-QvewnG6mm4-fbhnIJt8/edit?usp=sharing Éfthymos]&#039;&#039;&#039;&lt;br /&gt;
| Faun&lt;br /&gt;
| Divine Wielder Seraph&lt;br /&gt;
| Wildborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|Civil Savage&lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1nVPFBCXGz1xZJA3Nw9-RXLPDeZmLxv5q4Tl1-5kmo9U/edit?tab=t.0#heading=h.4d13xhqnzl00 Zynvarvolnes (Zyn)]&#039;&#039;&#039; &lt;br /&gt;
| Infernis&lt;br /&gt;
| Wayfinder Ranger&lt;br /&gt;
| Ridgeborne&lt;br /&gt;
| 2&lt;br /&gt;
|- &lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;GM&#039;&#039;&#039;  &lt;br /&gt;
|&#039;&#039;strange behaviour&#039;&#039;&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
|&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
* &#039;&#039;&#039;Rekin Rainwalker&#039;&#039;&#039; (deceased) - a druid of noble birth, who founded Rekin&#039;s Refuge to protect the wilderness from the encroachment of civilisation.&lt;br /&gt;
* &#039;&#039;&#039;Ren Trefaran&#039;&#039;&#039; - a highly placed academic and sorcerer among the Clearharbor faculty. He has a wide range of contacts among the commercial interests that threaten Rekin&#039;s Refuge and has a number of projects in the works for ways to domesticate and exploit the Refuge, reshaping or destroying the natural habitats of many creatures in order to harvest them. &#039;&#039;Rival of Persephone Lapis.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Luke Vatten&#039;&#039;&#039; - a baron&#039;s son and &#039;&#039;Zeke&#039;s former best friend&#039;&#039;, last seen studying to be a Seraph at Clearharbor. His sister was accidentally infected with therianthropy by Zeke, and Luke believes he can make a cure from Zeke&#039;s person.&lt;br /&gt;
&lt;br /&gt;
==Notable Locations==&lt;br /&gt;
*&#039;&#039;&#039;Cadun&#039;&#039;&#039; - a large port city to the north of Rekin&#039;s Refuge&lt;br /&gt;
*&#039;&#039;&#039;Clearharbor&#039;&#039;&#039; - a town dominated by a center of higher learning, located across the mountains to the southeast of Rekin&#039;s Refuge.&lt;br /&gt;
*&#039;&#039;&#039;Cormorant&#039;s Point&#039;&#039;&#039; - a village in the mountains just outside Rekin&#039;s Refuge, near an old wizard&#039;s tower now known as the House of Magpies. In the past there was a magical accident which now means the fae are drawn there. The area is the source of a plague of therianthropy, which the fae use to manage the threat of rabies.&lt;br /&gt;
*&#039;&#039;&#039;Frewich&#039;&#039;&#039; - an expanding town to the south of Rekin&#039;s Refuge, known for its trade in carpentry and lumber from the forest at the Refuge&#039;s borders.&lt;br /&gt;
*&#039;&#039;&#039;The House of Magpies&#039;&#039;&#039; - formerly the wizard&#039;s tower on the outskirts of Cormorant&#039;s Point. When the magical accident blew the top of the mountain the tower became a place of t strange attraction to otherplanar energies. It&#039;s now a nesting ground for an unusual number of corvids.&lt;br /&gt;
*&#039;&#039;&#039;Sky-Root&#039;&#039;&#039; - a huge tree at the north-west point of Rekin&#039;s Refuge. It goes up as far as anyone can see and no-one has ever reached the top. It stands between the forest of Rekin&#039;s Refuge and a sheer drop into the ocean and is the home of the Great Golden Moth.&lt;br /&gt;
&lt;br /&gt;
==Notable Creatures==&lt;br /&gt;
The following are creatures that may be sighted within Rekin&#039;s Refuge:&lt;br /&gt;
*&#039;&#039;&#039;Great Golden Moth&#039;&#039;&#039; - a large species of moth, with wings that give off a faint golden light. Rare because not only does it only eat the leaves of Sky-Root, but it also only emerges from its cocoon in years with a Blue Moon (13 full moons in the calendar year, so every 2-3 years). No one knows how or why the moth tracks this.&lt;br /&gt;
*&#039;&#039;&#039;Log Crab&#039;&#039;&#039; - Large crabs analogous to hermit crabs. They live in fallen logs, often hollowing them out to use as shells. Can use their big claws to cut down trees to ensure that they have a new home if no fallen trees are available.&lt;br /&gt;
*&#039;&#039;&#039;Shimmerwolf&#039;&#039;&#039; - a largely solitary wolflike creature that creates small illusions to lure prey. Due to a largely placid nature they are easily tameable making the cubs a particular target for poachers looking to sell them on as pets, as owning one is a sign of status among the elite of Cadun.&lt;br /&gt;
*&#039;&#039;&#039;Vulpix&#039;&#039;&#039; - Tiny tree-dwelling foxlike creatures that are both exceedingly cute and extremely deadly. Think a fennec fox with tiny antlers that hunts in packs and can take down an owlbear.&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
The Daggerheart Core Rulebook and hybrid rules. &lt;br /&gt;
&lt;br /&gt;
Playtest resources from The Void are off limits.&lt;br /&gt;
&lt;br /&gt;
House-ruling is open to discussion.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
===Therianthropes===&lt;br /&gt;
The setting includes humanoids infected with Therianthropy, a condition which gives them animal features (eg cat people, dog people, etc). Although not were-creatures thir animal side is heightened during the full moon given access to new skills and effects.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Therianthrope - Cat&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Animal Instinct:&#039;&#039; When under the influence of the full moon, you can mark a Stress to add +2 to an Instinct or Agility roll.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Flight, Flight, Freeze:&#039;&#039; When under the influence of the full moon, if you gain the Vulnerable condition or mark a Hit Point while Vulnerable, your animal instincts perceive everything as a threat. You gain the temporary condition Skittish, can attack only in self-defence and must flee in search of a place of safety.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inititative System===&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
==Table Etiquette==&lt;br /&gt;
===Post Frequency===&lt;br /&gt;
This will be a slow game, potentially 1-2 posts a week, as all parties including the GM are new to the system.&lt;br /&gt;
&lt;br /&gt;
===PVP===&lt;br /&gt;
Any PVP requires consent from all parties involved. It&#039;s up to the player being acted against to decide if they&#039;re going to let it stand, act it out IC, or make the other player roll for it. If they say no to PVP, no PVP.&lt;br /&gt;
&lt;br /&gt;
===Absences===&lt;br /&gt;
Please keep an eye on the Absences Thread, as I&#039;ll post there if I&#039;m not going to be able to update the game (even if I don&#039;t get to it on the OOC). If you won&#039;t be able to post please post in the Absences Thread if you can.&lt;br /&gt;
&lt;br /&gt;
===Alerts===&lt;br /&gt;
Invoking other players (@forumhandle) doesn&#039;t work. Additionally, if you get an alert and don&#039;t check the thread you won&#039;t get another one for new posts until you next check in with the thread. Please keep an eye on the threads either by checking them manually every so often, or via the Watched Threads page.&lt;br /&gt;
&lt;br /&gt;
Any issues, please feel free to bring them up on the OOC thread, or DM me.&lt;br /&gt;
&lt;br /&gt;
==Game Threads and Resources==&lt;br /&gt;
&lt;br /&gt;
===Threads===&lt;br /&gt;
:[https://forum.rpg.net/threads/closed-recruitment-daggerheart-tbc-session-zero.929871/ Recruitment/Development Thread]&lt;br /&gt;
&lt;br /&gt;
:OOC Thread&lt;br /&gt;
&lt;br /&gt;
:IC Thread&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
&lt;br /&gt;
:[https://www.daggerheart.com/ The Daggerheart website] - includes free downloadable resources including the SRD.&lt;br /&gt;
&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483435</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483435"/>
		<updated>2025-09-04T18:33:19Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
Born in the Refuge: Wildborne&lt;br /&gt;
Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 11&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
Natures Protector (Clank - Created for it) +3&lt;br /&gt;
Animal Whisper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
A strange pendant found in the dirt underneath the great tree that gave birth to me.&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483434</id>
		<title>Cambrian Clank Druid</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cambrian_Clank_Druid&amp;diff=483434"/>
		<updated>2025-09-04T18:08:33Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cambrian Clank Druid&amp;#039;&amp;#039;&amp;#039;  =Identity=  ==Druid Warden of the Elements==  ===Elemental Incarnation===  Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest: • Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage. • Earth: Gain a bonus to your damage thresholds equal to your Proficiency. • Water: When you deal damage to an adversary within Melee range, all other adversaries...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cambrian Clank Druid&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Identity=&lt;br /&gt;
&lt;br /&gt;
==Druid Warden of the Elements==&lt;br /&gt;
&lt;br /&gt;
===Elemental Incarnation===&lt;br /&gt;
&lt;br /&gt;
Mark a Stress to Channel one of the following elements until you take Severe damage or until your next rest:&lt;br /&gt;
• Fire: When an adversary within Melee range deals damage to you, they take 1d10 magic damage.&lt;br /&gt;
• Earth: Gain a bonus to your damage thresholds equal to your Proficiency.&lt;br /&gt;
• Water: When you deal damage to an adversary within Melee range, all other adversaries within Very Close range must mark a Stress.&lt;br /&gt;
• Air: You can hover, gaining advantage on Agility Rolls.&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
==DRUID’S HOPE FEATURE==&lt;br /&gt;
Evolution: Spend 3 Hope to transform into a Beastform without marking a Stress. When you do, choose one trait to raise by +1 until you drop out of that Beastform.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Uses Instinct&lt;br /&gt;
&lt;br /&gt;
==Clank born of the Heartwood of a Great Progenitor Tree==&lt;br /&gt;
&lt;br /&gt;
==Wildborne==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Attributes=&lt;br /&gt;
&lt;br /&gt;
Agility +1&lt;br /&gt;
&lt;br /&gt;
Strength 0&lt;br /&gt;
&lt;br /&gt;
Finesse +1&lt;br /&gt;
&lt;br /&gt;
Instinct +2&lt;br /&gt;
&lt;br /&gt;
Presence -1&lt;br /&gt;
&lt;br /&gt;
Knowledge 0&lt;br /&gt;
&lt;br /&gt;
==Secondary==&lt;br /&gt;
&lt;br /&gt;
Evasion 11&lt;br /&gt;
&lt;br /&gt;
HP 6&lt;br /&gt;
&lt;br /&gt;
Stress 6&lt;br /&gt;
&lt;br /&gt;
Hope 2&lt;br /&gt;
&lt;br /&gt;
Armor 3 (Flexible)&lt;br /&gt;
&lt;br /&gt;
Thresholds 7/13&lt;br /&gt;
&lt;br /&gt;
=Experiences=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Equipment=&lt;br /&gt;
&lt;br /&gt;
=Domains=&lt;br /&gt;
&lt;br /&gt;
==Sage==&lt;br /&gt;
&lt;br /&gt;
===Arcana===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Details==&lt;br /&gt;
&lt;br /&gt;
CLASS FEATURES&lt;br /&gt;
==Beastform==&lt;br /&gt;
Mark a Stress to magically transform into a creature of your tier or lower from the Beastform list. You can drop out of this form at any time. While transformed, you can’t use weapons or cast spells from domain cards, but you can still use other features or abilities you have access to. Spells you cast before you transform stay active and last for their normal duration, and you can talk and communicate as normal. Additionally, you gain the Beastform’s features, add their Evasion bonus to your Evasion, and use the trait specified in their statistics for your attack. While you’re in a Beastform, your armor becomes part of your body and you mark Armor Slots as&lt;br /&gt;
usual; when you drop out of a Beastform, those marked Armor Slots remain marked. If you mark your last Hit Point, you automatically drop out of this form.&lt;br /&gt;
&lt;br /&gt;
==Wildtouch==&lt;br /&gt;
You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will.&lt;br /&gt;
&lt;br /&gt;
==BEASTFORM OPTIONS==&lt;br /&gt;
When you use your “Beastform” feature, choose a creature category of your tier or lower. At the GM’s discretion, you can describe yourself transforming into any animal that reasonably fits into that category.&lt;br /&gt;
&lt;br /&gt;
Beastform categories are divided by tier. Each entry includes the following details:&lt;br /&gt;
• Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel).&lt;br /&gt;
&lt;br /&gt;
• Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus.&lt;br /&gt;
&lt;br /&gt;
• Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency.&lt;br /&gt;
&lt;br /&gt;
• Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form.&lt;br /&gt;
&lt;br /&gt;
• Advantages: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities.&lt;br /&gt;
&lt;br /&gt;
• Features: Each form includes unique features. For example, an Agile Scout excels at silent, dextrous movement—but they’re also fragile, making you more likely to drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
==TIER 1==&lt;br /&gt;
=AGILE SCOUT=&lt;br /&gt;
(Fox, Mouse, Weasel, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: deceive, locate, sneak&lt;br /&gt;
Agile: Your movement is silent, and you can spend a Hope to move up to Far range without rolling.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=HOUSEHOLD FRIEND=&lt;br /&gt;
(Cat, Dog, Rabbit, etc.)&lt;br /&gt;
Instinct +1 | Evasion +2&lt;br /&gt;
Melee Instinct d6 phy&lt;br /&gt;
Gain advantage on: climb, locate, protect&lt;br /&gt;
Companion: When you Help an Ally, you can roll a d8 as your advantage die.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=NIMBLE GRAZER=&lt;br /&gt;
(Deer, Gazelle, Goat, etc.)&lt;br /&gt;
Agility +1 | Evasion +3&lt;br /&gt;
Melee Agility d6 phy&lt;br /&gt;
Gain advantage on: leap, sneak, sprint&lt;br /&gt;
Elusive Prey: When an attack roll against you would succeed, you can mark a&lt;br /&gt;
Stress and roll a d4. Add the result to your Evasion against this attack.&lt;br /&gt;
Fragile: When you take Major or greater damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=PACK PREDATOR=&lt;br /&gt;
(Coyote, Hyena, Wolf, etc.)&lt;br /&gt;
Strength +2 | Evasion +1&lt;br /&gt;
Melee Strength d8+2 phy&lt;br /&gt;
Gain advantage on: attack, sprint, track &lt;br /&gt;
Hobbling Strike: When you succeed on an attack against a target within Melee&lt;br /&gt;
range, you can mark a Stress to make the target temporarily Vulnerable.&lt;br /&gt;
Pack Hunting: When you succeed on an attack against the same target as an ally&lt;br /&gt;
who acts immediately before you, add a d8 to your damage roll.&lt;br /&gt;
&lt;br /&gt;
=AQUATIC SCOUT=&lt;br /&gt;
(Eel, Fish, Octopus, etc.)&lt;br /&gt;
Agility +1 | Evasion +2&lt;br /&gt;
Melee Agility d4 phy&lt;br /&gt;
Gain advantage on: navigate, sneak, swim&lt;br /&gt;
Aquatic: You can breathe and move naturally underwater.&lt;br /&gt;
Fragile: When you take Major or greater&lt;br /&gt;
damage, you drop out of Beastform.&lt;br /&gt;
&lt;br /&gt;
=STALKING ARACHNID=&lt;br /&gt;
(Tarantula, Wolf Spider, etc.)&lt;br /&gt;
Finesse +1 | Evasion +2&lt;br /&gt;
Melee Finesse d6+1 phy&lt;br /&gt;
Gain advantage on: attack, climb, sneak&lt;br /&gt;
Venomous Bite: When you succeed on&lt;br /&gt;
an attack against a target within Melee&lt;br /&gt;
range, the target becomes temporarily&lt;br /&gt;
Poisoned. A Poisoned creature takes&lt;br /&gt;
1d10 direct physical damage each time&lt;br /&gt;
they act.&lt;br /&gt;
Webslinger: You can create a strong web&lt;br /&gt;
material useful for both adventuring&lt;br /&gt;
and battle. The web is resilient enough&lt;br /&gt;
to support one creature. You can&lt;br /&gt;
temporarily Restrain a target within&lt;br /&gt;
Close range by succeeding on a Finesse&lt;br /&gt;
Roll against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Why was the community you grew up in so reliant on nature and its creatures?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It was part of the refuge, and all that around it is the wildness of nature.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who was the first wild animal you bonded with? Why did your bond end?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Flying Squirel.  We explored the canopy and the ground below till we separated so that she could return to her home tree and have a family.&lt;br /&gt;
&lt;br /&gt;
•  &#039;&#039;&#039;Who has been trying to hunt you down? What do they want from you?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
TBA - I would like to use one of the antagonistic groups though the reason, is open to negotation....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
• What did you confide in me that makes me leap into danger for you every time?&lt;br /&gt;
&lt;br /&gt;
• What animal do I say you remind me of?&lt;br /&gt;
&lt;br /&gt;
• What affectionate nickname have you given me?&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483272</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483272"/>
		<updated>2025-08-22T22:16:16Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own The_Emperor_will_know_His_Own]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase One:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Three:&#039;&#039;&#039; Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Great (+4)&#039;&#039;&#039; &#039;&#039;Mechanicus-Academics&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good (+3)&#039;&#039;&#039; &#039;&#039;Investigate, Electronics-Craft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair (+2)&#039;&#039;&#039; &#039;&#039;Notice, Rapport, Athletics, Shoot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average (+1)&#039;&#039;&#039; &#039;&#039;Drive, Stealth, Burglary, Contacts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
&#039;&#039;&#039;Physical [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental [1] [1] [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consequences===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mild [2]: _________________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moderate [4]: _____________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe [6]: _______________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stunts===&lt;br /&gt;
&#039;&#039;&#039;Stunt Escapist Tendencies&#039;&#039;&#039; - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
===Gear and Extras===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.  Grew up on a Hive World and has a full professorship at an Imperial University.  He loves to try and figure out what old devices do, and it is even better if he can figure out what makes them tick.  He is adept at getting out of trouble when it comes to working in and around digs.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483271</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483271"/>
		<updated>2025-08-22T22:14:31Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own The_Emperor_will_know_His_Own]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase One:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Three:&#039;&#039;&#039; Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Great (+4)&#039;&#039;&#039; &#039;&#039;Mechanicus-Academics&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good (+3)&#039;&#039;&#039; &#039;&#039;Investigate, Electronics-Craft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair (+2)&#039;&#039;&#039; &#039;&#039;Notice, Rapport, Athletics, Shoot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average (+1)&#039;&#039;&#039; &#039;&#039;Drive, Stealth, Burglary, Contacts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
&#039;&#039;&#039;Physical [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental [1] [1] [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consequences===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mild [2]: _________________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moderate [4]: _____________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe [6]: _______________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stunts===&lt;br /&gt;
&#039;&#039;&#039;Stunt Escapist Tendencies&#039;&#039;&#039; - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
===Gear and Extras===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Corruption===&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483270</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483270"/>
		<updated>2025-08-22T22:13:41Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own The_Emperor_will_know_His_Own]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trouble:&#039;&#039;&#039; Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase One:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Two:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Three:&#039;&#039;&#039; Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&#039;&#039;&#039;Great (+4)&#039;&#039;&#039; &#039;&#039;Mechanicus-Academics&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good (+3)&#039;&#039;&#039; &#039;&#039;Investigate, Electronics-Craft&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fair (+2)&#039;&#039;&#039; &#039;&#039;Notice, Rapport, Athletics, Shoot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Average (+1)&#039;&#039;&#039; &#039;&#039;Drive, Stealth, Burglary, Contacts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
&#039;&#039;&#039;Physical [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental [1] [1] [1] [1] [1] [1]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Consequences===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mild [2]: _________________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moderate [4]: _____________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe [6]: _______________________&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stunts===&lt;br /&gt;
&#039;&#039;&#039;Stunt Escapist Tendencies&#039;&#039;&#039; - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
Gear and Extras&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483269</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483269"/>
		<updated>2025-08-22T22:09:08Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own The_Emperor_will_know_His_Own]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trouble: Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
Phase One:&lt;br /&gt;
&lt;br /&gt;
Phase Two:&lt;br /&gt;
&lt;br /&gt;
Phase Three: Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Great (+4) Mechanicus-Academics&lt;br /&gt;
&lt;br /&gt;
Good (+3) Investigate, Electronics-Craft&lt;br /&gt;
&lt;br /&gt;
Fair (+2) Notice, Rapport, Athletics, Shoot&lt;br /&gt;
&lt;br /&gt;
Average (+1) Drive, Stealth, Burglary, Contacts&lt;br /&gt;
&lt;br /&gt;
Stress&lt;br /&gt;
Physical [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Mental [1] [1] [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
Mild [2]: _________________________&lt;br /&gt;
&lt;br /&gt;
Moderate [4]: _____________________&lt;br /&gt;
&lt;br /&gt;
Severe [6]: _______________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stunts&lt;br /&gt;
Stunt Escapist Tendencies - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
Gear and Extras&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483268</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483268"/>
		<updated>2025-08-22T18:55:08Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own Back]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:== Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trouble: Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
Phase One:&lt;br /&gt;
&lt;br /&gt;
Phase Two:&lt;br /&gt;
&lt;br /&gt;
Phase Three: Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Great (+4) Mechanicus-Academics&lt;br /&gt;
&lt;br /&gt;
Good (+3) Investigate, Electronics-Craft&lt;br /&gt;
&lt;br /&gt;
Fair (+2) Notice, Rapport, Athletics, Shoot&lt;br /&gt;
&lt;br /&gt;
Average (+1) Drive, Stealth, Burglary, Contacts&lt;br /&gt;
&lt;br /&gt;
Stress&lt;br /&gt;
Physical [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Mental [1] [1] [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
Mild [2]: _________________________&lt;br /&gt;
&lt;br /&gt;
Moderate [4]: _____________________&lt;br /&gt;
&lt;br /&gt;
Severe [6]: _______________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stunts&lt;br /&gt;
Stunt Escapist Tendencies - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
Gear and Extras&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483267</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483267"/>
		<updated>2025-08-22T18:54:47Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/The_Emperor_will_know_His_own]&lt;br /&gt;
&lt;br /&gt;
=Dante Arbazino=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description:== Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
&lt;br /&gt;
===Picture===&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Aspects===&lt;br /&gt;
&#039;&#039;&#039;High Concept:&#039;&#039;&#039; &#039;&#039;Professor of Archeotech&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Trouble: Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
Phase One:&lt;br /&gt;
&lt;br /&gt;
Phase Two:&lt;br /&gt;
&lt;br /&gt;
Phase Three: Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Great (+4) Mechanicus-Academics&lt;br /&gt;
&lt;br /&gt;
Good (+3) Investigate, Electronics-Craft&lt;br /&gt;
&lt;br /&gt;
Fair (+2) Notice, Rapport, Athletics, Shoot&lt;br /&gt;
&lt;br /&gt;
Average (+1) Drive, Stealth, Burglary, Contacts&lt;br /&gt;
&lt;br /&gt;
Stress&lt;br /&gt;
Physical [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Mental [1] [1] [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
Mild [2]: _________________________&lt;br /&gt;
&lt;br /&gt;
Moderate [4]: _____________________&lt;br /&gt;
&lt;br /&gt;
Severe [6]: _______________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stunts&lt;br /&gt;
Stunt Escapist Tendencies - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
Gear and Extras&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_will_know_His_own&amp;diff=483266</id>
		<title>The Emperor will know His own</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_will_know_His_own&amp;diff=483266"/>
		<updated>2025-08-22T18:51:02Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Campaign Overview=&lt;br /&gt;
&lt;br /&gt;
This is the campaign Wiki for a Fate Condensed / Warhammer 40,000 adventure, which may grow into a campaign if it has enough traction. The system will be Fate Condensed, with added details of equipment etc. drawn from the Obsidian Portal hack of Fate Core: https://fate40k.obsidianportal.com/, and the Corruption mechanic borrowed from Fate of Cthulhu.&lt;br /&gt;
&lt;br /&gt;
The initial premise is a team of low-level Inquisition assets/Acolytes/agents investigating subversion in the Askellon Sector.&lt;br /&gt;
&lt;br /&gt;
=Helpful Resources=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-the-emperor-will-know-his-own.930324/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-the-emperor-will-know-his-own.930323/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/threads/fate-condensed-warhammer-40-000-adventure-campaign.930034/ Recruitment Thread]&lt;br /&gt;
*[https://fate-srd.com/fate-condensed Fate Condensed SRD] &lt;br /&gt;
*[https://fate40k.obsidianportal.com/ Obsidian Portal]&lt;br /&gt;
*[https://warhammer40k.fandom.com/wiki/Askellon_Sector Askellon Sector]&lt;br /&gt;
*[https://wh40k.lexicanum.com/mediawiki/images/a/ad/Map_Askellon_Sector.jpg Map of the Askellon Sector]&lt;br /&gt;
*[https://www.reddit.com/r/40krpg/comments/56w1oh/askellon_sector_map/#lightbox Another map of the Askellon Sector with more detail on worlds]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
The hapless characters recruited, enlisted, or blackmailed by the Inquisition into serving the Emperor&#039;s servants.&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/The_Emperor_Will_Know_His_own:Adfirmo_Exnihilo Adfirmo Exnihilo]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Tobias_Drake Tobias Drake]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Krishna_Carré Krishna Carré]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/The_Emperor_Will_know_His_own:Dante_Arbazino Dante Arbazino]&lt;br /&gt;
&lt;br /&gt;
=Important Information and Materials=&lt;br /&gt;
&lt;br /&gt;
This is the general page for details of events, vehicles, equipment, information and resources relevant to the campaign.&lt;br /&gt;
&lt;br /&gt;
Weapons table - ranged weapons: https://fate40k.obsidianportal.com/wikis/range-weapons&lt;br /&gt;
&lt;br /&gt;
Weapons table - melee weapons: https://fate40k.obsidianportal.com/wikis/melee-weapons&lt;br /&gt;
&lt;br /&gt;
=Important People, Places and Organizations=&lt;br /&gt;
&lt;br /&gt;
=House Rules and Quirks=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scale&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larger and more powerful entities (Space Marines, vehicles, etc.) get the benefit of Scale when compared to smaller ones. &lt;br /&gt;
&lt;br /&gt;
When applying scale to two opposing forces or individuals, compare the sides’ levels and determine who is higher, and by how many levels. They get one of the following benefits on any rolled action against their lesser:&lt;br /&gt;
* +1 per level of difference to their action before the roll&lt;br /&gt;
* +2 per level of difference to the result after the roll, if the roll succeeds&lt;br /&gt;
* 1 additional free invoke per level of difference to the results of a successful Create Advantage action.&lt;br /&gt;
&lt;br /&gt;
For cases where a small size is an advantage - Stealth, etc. - the Scale difference works in reverse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corruption is a constant risk. Every character has a Corruption clock, with four segments. Each use of the following fills one Corruption segment:&lt;br /&gt;
* Use of an unsanctioned psyker power&lt;br /&gt;
* Use of a Corruption or Mutation Stunt&lt;br /&gt;
* Use/invocation of a Corrupted Aspect&lt;br /&gt;
* Many situations involving exposure to Corruption or the Warp.&lt;br /&gt;
When the four segments fill, one Aspect is Corrupted, and the player has to rewrite it. When all Aspects are Corrupted, the character becomes a monstrous NPC.&lt;br /&gt;
&lt;br /&gt;
Corruption can be cleared by spending one session without using such powers/exposure to such situations, or by certain purification rites. A Corrupted Aspect cannot be restored, though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption and Mutation Stunts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters with a Corrupted Aspect or Mutants can take Corruption or Mutation Stunts. These are roughly twice as powerful as regular Stunts (+4 instead of +2), but always require marking of your Corruption clock to use. They are also almost always associated with some gruesome physical flaw or unsettling psychic/psychological distortion.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483265</id>
		<title>The Emperor Will know His own:Dante Arbazino</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Emperor_Will_know_His_own:Dante_Arbazino&amp;diff=483265"/>
		<updated>2025-08-22T18:50:12Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: Created page with &amp;quot;The Emperor Will know His own: Dante Arbazino  Contents 1	Krishna Carré 1.1	Picture 1.2	Aspects 1.3	Skills 1.4	Stress 1.5	Consequences 1.6	Stunts 1.7	Gear and Extras 1.8	Corruption 1.9	Background Krishna Carré Fate Points: 3  Refresh: 3   Description: Middle 50s (assuming anagathics make him more viable than a 50-year-old today). Picture TBD    Aspects High Concept: Professor of Archeotech  Trouble: Too Inquisitive  Phase One:  Phase Two:  Phase Three: Tomb Raider - An...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Emperor Will know His own: Dante Arbazino&lt;br /&gt;
&lt;br /&gt;
Contents&lt;br /&gt;
1	Krishna Carré&lt;br /&gt;
1.1	Picture&lt;br /&gt;
1.2	Aspects&lt;br /&gt;
1.3	Skills&lt;br /&gt;
1.4	Stress&lt;br /&gt;
1.5	Consequences&lt;br /&gt;
1.6	Stunts&lt;br /&gt;
1.7	Gear and Extras&lt;br /&gt;
1.8	Corruption&lt;br /&gt;
1.9	Background&lt;br /&gt;
Krishna Carré&lt;br /&gt;
Fate Points: 3&lt;br /&gt;
&lt;br /&gt;
Refresh: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Description: Middle 50s (assuming anagathics make him more viable than a 50-year-old today).&lt;br /&gt;
Picture&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aspects&lt;br /&gt;
High Concept: Professor of Archeotech&lt;br /&gt;
&lt;br /&gt;
Trouble: Too Inquisitive&lt;br /&gt;
&lt;br /&gt;
Phase One:&lt;br /&gt;
&lt;br /&gt;
Phase Two:&lt;br /&gt;
&lt;br /&gt;
Phase Three: Tomb Raider - Ancient Discovery that tried to kill him.&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
Great (+4) Mechanicus-Academics&lt;br /&gt;
&lt;br /&gt;
Good (+3) Investigate, Electronics-Craft&lt;br /&gt;
&lt;br /&gt;
Fair (+2) Notice, Rapport, Athletics, Shoot&lt;br /&gt;
&lt;br /&gt;
Average (+1) Drive, Stealth, Burglary, Contacts&lt;br /&gt;
&lt;br /&gt;
Stress&lt;br /&gt;
Physical [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Mental [1] [1] [1] [1] [1] [1]&lt;br /&gt;
&lt;br /&gt;
Consequences&lt;br /&gt;
Mild [2]: _________________________&lt;br /&gt;
&lt;br /&gt;
Moderate [4]: _____________________&lt;br /&gt;
&lt;br /&gt;
Severe [6]: _______________________&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stunts&lt;br /&gt;
Stunt Escapist Tendencies - Athletics by +2 whenever he has to escape threats in a ruin or during a dig&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TBD x2&lt;br /&gt;
&lt;br /&gt;
Gear and Extras&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
[ ] [ ] [ ] [ ]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Background&lt;br /&gt;
An unassuming academic who is quite sharp when it comes to identifying and dealing with lost ancient devices.&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Sky_of_Strife_and_Storms/The_Dread_Pirate_Virel_Thornwake&amp;diff=482975</id>
		<title>A Sky of Strife and Storms/The Dread Pirate Virel Thornwake</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Sky_of_Strife_and_Storms/The_Dread_Pirate_Virel_Thornwake&amp;diff=482975"/>
		<updated>2025-08-07T16:58:06Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: /* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[https://wiki.rpg.net/index.php/A_Sky_of_Strife_and_Storms | A Sky of Strife and Storms Main Page]]&lt;br /&gt;
== Basic Information ==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; The Dread Pirate Virel Thornwake &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pronouns:&#039;&#039;&#039;  He, or it &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity:&#039;&#039;&#039;  Aspiring Swashbuckling Pirate Captain! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theme:&#039;&#039;&#039;  Ambition to be the best Pirate Captain Ever! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Origin:&#039;&#039;&#039; Where the Monkey Plant People originate, or another adventuring place The Aracu&lt;br /&gt;
&lt;br /&gt;
== Attributes &amp;amp; Status Effects ==&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; d10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insight:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Might:&#039;&#039;&#039; d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Willpower:&#039;&#039;&#039; d8&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Status effects&lt;br /&gt;
|-&lt;br /&gt;
! Status !! Active? !! Stat Impacted (-1 die size)&lt;br /&gt;
|-&lt;br /&gt;
| Slow ||  || DEX&lt;br /&gt;
|-&lt;br /&gt;
| Enraged ||  || DEX + INS&lt;br /&gt;
|-&lt;br /&gt;
| Dazed ||  || INS&lt;br /&gt;
|-&lt;br /&gt;
| Weak ||  || MIG &lt;br /&gt;
|-&lt;br /&gt;
| Poisoned ||  || MIG + WLP&lt;br /&gt;
|-&lt;br /&gt;
| Shaken ||  || WLP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hit Points + Derived Stats ==&lt;br /&gt;
&#039;&#039;&#039;HP - Current: &#039;&#039;&#039; 35 &#039;&#039;&#039;Max:&#039;&#039;&#039; 35&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MP - Current: &#039;&#039;&#039; 40 &#039;&#039;&#039;Max:&#039;&#039;&#039; 40&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IP - Current: &#039;&#039;&#039; 6 &#039;&#039;&#039;Max:&#039;&#039;&#039; 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Modifier:&#039;&#039;&#039; -1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defense:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magical Defense:&#039;&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
== Class Information ==&lt;br /&gt;
&#039;&#039;&#039;Character Level:&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Class Elementalist - level 1, 2&lt;br /&gt;
|+ Class Spiritualist - level 3&lt;br /&gt;
|+ Class Weaponmaster - level 4, 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Free Benefits:&#039;&#039;&#039; || Makes you punch good or something.&lt;br /&gt;
|-&lt;br /&gt;
! Skill Name !! Skill Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;COUNTERATTACK&#039;&#039; || 0 MP || X || Y || if the Result of their Accuracy Check was an even number you may perform a free attack against that enemy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fabula Points ==&lt;br /&gt;
&#039;&#039;&#039;Points:&#039;&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gaining Fabula Points:&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;+1 if you have none at the start of a session.&#039;&#039;&lt;br /&gt;
: &#039;&#039;+1 when a Villain makes an entrance.&#039;&#039;&lt;br /&gt;
: &#039;&#039;+1 when you fumble a Check.&#039;&#039;&lt;br /&gt;
: &#039;&#039;+2 if you surrender at zero HP.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spending Fabula Points:&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;Spend 1 point after performing a Check to invoke a trait to reroll one or both dice.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Spend 1 point after performing a Check to invoke a bond and add its strength to the result.&#039;&#039;&lt;br /&gt;
: &#039;&#039;Spend 1 point to alter the story. If you alter an existing element, you need permission from whoever introduced it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Experience Points ==&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;At the end of each session, you automatically gain 5 XP. Then:&#039;&#039;&lt;br /&gt;
: &#039;&#039;Gain X equal to (Fabula Points spent by the group / # of Player Characters).&#039;&#039;&lt;br /&gt;
: &#039;&#039;Gain XP equal to (Ultima Points spent by Villains).&lt;br /&gt;
: &#039;&#039;Finally, if you have 10 or more XP, lose 10 XP and gain 1 level.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&#039;&#039;Only one emotion from each pair per Bond; a single emotion can be added or moved every time a Bond is updated.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Person !! Admiration or Inferiority? !! Loyalty or Mistrust? !! Affection or Hatred?&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Former Captain Whitebeard&#039;&#039; || Inferiority || Mistrust  || Hatred-Stole ship &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&#039;&#039;&#039;Zenit:&#039;&#039;&#039; 120&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! Martial Armor !! Martial Shields !! Martial Melee Weapons !! Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;May Equip:&#039;&#039;&#039; || || || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|+ Equipped Items&lt;br /&gt;
|-&lt;br /&gt;
! Slot !! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| Accessory || ||&lt;br /&gt;
|-&lt;br /&gt;
| Armor || Silk Shirt || Def d10 MDef d8 + 2  -1 Init&lt;br /&gt;
|-&lt;br /&gt;
| Main Hand || Rapier || d10 + d8 + 1  Damage HR + 6 Physical&lt;br /&gt;
|-&lt;br /&gt;
| Off Hand || Runic Shield || Def +2  MDef +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arcana &amp;amp; Spells ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-right: auto; margin-left: 0px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! MP !! Targets !! Duration !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental Shroud&#039;&#039; || 5 + Tgt (up to 3) MP || 1-3 || Y || magical energy and protect the targets&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Elemental Weapon&#039;&#039; || 10 MP || 1 Wpn || Scene || imbue a weapon with elemental energy&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;SPIRITUAL MAGIC - Aura&#039;&#039; || 10 MP || 5 || Scene || 【d8 + d8】 Protect 12 or higher&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;BLADESTORM&#039;&#039; || 10 MP || 1 || Y || attack gains multi (2) max (3)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Backpack &amp;amp; Notes ==&lt;br /&gt;
&lt;br /&gt;
==Ship-Quirk==&lt;br /&gt;
The Verdant Corsair is a good name for a plant thingy ship, in my mind.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say, for the ship&#039;s background, that it belonged to another Captain who fell off, well, might have been helped off because he was a very difficult being. While my character didn&#039;t specifically knock him off into the open skies, he did assume that the old Captain was gone. He took over and has been running the ship.&lt;br /&gt;
&lt;br /&gt;
Of course, in a weird twist of Fate, the old Captain who called himself Admiral Jack Whitebeard did survive. How or why isn&#039;t clear, but since he is probably alive, my character has been on the run with the ship.&lt;br /&gt;
&lt;br /&gt;
Navigation menu&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Horned_Skaven_more_sinister.png&amp;diff=482908</id>
		<title>File:Horned Skaven more sinister.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Horned_Skaven_more_sinister.png&amp;diff=482908"/>
		<updated>2025-08-03T22:14:57Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Whitegrey_furred_horned_skaven_dressed_in_ragged_clothing.png&amp;diff=482907</id>
		<title>File:Whitegrey furred horned skaven dressed in ragged clothing.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Whitegrey_furred_horned_skaven_dressed_in_ragged_clothing.png&amp;diff=482907"/>
		<updated>2025-08-03T21:30:52Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Variety_of_skaven_with_polearms.png&amp;diff=482906</id>
		<title>File:Variety of skaven with polearms.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Variety_of_skaven_with_polearms.png&amp;diff=482906"/>
		<updated>2025-08-03T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Seandemonium</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Realistic_swarm_of_rats_4_options.png&amp;diff=482905</id>
		<title>File:Realistic swarm of rats 4 options.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Realistic_swarm_of_rats_4_options.png&amp;diff=482905"/>
		<updated>2025-08-03T21:22:30Z</updated>

		<summary type="html">&lt;p&gt;Seandemonium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Seandemonium</name></author>
	</entry>
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