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	<updated>2026-05-15T05:46:57Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nate_Faulker&amp;diff=351425</id>
		<title>Nate Faulker</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nate_Faulker&amp;diff=351425"/>
		<updated>2019-01-22T02:00:55Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Motion-Regal&amp;#039;&amp;#039;&amp;#039;&amp;lt;br&amp;gt;  A character for Evil_Friends&amp;lt;br&amp;gt;  Nate Faulker was a typical young man, a bit bookish perhaps, and a history major at a decent state university. Wh...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Motion-Regal&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A character for [[Evil_Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nate Faulker was a typical young man, a bit bookish perhaps, and a history major at a decent state university. While facing graduation and the question of what to do next, he found out his younger brother was joining the Army. There&#039;s a list of reasons why he decided to do the same, ranging from a healthy dose of sibling rivalry, a desire to get out of a rut, a genuine desire to serve others, and the looming of specter of student loans. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look, that history degree wasn&#039;t going to pay for itself anytime soon. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It turned out he liked it, the adventure and the comradery and the sense of being part of something greater. He liked being good at what he did, and being praised for it. He liked the little looks and whispered words and stolen moments when no one else was looking. He hadn&#039;t internalized what the cost could be until it was too late. Having spent a year and a day wandering the country trying to find himself again, he&#039;s taken up a new cause, answering the call of [[The Lonely Serpent]]. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Skill: Infantry Officer 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Skill: Historian 2 &amp;lt;br&amp;gt;&lt;br /&gt;
Skill: Paperwork 2&amp;lt;br&amp;gt;&lt;br /&gt;
Passion: Travel 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
Aspect 0 (5 AMP)&amp;lt;br&amp;gt;&lt;br /&gt;
Domain 5 (5 DMP) &amp;lt;br&amp;gt;&lt;br /&gt;
Persona 0 (5 PMP) &amp;lt;br&amp;gt;&lt;br /&gt;
Treasure 3 (5 TMP) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast as Lightning&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Aspect 5: Kung-Fu, Automatic, Self-Only, One Trick, Uncommon)&amp;lt;br&amp;gt;&lt;br /&gt;
Nate always had a reputation for being quick on his feet. Bolstered by his divine power, he&#039;s practically untouchable, able to dodge around danger like he&#039;s the hero of a wuxia movie. Maybe later he&#039;ll figure out how to punch people too.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bonds &amp;amp;amp; Afflictions==&lt;br /&gt;
Bond: These boots were made for walking. (1) Anchor: Hiking Boots. &amp;lt;br&amp;gt;&lt;br /&gt;
Bond: My aim is true and sure. (3) - Anchor: A selection of firearms.&amp;lt;br&amp;gt;&lt;br /&gt;
Bond: I&#039;ve got a book on that here somewhere… (2) - Anchor: A Library of Many Things. &amp;lt;br&amp;gt;&lt;br /&gt;
Bond: My faithful hound is a true friend and a Good Boy. (1) - Anchor: Rex&amp;lt;br&amp;gt;&lt;br /&gt;
Bond: My Leatherman has all the tools. All of them. (1) Anchor: a multi-tool.&amp;lt;br&amp;gt;&lt;br /&gt;
Bond: If violence isn&#039;t your last resort, you&#039;re not using enough. (2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Affliction: People think I look younger than I am. (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Affliction: I&#039;m always neat and clean. (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Affliction: I have an air of authority and respectability. (2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Free Bond Points: 2&lt;br /&gt;
&lt;br /&gt;
==Anchors==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hiking Boots (Wondrous)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- One of his first anchors.&amp;lt;br&amp;gt;&lt;br /&gt;
- Let you safely walk anywhere, even places like the ceiling, lava fields, or bottom of the ocean.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Library of Many Things (Wondrous)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Started out as a personal book and DVD collection.&amp;lt;br&amp;gt;&lt;br /&gt;
- Now vastly larger. &amp;lt;br&amp;gt;&lt;br /&gt;
- If it&#039;s been published and moved from the author&#039;s possession out into the world, there&#039;s probably a copy in there.&amp;lt;br&amp;gt;&lt;br /&gt;
- Maybe doesn&#039;t have unique items, unless pushed to miraculous?&amp;lt;br&amp;gt;&lt;br /&gt;
- There are librarians but he mostly does his own lookup.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ultimate Multi-Tool (Wondrous)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- A handy Leatherman&amp;lt;br&amp;gt;&lt;br /&gt;
- If you think 21 tools is a lot, you should see this thing.&amp;lt;br&amp;gt;&lt;br /&gt;
- Seriously, these things are crazy transformer machines even without magic.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Selection of Firearms (Mundane, at the moment)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- The sidearm and rifle he carried in his last war, plus more&amp;lt;br&amp;gt;&lt;br /&gt;
- Good for putting holes in things at a distance&amp;lt;br&amp;gt;&lt;br /&gt;
- He&#039;s looking into making specialized ammo, like silver bullets and incendiaries&amp;lt;br&amp;gt;&lt;br /&gt;
- Possibly redundant for the Power of Motion, but they have sentimental value&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Captain Rex, a Very Good Boy (Wondrous)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- A retired military working dog who went on a road trip with him.&amp;lt;br&amp;gt;&lt;br /&gt;
- He sniffs!&amp;lt;br&amp;gt;&lt;br /&gt;
- He bites!&amp;lt;br&amp;gt;&lt;br /&gt;
- He cuddles!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Motion...==&lt;br /&gt;
... has speed and direction. (2)&amp;lt;br&amp;gt;&lt;br /&gt;
... changes your position and view. (2)&amp;lt;br&amp;gt;&lt;br /&gt;
... is relative to other things. (2)&amp;lt;br&amp;gt;&lt;br /&gt;
... remains constant unless acted upon. (1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Lifepath==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II Vervain - Key of Something Powerful&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Motion is really important to existence! It can&#039;t be anything but powerful and outgoing, and a huge duty beside that. It reflects one part of Nate&#039;s mortal life. As an army officer, he was also in a position of both power and duty, set apart from most of those around him. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV Clematis - The Key of Something Give Gifts&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He knows he&#039;s been given a gift here. It&#039;s a chance to see an entire new side of reality, something to observe and record and theorize about. But there&#039;s this doubt there: he&#039;s done that before, left his comfortable surrounds to seek out adventure. He may have been better off staying home..&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More Than Anything Else, You Are… Epic, Inhuman, and Powerful.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Being the Noble of Motion is extraordinary. It&#039;s exciting. It opens up a broad horizon of possibilities, unchecked by all but a few peers. He&#039;s not entirely comfortable with this. Power comes at a cost to someone, and if he&#039;s not paying it, who is?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion is From... the Beautiful Side of the World&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Motion isn&#039;t specific to humans. It&#039;s also not painful, at least not inherently. It can be as a side effect, pulling people apart (literally or figuratively) or resulting in all manner of physical mayhem. But Motion by itself tends to be beautiful, whether it&#039;s the rotation of the sky, the swirl of falling snowflakes, or the intricacies of an assembly line. At a personal level it lets him see new places, people, and things.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion is... Something You Can Describe&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Motion is not something you can point at, but it absolutely can be described. Indeed, description is in many ways what motion is, because it is a quality that things have - how fast, what direction, is it repeating, and compared to what? Motion is relative to other things, at least in the Prosaic World, and even in the Mythic with its fixed frames of reference it can be relative to that too. It&#039;s also a universal experience, which is something that fascinates Nate. Every physical object has moved at some point in its existence, and many immaterial things as well. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I Lived a.. Troubled Life&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nate had a comfortable enough life until he joined the army, as much to test himself as any other reason, even if he talked a good game about brotherly love and national service. It actually went pretty well. It wasn&#039;t easy, by any means, but he got to see the world, experience adventure and be part of something greater than himself, fall in love. He got a little too full of himself, a little too confident, and it all crashed down. As the old proverb says, pride goes before a fall.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It Inspired Me&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He finished his term and left the army, and spent some time travelling the country on a bike. He could have sat down and returned to the safety of academia, but he wanted to keep moving. It was during this time his commencement happened. He&#039;s decided that he won&#039;t waste this second chance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact: Legacy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once upon a time, Nate was a captain of men, trusted and admired and skilled in the arts of lore and war. He forged lifelong bonds with those around him. He had a career ahead, planned and mapped out in detail. Then he made some mistake, subtle like the start of an avalanche and just as devastating in result, that left people he cared about dead or wounded. Fairly or unfairly, he blames himself for failing those who trusted him. He owes it to them to make this second chance count, and look out for those left behind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contact: Followers&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are still people who look up to him, who say they would follow him into hell and might even still mean it if told Hell is a place. More have turned up since he became a power. He doesn&#039;t understand it. What do they see in him?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Affiliation: The Song of Heaven&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He&#039;s not a fan of Heaven&#039;s decision to lock up the gates and exclude everyone else. There&#039;s nothing beautiful or just about it. But the mission of going out to make the world a better place, that he can get behind. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Miracle Charts==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domain Miracles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
0: Know when Motion is in danger.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Cause some tiny motion, or stop something that&#039;s already barely moving. &amp;lt;br&amp;gt;&lt;br /&gt;
2: Speak with the Motion of a particular object. Know where it&#039;s been and where it&#039;s going, and for how long. &amp;lt;br&amp;gt;&lt;br /&gt;
3: Make it harder to change something&#039;s motion. &amp;lt;br&amp;gt;&lt;br /&gt;
4: Cause Motion to occur, or change existing Motion, on a local scale. Change the trajectory of a baseball or a bullet, speed up a train, turn a wheel. &amp;lt;br&amp;gt;&lt;br /&gt;
5: Stop a car. Stop someone&#039;s blood. Time stop. This can hit the breaks entirely, potentially instantly.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Speak with Motion on a grand scale to interrogate the movement of cargo through a country or memes through the internet. &amp;lt;br&amp;gt;&lt;br /&gt;
6: Change how something moves, like moving a bunny&#039;s hop to a bike, or a wheel&#039;s rotation to a building. Change the natural endpoint of a motion. Make someone a ramblin&#039; man, or doom him to always get stopped by red lights.&amp;lt;br&amp;gt;&lt;br /&gt;
6:  Preserve the motion of things on a grand scale, ie make an engine or dam turbine into a perpetual motion machine.&amp;lt;br&amp;gt;&lt;br /&gt;
7: Alter continental drift. Change the speed and direction of a hurricane. Spin the Earth backwards really fast, possibly reversing time in the process.&amp;lt;br&amp;gt;&lt;br /&gt;
8: Hold it right there, Sun! You won&#039;t escape over the horizon this time! (This is a bad idea for many reasons, not least of which is that people are always trying to shoot down the sun or otherwise harass it.) &amp;lt;br&amp;gt;&lt;br /&gt;
9: Adjust the direction a city moves in time. Make a nation motionless between dusk and dawn. Transcend usual definitions of Motion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Persona Miracles:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
0: Use the Sight. See when something is connected to Motion.&amp;lt;br&amp;gt;&lt;br /&gt;
1: Make something slightly more constant, or slightly more relative.&amp;lt;br&amp;gt;&lt;br /&gt;
2: Incarnate as a particular Motion.&amp;lt;br&amp;gt;&lt;br /&gt;
3: Carry things more easily. Maintain a constant course and speed. &amp;lt;br&amp;gt;&lt;br /&gt;
4: Make it harder to something to change itself without outside action. Make a moral relative. Give a speech the ability to move someone&#039;s position.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Strip away something&#039;s constancy. Take away direction or speed from a person or an activity. Make something no longer relative, although not necessarily absolute.&amp;lt;br&amp;gt;&lt;br /&gt;
5: Incarnate as Motion on global scale.&amp;lt;br&amp;gt;&lt;br /&gt;
6: Change how someone relates to Motion, so that Motion will never harm them, or they are a  guardian of moving things.&amp;lt;br&amp;gt;&lt;br /&gt;
6: Emulate motion with a truly massive Affliction&amp;lt;br&amp;gt;&lt;br /&gt;
7: Greater enchantments.&amp;lt;br&amp;gt;&lt;br /&gt;
8: Greater Sacrifices&amp;lt;br&amp;gt;&lt;br /&gt;
9: (Out of reach)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Domain Miracle Thoughts===&lt;br /&gt;
&lt;br /&gt;
Motion, despite being something that happens physically (mostly), is not something with its own substance. It&#039;s a property other things have, or a description of how they&#039;re acting. This can make a little odd compared to object-oriented estates. It can affect a lot of things, but in a fairly narrow and specific way that doesn&#039;t inherently change their substance otherwise. I can&#039;t burn something directly, but I can Create Motion so it&#039;s now rolling into a fire. (Well, heat&#039;s motion from a prosaic standpoint.) &lt;br /&gt;
&lt;br /&gt;
A Conversation or Divination with Motion is lets you investigate the motion of particular thing, but only about its motion. You can determine things like current velocity, whether it&#039;s sped up or slowed down, maybe even where it&#039;s been recently. This isn&#039;t necessarily single objects, but it could be the motion of pop bottles through a factory line, blood through veins, traffic through an intersection, or a wheel spinning. A Greater Divination applies to vast systems, like rivers, ocean currents, the weather, electrical grids, etc.&lt;br /&gt;
&lt;br /&gt;
Preservation of Motion is basically super momentum, making it harder to change. A wheel will keep spinning despite friction or a car will keep going despite brakes. (And possibly despite a wall.) Greater Preservations can keep that going indefinitely - a turbine might keep spinning long after its fuel is gone, making a perpetual motion machine - or do it on a vastly larger scale.&lt;br /&gt;
&lt;br /&gt;
A Creation of Motion is fairly straightforward - it takes something where there&#039;s no motion and gets it going, or adding more motion to something to increase the speed. Animation is more about changing Motion, so that it&#039;s got a different direction or path that it follows. This could extend to slowing things, but not stopping them. At this level it still needs to be &#039;natural&#039; movement to an extent. You can make a pig fly, but once the miracle stops it&#039;s going to resume a natural trajectory and the logical end thereof. Don&#039;t make pigs fly without bringing them to a graceful stop first. Greater Creations and Animations apply this on a huge scale. You can&#039;t make a proper, dharmic sharknado, but you can make the air and water spin really fast and hurl sealife around with it.&lt;br /&gt;
&lt;br /&gt;
Destructions can be slowing down, but are also full stops. It can be sudden and instantaneous. This wouldn&#039;t necessarily come with the side-effects such a halt would cause if done mundanely, though. The motion just stops without the physical processed done to this. A Greater Destruction will pin celestial bodies to the sky, halt a hurricane, and so forth.&lt;br /&gt;
&lt;br /&gt;
A Motion of Motion lets you more gracefully alter how things move when they&#039;re not being actively miracled at. This is where you can help porcine aviation, or change how people interact with motion. You might turn a photograph or painting into a moving picture. Greater Motions lets you do really crazy stuff like change how entire nations move. Maybe you can never make a left turn and have to make three rights instead, or a river flows from the ocean up to its sources. &lt;br /&gt;
&lt;br /&gt;
One question that may come up is immaterial things. Prosaic reality claims heat and sound are movement of particles, but this may not apply outside of Earth. Ideas or memes &#039;move&#039; through the Internet, or are conveyed from person to person by conversation. This is probably something to experiment with as he explores the extent of Motion and his powers.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Stevyn&amp;diff=298219</id>
		<title>Stevyn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Stevyn&amp;diff=298219"/>
		<updated>2016-03-17T11:35:17Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: Created page with &amp;quot;  Game: Rock&amp;#039;Em Sock&amp;#039;Em Revolution =Stevyn =  [https://docs.google.com/spreadsheets/d/1Y2C7cLNerodGGEpcW7fo1q8tZpK_kLvqVPvQujt8gVI/edi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Game: [[Godbound: Rock&#039;Em Sock&#039;Em Revolution|Rock&#039;Em Sock&#039;Em Revolution]]&lt;br /&gt;
=Stevyn =&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1Y2C7cLNerodGGEpcW7fo1q8tZpK_kLvqVPvQujt8gVI/edit?usp=sharing Character Sheet]&lt;br /&gt;
&lt;br /&gt;
*HP: 10/10&lt;br /&gt;
*XP: 0&lt;br /&gt;
*Wealth: 0&lt;br /&gt;
*Dominion: 0&lt;br /&gt;
*AC: 1 (3-2)&lt;br /&gt;
*Goal: Set Nezdohva ablaze. (Not literally. Well, literally.)&lt;br /&gt;
&lt;br /&gt;
==Words==&lt;br /&gt;
*Earth&lt;br /&gt;
*Journeying&lt;br /&gt;
*Sun&lt;br /&gt;
&lt;br /&gt;
==Facts==&lt;br /&gt;
*Refugee from Ancalia&lt;br /&gt;
*Civil Architect and aspiring artist&lt;br /&gt;
*Squired for a knight&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*Earth: Heroes with the Earth Word may set either their Strength or Constitution scores to 16, depending on whether they emphasize the strength of load-bearing stone or the hardness of solid rock. If the chosen score is already 16 or higher, they may set it to 18 instead.&lt;br /&gt;
*Journeying:  Heroes with the Word of Journeying always know exactly where they are, never lose their way to a known destination, and may treat travel as if it were as restful and nourishing to them as sound sleep and a good meal.&lt;br /&gt;
*Sun: Heroes with the Sun Word may shed daylight at will up to 200 feet, cannot be blinded or their vision impaired by darkness or mists, and have an invincible defense against fire damage. Their vision is sufficiently powerful to pierce blindfolds or survive even the physical removal of their eyes.&lt;br /&gt;
&lt;br /&gt;
==Gifts==&lt;br /&gt;
===Earth===&lt;br /&gt;
====Lesser====&lt;br /&gt;
*Obduracy of Stone (Constant):Your natural armor class is 3, and you have an invincible defense against harm by stone implements, earth, or burial. You need not eat, drink, or breathe, as you are as self-sufficient as the stones which your divine powers command.&lt;br /&gt;
&lt;br /&gt;
====Greater====&lt;br /&gt;
*Builder of Mountain Peaks (Action): Each round, create, modify, or destroy a stone or earth structure of up to 20 x 20 x 20 foot size within your normal line of sight. The structure can be quite intricate and elaborate, to the limit of your own creative skills. You can create normal earth or stone as part of this process. Creatures made entirely of earth or stone within the area may be completely controlled, with worthy foes allowed a Spirit save to resist.&lt;br /&gt;
&lt;br /&gt;
===Journeying===&lt;br /&gt;
====Lesser====&lt;br /&gt;
* Dust At Your Heals (On Turn): Commit Effort. You and those with you cannot be caught by pursuers as long as you keep traveling. Your group will always be moving faster than them regardless of their speed until you halt your movement.&lt;br /&gt;
====Greater====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sun===&lt;br /&gt;
====Lesser====&lt;br /&gt;
*Hope of the Dawn (On Turn): Commit Effort. You and allies within your general area gain a Morale of 12 and an invincible defense against magical emotional influence. Allied NPCs gain +1 hit die and +1 to hit. Those in sight of you have an instinctive awareness of your wishes, though they are not compelled to obey.&lt;br /&gt;
*Body of Burning LIght (On Turn): Commit Effort. Your brilliance makes you almost impossible to target, by creatures who operate by means of vision. While you shine, your natural AC is 3 against creatures with sight. Your weapons or unarmed attacks count as a magical weapon with a range of 200 feet, and do a minimum of 1d10 damage. Your corona counts as natural sunlight for those creatures susceptible to such radiance.&lt;br /&gt;
====Greater====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
*Longbow&lt;br /&gt;
*Light armour&lt;br /&gt;
*Dueling Saber&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*Longbow (+2 to-hit, 1d8+1 damage)&lt;br /&gt;
*Saber (+2 to-hit, 1d6+1 damage)&lt;br /&gt;
*Fray dice (1d8)&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=270286</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=270286"/>
		<updated>2014-09-17T02:49:51Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Theodore Reyes, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Glock 17 Semi-Auto || 0 || 1d6+1 || 30/100 || 17&lt;br /&gt;
|-&lt;br /&gt;
| Taser || 0 || 1d8 (stun) || 10/20 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Police || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 0 || N&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 1 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Computer || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s, dark haired, tall but still a bit gangly. Wears plain button-up t-shirts and khakis or slacks. On the job he will begrudingly put on a tie.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Glock Ammo clip (3), Woven Body Armor, smart phone, handcuffs or zip-ties&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 8000&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Theodore Reyes is a detective with the cybercrimes division of the local constabulary. He had always been something of a tech geek, but he&#039;d also dreamed of following his father&#039;s footsteps and having a career in law enforcement. Fortunately, the world obliged him, with the increasingly computer-centric nature of society leading to a corresponding increase in computer crime. After college, he became a police officer and spent several years as a beat cop before making detective.&lt;br /&gt;
&lt;br /&gt;
Theo is diligent and clever, perhaps at times too much so for his own good. He isn&#039;t the most physically imposing person, nor a particularly good brawler, but he gets by with a combination of charm, technical know-how, and standing behind guys who are much better hurting people than he is.&lt;br /&gt;
&lt;br /&gt;
Theo is an only child, with two parents retired in Flordia. He has a variety of cousins, although none especially close. He has several friends from college who he keeps in touch with even though many have moved, and he has good working relationships with the rest of his departments and other professionals around the country. (Or he did until Recent Events.)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269700</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269700"/>
		<updated>2014-09-06T00:29:23Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Theodore Reyes, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Glock 17 Semi-Auto || 0 || 1d6+1 || 30/100 || 17&lt;br /&gt;
|-&lt;br /&gt;
| Taser || 0 || 1d8 (stun) || 10/20 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Police || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 0 || N&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 1 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Computer || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s, dark haired, tall but still a bit gangly. Wears plain button-up t-shirts and khakis or slacks. On the job he will begrudingly put on a tie.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Glock Ammo clip (3), Woven Body Armor, smart phone, handcuffs or zip-ties&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 8000&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Theodore Reyes is a detective with the cybercrimes division of the local constabulary. He had always been something of a tech geek, but he&#039;d also dreamed of following his father&#039;s footsteps and having a career in law enforcement. Fortunately, the world obliged him, with the increasingly computer-centric nature of society leading to a corresponding increase in computer crime. After college, he became a police officer and spent several years as a beat cop before making detective.&lt;br /&gt;
&lt;br /&gt;
Theo is diligent and clever, perhaps at times too much so for his own good. He isn&#039;t the most physically imposing person, nor a particularly good brawler, but he gets by with a combination of charm, technical know-how, and standing behind guys who are much better hurting people than he is.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269699</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269699"/>
		<updated>2014-09-06T00:24:35Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Theodore Reyes, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Semi-Auto Pistol || 0 || 1d6+1 || 30/100 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Police || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 0 || N&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 1 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Computer || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s, dark haired, tall but still a bit gangly. Wears plain button-up t-shirts and khakis or slacks. On the job he will begrudingly put on a tie.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Ammo clip, smart phone, handcuffs or zip-ties&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 8000&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Theodore Reyes is a detective with the cybercrimes division of the local constabulary. He had always been something of a tech geek, but he&#039;d also dreamed of following his father&#039;s footsteps and having a career in law enforcement. Fortunately, the world obliged him, with the increasingly computer-centric nature of society leading to a corresponding increase in computer crime. After college, he became a police officer and spent several years as a beat cop before making detective.&lt;br /&gt;
&lt;br /&gt;
Theo is diligent and clever, perhaps at times too much so for his own good. He isn&#039;t the most physically imposing person, nor a particularly good brawler, but he gets by with a combination of charm, technical know-how, and standing behind guys who are much better hurting people than he is.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269698</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269698"/>
		<updated>2014-09-06T00:23:10Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Theodore Reyes, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Semi-Auto Pistol || 0 || 1d6+1 || 30/100 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Police || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 0 || N&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 1 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Computer || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s, dark haired, tall but still a bit gangly. Wears plain button-up t-shirts and khakis or slacks. On the job he will begrudingly put on a tie.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Ammo clip, smart phone, handcuffs or zip-ties&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 7250&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Theodore Reyes is a detective with the cybercrimes division of the local constabulary. He had always been something of a tech geek, but he&#039;d also dreamed of following his father&#039;s footsteps and having a career in law enforcement. Fortunately, the world obliged him, with the increasingly computer-centric nature of society leading to a corresponding increase in computer crime. After college, he became a police officer and spent several years as a beat cop before making detective.&lt;br /&gt;
&lt;br /&gt;
Theo is diligent and clever, perhaps at times too much so for his own good. He isn&#039;t the most physically imposing person, nor a particularly good brawler, but he gets by with a combination of charm, technical know-how, and standing behind guys who are much better hurting people than he is.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269697</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269697"/>
		<updated>2014-09-06T00:19:30Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-variant: small-caps;&amp;quot;&lt;br /&gt;
|+ Theodore Reyes, Level 1 Expert&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Score &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Mod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Strength&lt;br /&gt;
| 10 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Attack Bonus&lt;br /&gt;
| 0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Intelligence&lt;br /&gt;
| 15 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Physical Effect Save&lt;br /&gt;
| 16&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Dexterity&lt;br /&gt;
| 13 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Mental Effect Save&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Wisdom&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Evasion Save&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Constitution&lt;br /&gt;
| 11 ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Technology Save&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Charisma&lt;br /&gt;
| 14 || +1&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Luck Save&lt;br /&gt;
| 14&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Max&lt;br /&gt;
| style=&amp;quot;border: none;&amp;quot; | Current&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Hit Points&lt;br /&gt;
| 6 || 6&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Armor Class&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | Psi Points&lt;br /&gt;
| ||&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | (vs tech 3+)&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: none; text-align: right;&amp;quot; | System Strain&lt;br /&gt;
| || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Weapons&lt;br /&gt;
! Weapon !! AB !! Damage !! Range !! Ammo&lt;br /&gt;
|-&lt;br /&gt;
| Semi-Auto Pistol || 0 || 1d6+1 || 30/100 || 12&lt;br /&gt;
|-&lt;br /&gt;
| Unarmed || 0 || 1d2 || - || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Skills&lt;br /&gt;
! Skills !! Level !! Class?&lt;br /&gt;
|-&lt;br /&gt;
| Profession/Police || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tactics || 0 || N&lt;br /&gt;
|-&lt;br /&gt;
| Security || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Bureaucracy|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Culture/Criminal || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Perception || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Science|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Medical|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Vehicle/Land|| 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Tech/Mechanical || 1 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Computer || 0 || Y&lt;br /&gt;
|-&lt;br /&gt;
| Combat/projectile || 0 || hobby&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
! Appearance&lt;br /&gt;
| Late 20s, dark haired, tall but still a bit gangly. Wears plain button-up t-shirts and khakis or slacks. On the job he will begrudingly put on a tie.&lt;br /&gt;
|-&lt;br /&gt;
! Gear&lt;br /&gt;
| Ammo clip, smart phone, handcuffs or zip-ties.&lt;br /&gt;
|-&lt;br /&gt;
! $&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
! Background notes&lt;br /&gt;
| Theodore Reyes is a detective with the cybercrimes division of the local constabulary. He had always been something of a tech geek, but he&#039;d also dreamed of following his father&#039;s footsteps and having a career in law enforcement. Fortunately, the world obliged him, with the increasingly computer-centric nature of society leading to a corresponding increase in computer crime. After college, he became a police officer and spent several years as a beat cop before making detective.&lt;br /&gt;
&lt;br /&gt;
Theo is diligent and clever, perhaps at times too much so for his own good. He isn&#039;t the most physically imposing person, nor a particularly good brawler, but he gets by with a combination of charm, technical know-how, and standing behind guys who are much better hurting people than he is.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269621</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269621"/>
		<updated>2014-09-05T01:50:11Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Character:&#039;&#039;&#039; Theodore Reyes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Police Technical Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolls:&#039;&#039;&#039; http://orokos.com/roll/218349&lt;br /&gt;
10, 13, 10, 11, 15, 11&lt;br /&gt;
&lt;br /&gt;
INT: 15&lt;br /&gt;
CHA: 14 (replacing 10)&lt;br /&gt;
DEX: 13&lt;br /&gt;
STR: 10&lt;br /&gt;
CON: 11&lt;br /&gt;
WIS: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Expert&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby / Bonus Class Skill: Combat/Projectile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Jack of all skills (based on Security Crew)&lt;br /&gt;
Combat/Projectile, Profession/Police, Security, Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training:&#039;&#039;&#039; Scientist&lt;br /&gt;
Bureaucracy, Culture/Criminal, Perception, Science, Tech/Mechanical, Tech/Mechanical, Vehicle/Land, Computer&lt;br /&gt;
&lt;br /&gt;
Starting Cash: 800 = (1d6 (4) * 100) + 400. [http://orokos.com/roll/218751]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Skills:&#039;&#039;&#039;&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Profession/Police 0&lt;br /&gt;
*Security 0&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Culture/Criminal 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Tech/Mechanical 1&lt;br /&gt;
*Vehicle/Land 0&lt;br /&gt;
*Computer 0&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269620</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269620"/>
		<updated>2014-09-05T01:47:17Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Character:&#039;&#039;&#039; Theodore Reyes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Police Technical Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolls:&#039;&#039;&#039; http://orokos.com/roll/218349&lt;br /&gt;
10, 13, 10, 11, 15, 11&lt;br /&gt;
&lt;br /&gt;
INT: 15&lt;br /&gt;
CHA: 14 (replacing 10)&lt;br /&gt;
DEX: 13&lt;br /&gt;
STR: 10&lt;br /&gt;
CON: 11&lt;br /&gt;
WIS: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Expert&amp;lt;br&amp;gt;&lt;br /&gt;
Hobby / Bonus Class Skill: Combat/Projectile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Jack of all skills (based on Security Crew)&lt;br /&gt;
Combat/Projectile, Profession/Police, Security, Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training:&#039;&#039;&#039; Scientist&lt;br /&gt;
Bureaucracy, Culture/Criminal, Perception, Science, Tech/Mechanical, Tech/Mechanical, Vehicle/Land, Computer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Skills:&#039;&#039;&#039;&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Profession/Police 0&lt;br /&gt;
*Security 0&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Culture/Criminal 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Tech/Mechanical 1&lt;br /&gt;
*Vehicle/Land 0&lt;br /&gt;
*Computer 0&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269619</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269619"/>
		<updated>2014-09-05T01:44:56Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Character:&#039;&#039;&#039; Theodore Reyes&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Police Technical Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolls:&#039;&#039;&#039; http://orokos.com/roll/218349&lt;br /&gt;
10, 13, 10, 11, 15, 11&lt;br /&gt;
&lt;br /&gt;
INT: 15&lt;br /&gt;
CHA: 14 (replacing 10)&lt;br /&gt;
DEX: 13&lt;br /&gt;
STR: 10&lt;br /&gt;
CON: 11&lt;br /&gt;
WIS: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Expert&lt;br /&gt;
Hobby / Bonus Class Skill: Combat/Projectile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Jack of all skills (based on Security Crew)&lt;br /&gt;
Combat/Projectile, Profession/Police, Security, Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training:&#039;&#039;&#039; Scientist&lt;br /&gt;
Bureaucracy, Culture/Criminal, Perception, Science, Tech/Mechanical, Tech/Mechanical, Vehicle/Land, Computer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Skills:&#039;&#039;&#039;&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Profession/Police 0&lt;br /&gt;
*Security 0&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Culture/Criminal 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Tech/Mechanical 1&lt;br /&gt;
*Vehicle/Land 0&lt;br /&gt;
*Computer 0&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269618</id>
		<title>XCOM - The Beginning/Characters/Theodore Reyes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=XCOM_-_The_Beginning/Characters/Theodore_Reyes&amp;diff=269618"/>
		<updated>2014-09-05T01:44:34Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Character:&amp;#039;&amp;#039;&amp;#039; Theodore Reyes &amp;#039;&amp;#039;&amp;#039;Concept:&amp;#039;&amp;#039;&amp;#039; Police Technical Expert  &amp;#039;&amp;#039;&amp;#039;Rolls:&amp;#039;&amp;#039;&amp;#039; http://orokos.com/roll/218349 10, 13, 10, 11, 15, 11  INT: 15 CHA: 14 (replacing 10) DEX: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Character:&#039;&#039;&#039; Theodore Reyes&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Police Technical Expert&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rolls:&#039;&#039;&#039; http://orokos.com/roll/218349&lt;br /&gt;
10, 13, 10, 11, 15, 11&lt;br /&gt;
&lt;br /&gt;
INT: 15&lt;br /&gt;
CHA: 14 (replacing 10)&lt;br /&gt;
DEX: 13&lt;br /&gt;
STR: 10&lt;br /&gt;
CON: 11&lt;br /&gt;
WIS: 11&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Expert&lt;br /&gt;
Hobby / Bonus Class Skill: Combat/Projectile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Jack of all skills (based on Security Crew)&lt;br /&gt;
Combat/Projectile, Profession/Police, Security, Tactics&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training:&#039;&#039;&#039; Scientist&lt;br /&gt;
Bureaucracy, Culture/Criminal, Perception, Science, Tech/Mechanical, Tech/Mechanical, Vehicle/Land, Computer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Total Skills:&#039;&#039;&#039;&lt;br /&gt;
*Combat/Projectile 0&lt;br /&gt;
*Profession/Police 0&lt;br /&gt;
*Security 0&lt;br /&gt;
*Bureaucracy 0&lt;br /&gt;
*Culture/Criminal 0&lt;br /&gt;
*Tactics 0&lt;br /&gt;
*Perception 0&lt;br /&gt;
*Science 0&lt;br /&gt;
*Tech/Mechanical 1&lt;br /&gt;
*Vehicle/Land 0&lt;br /&gt;
*Computer 0&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264691</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264691"/>
		<updated>2014-05-28T23:19:47Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: /* Traits and Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind, Noble of Chancel Nehutu&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
Part of a Nobilis game: [[Embryonic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
&lt;br /&gt;
Skill: Pilot 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Search and Rescue 2&amp;lt;br /&amp;gt;&lt;br /&gt;
Skill: Manager 1&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&amp;lt;br /&amp;gt;&lt;br /&gt;
Domain: 4 (6/6)&amp;lt;br /&amp;gt;&lt;br /&gt;
Persona: 3 (6/6)&amp;lt;br /&amp;gt;&lt;br /&gt;
Treasure: 0 (6/6)&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
*Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
*Bond: I can fly anything. (2)&lt;br /&gt;
**Anchor: A small collection of planes and helicopters, including a wreck that is slowly becoming a chopper again.&lt;br /&gt;
*Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
*Bond: I can slip from surly bonds. (2)&lt;br /&gt;
*Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
*Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
*Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
**Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* lifts and carries away. (2)&lt;br /&gt;
* dances the skies.&lt;br /&gt;
* changes in an instant.&lt;br /&gt;
* wears down resistance.&lt;br /&gt;
* slips in.&lt;br /&gt;
* builds to terrible strength.&lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Embryonic&amp;diff=264690</id>
		<title>Embryonic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Embryonic&amp;diff=264690"/>
		<updated>2014-05-28T23:14:08Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:embryonic.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
==The Game==&lt;br /&gt;
===The Characters===&lt;br /&gt;
====The Imperator====&lt;br /&gt;
*[[Hourmazd]], Magister of The Light, Ymera of Wind, Fire, Reason, Language, Security and Quiet Things&lt;br /&gt;
&lt;br /&gt;
====The Familia Caelestis====&lt;br /&gt;
&lt;br /&gt;
*[[Eric Durand]], the Power of Wind&lt;br /&gt;
*[[Andi Parker]], the Power of Fire&lt;br /&gt;
*[[Alexandria]], the Power of Reason&lt;br /&gt;
*Rakshasi Aristocrat, the Power of Language&lt;br /&gt;
*[[Meiling Hong]], the Power of Security&lt;br /&gt;
*[[The Kid]], the Power of Quiet Things&lt;br /&gt;
&lt;br /&gt;
=====Relationships=====&lt;br /&gt;
*[[Embryonic Familia Relations]]&lt;br /&gt;
&lt;br /&gt;
====NPCs====&lt;br /&gt;
*[[Embryonic NPCs]]&lt;br /&gt;
&lt;br /&gt;
====Important Links====&lt;br /&gt;
&lt;br /&gt;
===Chapter Logs===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
====The Chancel====&lt;br /&gt;
[[Nehutu]], Locus Hourmazd, the City Upon The Mountain&lt;br /&gt;
&lt;br /&gt;
====Other places====&lt;br /&gt;
&lt;br /&gt;
==Handy links==&lt;br /&gt;
[[Embryonic Miracle Charts]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobilis|*]]&lt;br /&gt;
[[Category:Embryonic|*]]&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264689</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264689"/>
		<updated>2014-05-28T23:09:35Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind, Noble of Chancel Nehutu&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
Part of a Nobilis game: [[Embryonic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
Skill: Pilot 3&lt;br /&gt;
Skill: Search and Rescue 2&lt;br /&gt;
Skill: Manager 1&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&lt;br /&gt;
Domain: 4 (6/6)&lt;br /&gt;
Persona: 3 (6/6)&lt;br /&gt;
Treasure: 0 (6/6)&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
*Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
*Bond: I can fly anything. (2)&lt;br /&gt;
**Anchor: A small collection of planes and helicopters, including a wreck that is slowly becoming a chopper again.&lt;br /&gt;
*Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
*Bond: I can slip from surly bonds. (2)&lt;br /&gt;
*Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
*Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
*Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
**Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* lifts and carries away. (2)&lt;br /&gt;
* dances the skies.&lt;br /&gt;
* changes in an instant.&lt;br /&gt;
* wears down resistance.&lt;br /&gt;
* slips in.&lt;br /&gt;
* builds to terrible strength.&lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264688</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264688"/>
		<updated>2014-05-28T23:02:29Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind, Noble of Chancel Nehutu&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
Part of a Nobilis game: [[Embryonic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
Skill: Pilot 3&lt;br /&gt;
Skill: Search and Rescue 2&lt;br /&gt;
Skill: Manager 1&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&lt;br /&gt;
Domain: 4 (6/6)&lt;br /&gt;
Persona: 3 (6/6)&lt;br /&gt;
Treasure: 0 (6/6)&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
*Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
*Bond: I can fly anything. (2)&lt;br /&gt;
*Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
*Bond: I can slip from surly bonds. (2)&lt;br /&gt;
*Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
*Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
*Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
**Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* lifts and carries away. (2)&lt;br /&gt;
* dances the skies.&lt;br /&gt;
* changes in an instant.&lt;br /&gt;
* wears down resistance.&lt;br /&gt;
* slips in.&lt;br /&gt;
* builds to terrible strength.&lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264687</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264687"/>
		<updated>2014-05-28T22:56:45Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
Skill: Pilot 3&lt;br /&gt;
Skill: Search and Rescue 2&lt;br /&gt;
Skill: Manager 1&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&lt;br /&gt;
Domain: 4 (6/6)&lt;br /&gt;
Persona: 3 (6/6)&lt;br /&gt;
Treasure: 0 (6/6)&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
Bond: I can fly anything. (2)&lt;br /&gt;
Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
Bond: I can slip from surly bonds. (2)&lt;br /&gt;
Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
-- Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* lifts and carries away. (2)&lt;br /&gt;
* dances the skies.&lt;br /&gt;
* changes in an instant.&lt;br /&gt;
* wears down resistance.&lt;br /&gt;
* slips in.&lt;br /&gt;
* builds to terrible strength.&lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264686</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264686"/>
		<updated>2014-05-28T22:55:28Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
Skill: Pilot 3&lt;br /&gt;
Skill: Search and Rescue 2&lt;br /&gt;
Skill: Manager 1&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&lt;br /&gt;
Domain: 4 (6/6)&lt;br /&gt;
Persona: 3 (6/6)&lt;br /&gt;
Treasure: 0 (6/6)&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
Bond: I can fly anything. (2)&lt;br /&gt;
Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
Bond: I can slip from surly bonds. (2)&lt;br /&gt;
Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
-- Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domain Miracles&#039;&#039;&lt;br /&gt;
0: Know when the Wind is in danger.&lt;br /&gt;
1: Create a little breeze.&lt;br /&gt;
2: Know what the weather will be like. Ask the wind what it&#039;s carried lately.&lt;br /&gt;
3: Keep a cool morning wind going through a stifling day. Keep a room drafty even when the windows and doors are shut.&lt;br /&gt;
4: Summon the freezing North Wind. Blow down an impudent pig&#039;s house.&lt;br /&gt;
5: Calm a gale. Ruin a kite-flying contest. Ask the wind what rumors it&#039;s carried lately.&lt;br /&gt;
6: Make Chicago a Windless City. Shift a jet stream. Keep a summer breeze going all winter.&lt;br /&gt;
7: Summon a hurricane. Write your name on Jupiter by blowing clouds around. Jam radio with the solar wind. Blow out a massive fire.&lt;br /&gt;
8: Dissipate a different hurricane. Make the air perfectly still across the entire midwest.&lt;br /&gt;
9: Reshape the wind patterns that drive the global weather system. Create a nation of wind spirits. Claim ocean currents are actually very wet wind and mess with those. Broadcast television is totally wind too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Persona Miracles&#039;&#039;&lt;br /&gt;
0: See things related to the Wind.&lt;br /&gt;
1: Make someone a little better or worse at carrying things.&lt;br /&gt;
2: Live as a gust of wind for a while.&lt;br /&gt;
3: Slip through a crack. Fly through the air.&lt;br /&gt;
4: Make someone invisible. Cause a social movement to wear down resistance.&lt;br /&gt;
5: Make someone a terrible dancer. Cause a thunderstorm to become oddly still. Incarnate in a weather front.&lt;br /&gt;
6: Rock like a hurricane. Guarantee a sailboat always has a good wind.&lt;br /&gt;
7: Make an entire nation nimble as the wind. Cause an idea to slip into people&#039;s heads.&lt;br /&gt;
8: Stop a war by removing its fury. Make a city steady and unchanging.&lt;br /&gt;
9: Make wind power the main source of electricity. &lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264684</id>
		<title>Eric Durand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Eric_Durand&amp;diff=264684"/>
		<updated>2014-05-28T22:53:56Z</updated>

		<summary type="html">&lt;p&gt;Slybrarian: Created page with &amp;quot; Titles: Dominus Ventus, Duke of the Wind  Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titles: Dominus Ventus, Duke of the Wind&lt;br /&gt;
&lt;br /&gt;
Eric Durand was a skilled pilot in his mortal life, flying search and rescue operations, but one day his luck gave out and he crashed in a storm. He was badly injured, enough to end his flying career, but instead of bemoaning his fate he focused on getting back on his feet. He took a position on the ground directing operations where he could still put his skills to use. Before long, though, he was plucked up and turned into a living god of the Wind. It was less of a surprise than it might have been; any pilot knows there is more to the sky than meets the eye.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Traits and Attributes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mortal Will: 8/8&lt;br /&gt;
Passion: Improvisation 2&lt;br /&gt;
Skill: Pilot 3&lt;br /&gt;
Skill: Search and Rescue 2&lt;br /&gt;
Skill: Manager 1&lt;br /&gt;
&lt;br /&gt;
Aspect: 1 (6/6)&lt;br /&gt;
Domain: 4 (6/6)&lt;br /&gt;
Persona: 3 (6/6)&lt;br /&gt;
Treasure: 0 (6/6)&lt;br /&gt;
&lt;br /&gt;
1 CP spent on additional MP&lt;br /&gt;
&lt;br /&gt;
== Bonds and Afflictions ==&lt;br /&gt;
&lt;br /&gt;
Affliction: The weather emphasizes my moods and dramatic moments. (1) (Ruffled hair, dramatic thunderclaps, etc.)&lt;br /&gt;
Bond: I can fly anything. (2)&lt;br /&gt;
Bond: You can&#039;t take the sky from me. (3)&lt;br /&gt;
Bond: I can slip from surly bonds. (2)&lt;br /&gt;
Bond: If I fail, I must get up and try again. (2)&lt;br /&gt;
Bond: I will (must) protect those you can&#039;t protect themselves. (2)&lt;br /&gt;
Bond: Eh, that&#039;s nothing some duct tape won&#039;t fix. (1)&lt;br /&gt;
-- Anchor: Roll of duct tape, good for patches and improvised repairs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Estate ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wind&#039;&#039;&#039;&lt;br /&gt;
... lifts and carries away. (2)&lt;br /&gt;
... dances the skies.&lt;br /&gt;
... changes in an instant.&lt;br /&gt;
... wears down resistance.&lt;br /&gt;
... slips in.&lt;br /&gt;
... builds to terrible strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Domain Miracles&#039;&#039;&lt;br /&gt;
0: Know when the Wind is in danger.&lt;br /&gt;
1: Create a little breeze.&lt;br /&gt;
2: Know what the weather will be like. Ask the wind what it&#039;s carried lately.&lt;br /&gt;
3: Keep a cool morning wind going through a stifling day. Keep a room drafty even when the windows and doors are shut.&lt;br /&gt;
4: Summon the freezing North Wind. Blow down an impudent pig&#039;s house.&lt;br /&gt;
5: Calm a gale. Ruin a kite-flying contest. Ask the wind what rumors it&#039;s carried lately.&lt;br /&gt;
6: Make Chicago a Windless City. Shift a jet stream. Keep a summer breeze going all winter.&lt;br /&gt;
7: Summon a hurricane. Write your name on Jupiter by blowing clouds around. Jam radio with the solar wind. Blow out a massive fire.&lt;br /&gt;
8: Dissipate a different hurricane. Make the air perfectly still across the entire midwest.&lt;br /&gt;
9: Reshape the wind patterns that drive the global weather system. Create a nation of wind spirits. Claim ocean currents are actually very wet wind and mess with those. Broadcast television is totally wind too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Persona Miracles&#039;&#039;&lt;br /&gt;
0: See things related to the Wind.&lt;br /&gt;
1: Make someone a little better or worse at carrying things.&lt;br /&gt;
2: Live as a gust of wind for a while.&lt;br /&gt;
3: Slip through a crack. Fly through the air.&lt;br /&gt;
4: Make someone invisible. Cause a social movement to wear down resistance.&lt;br /&gt;
5: Make someone a terrible dancer. Cause a thunderstorm to become oddly still. Incarnate in a weather front.&lt;br /&gt;
6: Rock like a hurricane. Guarantee a sailboat always has a good wind.&lt;br /&gt;
7: Make an entire nation nimble as the wind. Cause an idea to slip into people&#039;s heads.&lt;br /&gt;
8: Stop a war by removing its fury. Make a city steady and unchanging.&lt;br /&gt;
9: Make wind power the main source of electricity. &lt;br /&gt;
&lt;br /&gt;
== Lifepath ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key VII - Star of Bethlehem, Something Changed, Forever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: What It Made Me&#039;&#039;&lt;br /&gt;
*Driven to Keep Going&lt;br /&gt;
*I Love to Fly&lt;br /&gt;
*Estate From the Beautiful Side of the World&lt;br /&gt;
*Contact: I&#039;m still in touch with my old buddies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow: How It Changed the World&#039;&#039;&lt;br /&gt;
*I Can&#039;t Let Go&lt;br /&gt;
*I&#039;m Committed&lt;br /&gt;
*Estate You Can Point To: It Almost Destroyed Me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key XV - Oak, the Key of Something That Hasn&#039;t Changed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heart: My Identity&#039;&#039;&lt;br /&gt;
*I am a pilot still.&lt;br /&gt;
*Affiliation: I would serve the Light, but they don&#039;t understand what makes humanity worth saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shadow:&#039;&#039;&lt;br /&gt;
*Contact: Organization&lt;br /&gt;
*Contact: I accidentally a Deceiver. To be fair, he had treasonously delicious cookies.&lt;/div&gt;</summary>
		<author><name>Slybrarian</name></author>
	</entry>
</feed>