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	<updated>2026-05-15T03:33:25Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485998</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485998"/>
		<updated>2026-04-27T11:41:44Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Tyra Szdanor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
A character in [https://wiki.rpg.net/index.php/Star_Wars_AU:_Knights_of_the_Fallen_Republic Star Wars: Knights of the Fallen Republic]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role:&#039;&#039;&#039; Star Raider &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope:&#039;&#039;&#039; Free Spirit &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Force-Sensitive Corellian Nomad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; Adult (17) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Impetuous &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase:&#039;&#039;&#039; I was just listening to the flow of the universe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Stormraven&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Luck: 1 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485947</id>
		<title>Tyra Szdanor, Corellian Nomad Pilot</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tyra_Szdanor,_Corellian_Nomad_Pilot&amp;diff=485947"/>
		<updated>2026-04-26T15:06:35Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: Created page with &amp;quot;==Tyra Szdanor==  &amp;#039;&amp;#039;&amp;#039;Role: Star Raider&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Trope: Free Spirit&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Background: Force-Sensitive Corellian Nomad&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Age: 17&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Flaw: Impetuous&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Catchphrase: I was just listening to the flow of the universe.&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Played by: Stormraven&amp;#039;&amp;#039;&amp;#039;   ----  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; |+ &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; |- ! Brawn || Nerves || Smooth || Focus || Crime |- | 2 || 3 || 2 || 2 || 3 |}  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; |+ &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; |- ! Braw...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tyra Szdanor==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Role: Star Raider&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trope: Free Spirit&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background: Force-Sensitive Corellian Nomad&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age: 17&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw: Impetuous&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Catchphrase: I was just listening to the flow of the universe.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by: Stormraven&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 2 || 2 || 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Brawn || Nerves || Smooth || Focus || Crime&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Endure 1  &lt;br /&gt;
* Fight 3  &lt;br /&gt;
* Force 1  &lt;br /&gt;
* Stunt 3&lt;br /&gt;
|&lt;br /&gt;
* Cool 2  &lt;br /&gt;
* Drive 3  &lt;br /&gt;
* Shoot 2  &lt;br /&gt;
* Survival 2&lt;br /&gt;
|&lt;br /&gt;
* Flirt 2&lt;br /&gt;
* Leadership 1&lt;br /&gt;
* Speech 2&lt;br /&gt;
* Style 3&lt;br /&gt;
|&lt;br /&gt;
* Detect 1&lt;br /&gt;
* Fix 3&lt;br /&gt;
* Heal 1&lt;br /&gt;
* Know 1&lt;br /&gt;
|&lt;br /&gt;
* Awareness 2&lt;br /&gt;
* Dexterity 2&lt;br /&gt;
* Stealth 2&lt;br /&gt;
* Streetwise 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Full Throttle&#039;&#039;&#039;: When you&#039;re behind the wheel of a ride, you ignore penalties from the Nervous Condition and from Top Speed.&lt;br /&gt;
Once per chase, when you reach Top Speed, you gain 1 Adrenaline/Balance.&lt;br /&gt;
* &#039;&#039;&#039;Star Pilot&#039;&#039;&#039;: Gain a Free Re-roll when piloting, repairing, or evaluating starships of any size and make.&lt;br /&gt;
* &#039;&#039;&#039;Parkour&#039;&#039;&#039;: Gain a Free Re-roll when jumping, performing feats of acrobatics, or breaking a fall.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|+ &#039;&#039;&#039;Gear &amp;amp; Resources&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! Gear || Resources&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Starship (Speed 1) The Rumour&lt;br /&gt;
*Laser/Blaster Pistol.&lt;br /&gt;
|&lt;br /&gt;
* Grit: 0  &lt;br /&gt;
* Spotlight: 1 / 3  &lt;br /&gt;
* Luck: 1 / 6  &lt;br /&gt;
* Cash: 1  &lt;br /&gt;
* Death Roulette: 1 / 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
Tyra is an up and coming Pilot among the Corellian &#039;&#039;&#039;Ganyara&#039;&#039;&#039;, nomads who for wander Corellia, but also the galaxy, never giving more to any government than they must, living free and mobile.&lt;br /&gt;
&lt;br /&gt;
Tyra is more of a free spirit even than most of her clan, and when the time came for her to take a time of clan freedom, she jumped at the chance. The intent, of course, is that most will return to the Clan, realizing how little there is out there comparatively.&lt;br /&gt;
&lt;br /&gt;
Tyra isn&#039;t making any long plans, but doesn&#039;t expect that she&#039;ll be coming back. Maybe she&#039;ll make her own Clan, maybe she&#039;ll stay outside.&lt;br /&gt;
&lt;br /&gt;
She didn&#039;t get the Rumour from her clan, and doesn&#039;t tell anyone the same story about it, but it&#039;s legal, and it is hers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Template originally by [https://forum.rpg.net/index.php?members/eplov.229812/ Eplov]&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485946</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485946"/>
		<updated>2026-04-26T14:43:32Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&lt;br /&gt;
&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&lt;br /&gt;
&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485945</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485945"/>
		<updated>2026-04-26T14:43:25Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Lyta Conora, Order of the Force in Motion]]&lt;br /&gt;
[[Tyra Szdanor, Corellian Nomad Pilot]]&lt;br /&gt;
&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485937</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485937"/>
		<updated>2026-04-25T02:35:54Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485936</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485936"/>
		<updated>2026-04-25T02:34:54Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
coming soon&lt;br /&gt;
*Stormraven as [https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic Tyra_Szdanor]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485935</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485935"/>
		<updated>2026-04-25T02:34:28Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
coming soon&lt;br /&gt;
*Stormraven as [https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic_Tyra Szdanor]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485934</id>
		<title>Star Wars AU: Knights of the Fallen Republic</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic&amp;diff=485934"/>
		<updated>2026-04-25T02:33:57Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An Outgunned game set in an Alternative Universe version of Star Wars&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
coming soon&lt;br /&gt;
*Stormraven as [https://wiki.rpg.net/index.php?title=Star_Wars_AU:_Knights_of_the_Fallen_Republic_Tyra_Szdanor]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
coming soon&lt;br /&gt;
&lt;br /&gt;
==Setting Info==&lt;br /&gt;
&lt;br /&gt;
===The Warring Systems===&lt;br /&gt;
&lt;br /&gt;
The galaxy is at war, and they were not polite enough to neatly divide the battle lines between good and bad. Short version: the Sith Empire has conquered Coruscant and the Republic has fallen as a result. But it was a costly victory for the Empire, and their expansion has halted – for now. Hundreds of ex-Republic worlds are now faced with an uncertain future. Not to mention, there were other threats held in check by the Republic, who are now unleashed.&lt;br /&gt;
&lt;br /&gt;
This is an age of last hopes, the return of the Sith, and just maybe the Republic manages to strike back. (Yeah yeah, I know. Let me have my fun, ok?)&lt;br /&gt;
&lt;br /&gt;
===The Sith Empire===&lt;br /&gt;
The Sith are not bad-Jedi but a philosophy and religion which emphasis on personal strength and growth. At its very top are cabals of dark Force-Sorcerers and covens of Witches. While powerful, such elite members are seldom seen by the common citizens. To them, the face of the Empire is storm troopers, imperial officers, and the looming shadows of star destroyers blotting out the sun.&lt;br /&gt;
&lt;br /&gt;
The Empire has been at war with the Republic for centuries. They slowly expanded from Korriban, inexorably, spreading like a rot. The Republic held them back for a long time but in the end they fell. But the cost in ships and men was enormous. On the day of the Emperor&#039;s final victory, his Apprentice stabbed him in the back and took his place. This has not gone over well with everybody though, and a few regional Lords have openly revolted.&lt;br /&gt;
&lt;br /&gt;
(Note: While there are thousands of sorcerers and acolytes in the Empire, the Apprentice is a traditional title akin to a vice president and heir-apparent.)&lt;br /&gt;
&lt;br /&gt;
Due to its position in hyperspace lanes and existing galactic infrastructure, the new Emperor has moved the Empire&#039;s capital to Coruscant. This grand undertaking, combined with the loss of so many fleets, has meant that the Empire is currently focused on consolidation rather than expansion.&lt;br /&gt;
&lt;br /&gt;
===The Republic===&lt;br /&gt;
Old, moribund, bureaucratic, corrupt. These were just a few of the words typically used to describe the old Republic. But it may not have been perfect, it did work. And at least it wasn&#039;t the Empire.&lt;br /&gt;
&lt;br /&gt;
With the Republic shattered, hundreds of worlds now have to fend for themselves. The loss of infrastructure and supply lines means advanced technology goes unmaintained. Some worlds are cozying up to the Empire, becoming vassal states willingly. Others fall prey to old rivalries and disputes flaring up. Still others find themselves unable to fend off pirates and raiders without the aid of a centralized government.&lt;br /&gt;
&lt;br /&gt;
But not all of the Republic is gone. There are some who hold on to the old ideals. This Remnant Fleet is always recruiting and always looking for ways to make the Empire bleed – and if possible, to drive them back from the dark corner of space from which they came.&lt;br /&gt;
&lt;br /&gt;
===The Outer Rim===&lt;br /&gt;
A wretched hive of scum and villainy. What else did you expect? The Republic never had a firm grasp on these territories, but with them gone the syndicates and crime lords are emboldened more than ever.&lt;br /&gt;
&lt;br /&gt;
===The Others===&lt;br /&gt;
As mentioned before, the Republic faced other threats as well. Before their fall, these forces would not have been able to threaten the core worlds. But with the Republic reduced to a Remnant, and the Empire still licking its wounds, some see an opportunity to expand as well. We will go over some of the more prominent ones.&lt;br /&gt;
&lt;br /&gt;
The Techno Union is a megacorporation which has built vast droid armies to enforce their territories and contracts. They can no longer rely on the Republic to settle trade disputes and they do not recognize the Empire&#039;s authority. So instead, they have begun to enforce their own laws. As it turns out, being able to stamp out any disputes with the barrel of a blaster turns out to be very quick and profitable. And so the Union is shifting gears from enforcement to conquest. Few thing create stakeholder value like enslaving a backwards world or two, after all.&lt;br /&gt;
&lt;br /&gt;
From an unknown planet in Wildspace hail the Kaminoans, a species of clone scientists and gene-cultists. They once offered to construct a mighty clone army for the reeling Republic, but the Republic was uninterested in becoming the masters of a vast slave race. After the culture shock wore off (and the Republic fell, like the short-sighted fools they were), the Kaminoans seized the opportunity to construct their army in secret anyway. They started with clones from exceptional individuals but expanded to DNA splicing and incorporating &amp;quot;perfect life form&amp;quot; genomes into their most recent models. Their clone troopers become stronger, tougher, and weirder with every passing generation. Rumors say that they have even unlocked the secret of cloning Force sensitivity, though this remains entirely unsubstantiated at this time.&lt;br /&gt;
&lt;br /&gt;
The Hutts on Nar Shaddaa are gathering a great pirate armada, to plunder the core worlds. The black-painted hulls of the Shaddaa fleet are a fearsome sight and easily the match of any Imperial or Remnant fleet.&lt;br /&gt;
&lt;br /&gt;
And many, many more threats await between the stars…&lt;br /&gt;
&lt;br /&gt;
===Concerning Jedi===&lt;br /&gt;
Contrary to the main canon setting, there is no such thing as the Jedi Order, but there are many orders. Jedi are knights. Some knights serve high ideals. Some knights serve a specific monarch. Some knights are lords themselves. And some knights are just mercenary bastards.&lt;br /&gt;
&lt;br /&gt;
This change fits more in line with the original Star Wars movie, before Jedi become some kind of faux-Buddhism. (Ever noticed how nobody ever thought it was strange that Luke could be a Jedi&#039;s son? And then in the prequel trilogy, Anakin has to go out of his way to hide his marriage. It&#039;s weird!) But also it frees up some broader character concepts. You can absolutely be a mystical, balance-focused Jedi. You just don&#039;t have to be. If your Jedi is a space-knight who chops off limbs in shady cantinas, that&#039;s cool too.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Open_Legend:_The_Magician%27s_Gambit&amp;diff=484897</id>
		<title>Open Legend: The Magician&#039;s Gambit</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Open_Legend:_The_Magician%27s_Gambit&amp;diff=484897"/>
		<updated>2025-12-16T03:53:46Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* 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 modern day Open Legend adventure set in the world of Lev Grossman&#039;s [https://themagicians.fandom.com/wiki/The_Magicians The Magicians].&lt;br /&gt;
&lt;br /&gt;
=Campaign Premise=&lt;br /&gt;
Magic is dying. Or at least, that&#039;s what some whisper. Each year, fewer candidates are found. Fewer young adults show even a flicker of magical potential. The world grows quieter.&lt;br /&gt;
&lt;br /&gt;
Dean Solomon Hopper believes he has the answer. For the first time in decades, Brakebills College for Magical Pedagogy has expanded its admissions criteria, seeking out not just the naturally gifted, but also those with faint, fragile sparks that might grow under careful training.&lt;br /&gt;
&lt;br /&gt;
This year&#039;s entrance exam will draw the largest pool of applicants in living memory. And if enough of them pass, Brakebills will welcome its largest incoming class in half a century. Some call it Hopper&#039;s grand experiment. Others call it a dangerous gamble.&lt;br /&gt;
&lt;br /&gt;
Not everyone is happy. Rumors circulate of dissent among the Five Families who make up the school&#039;s Board of Directors. Visionary? Or madman? Those are the two views about Hopper that has put the Families at such odds with one another. It is most certainly a case of time shall tell.&lt;br /&gt;
&lt;br /&gt;
Thus, this is the world you find yourself stepping into. Whether you come from an established magical background, or have no clue about the existence of real magic, you&#039;ve been chosen. Perhaps your family groomed you for this moment. Perhaps you stumbled into it by accident. Perhaps you still don&#039;t quite believe it&#039;s real. It doesn&#039;t matter. Brakebills has found you, and the gates are opening.&lt;br /&gt;
&lt;br /&gt;
=Relevant Links=&lt;br /&gt;
&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/open-legend-the-magicians-gambit.931388/ In Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/open-legend-the-magicians-gambit.931351/ Out of Character Thread]&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/interest-recruitment-open-legend-the-magicians-gambit.931302/ Recruitment Thread]&lt;br /&gt;
*[https://openlegendrpg.com/core-rules/introduction Open Legend Core Rules]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[https://forum.rpg.net/index.php?threads/open-legend-the-magicians-gambit.931351/page-8#post-25675753 Anne Greydon] (played by [https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven])&lt;br /&gt;
*[https://openlegend.heromuster.com/character?s=benjaminp649 Benjamin Pierce] (played by [https://forum.rpg.net/index.php?members/paulk.3557/ PaulK])&lt;br /&gt;
*[https://openlegend.heromuster.com/character?s=brendanbe618 Brendan Beirne] (played by [https://forum.rpg.net/index.php?members/potted-plant.24190/ Potted Plant])&lt;br /&gt;
*[https://openlegend.heromuster.com/character?s=jakemitch984 Jake Mitchell] (played by [https://forum.rpg.net/index.php?members/the-watcher.9116/ The Watcher])&lt;br /&gt;
*[https://openlegend.heromuster.com/character?s=jimmyflyn671 Jimnmy Flynn] (played by [https://forum.rpg.net/index.php?members/thorya.156264/ thorya])&lt;br /&gt;
*[https://openlegend.heromuster.com/character?s=yvestremb540 Yves Tremblay] (played by [https://forum.rpg.net/index.php?members/roger.26034/ Roger])&lt;br /&gt;
&lt;br /&gt;
=Notable NPCs=&lt;br /&gt;
===Brakebills Faculty/Staff===&lt;br /&gt;
*[https://i.postimg.cc/Rhb81GT0/Solomon-Hopper-5.jpg Solomon Hopper], Dean of Brakebills&lt;br /&gt;
*[https://i.postimg.cc/8zyjSsgF/gray-suited-man.jpg Keshawn Warren], Hedge Witch/Professor (The Hidden Paths: Folk Traditions and Everyday Magic)&lt;br /&gt;
*[https://i.postimg.cc/XvKrYVF6/f3b2a99a557f7815a100d001b240a746.jpg Maxine Banks], Professor (Fundamentals of Thaumaturgic Theory)&lt;br /&gt;
*[https://i.postimg.cc/hP7PGDWC/ab549d29b5f5a7d0d84ebf6911b9c210.jpg Oskar Vestergaard], Professor (Language and Gesture of Magic)&lt;br /&gt;
*[https://i.postimg.cc/DZMLtTbY/forbes.jpg Satcher Forbes], Professor (Principles of Alchemy and Practical Distillations)&lt;br /&gt;
*[https://i.postimg.cc/QMd2HmKp/dark-glasses-man.jpg Stanislav Pavlenko], Professor (Mental Discipline and Visualization)&lt;br /&gt;
&lt;br /&gt;
=== Brakebills Students ===&lt;br /&gt;
==== First Years ====&lt;br /&gt;
===== Group C =====&lt;br /&gt;
*[https://i.postimg.cc/fbbbDxw2/nervous-boy.jpg Elijah Grant]&lt;br /&gt;
*[https://i.postimg.cc/R0mYsK1B/9c3655310ffe20a3b6bcd9a9051391bd.jpg Camellia Duvalier]&lt;br /&gt;
*[https://i.postimg.cc/Znjz8W8v/fit-boy.jpg Rhett McAllistair]&lt;br /&gt;
*[https://i.postimg.cc/2SG7zRn2/ostentatious-girl.jpg Mimi Whitney-Langdon]&lt;br /&gt;
*[https://i.postimg.cc/9fKZWXRy/clean-cut-boy.jpg Shaun Mercado]&lt;br /&gt;
*[https://i.postimg.cc/BvkHqZLD/punk-girl.jpg Edwina &amp;quot;Ed&amp;quot; Platt]&lt;br /&gt;
*[https://i.postimg.cc/QxDGKM3X/c87b1c90186ac924d2fe4b8b2c11171a.jpg Verity St. John]&lt;br /&gt;
&lt;br /&gt;
==== Second Years ====&lt;br /&gt;
*[https://i.postimg.cc/rzXBPCYm/long-haired-boy.jpg Murphy &amp;quot;Murph&amp;quot; Bowers]&lt;br /&gt;
*[https://i.postimg.cc/ZRzk986P/necklace-girl.jpg Esme Montagne]&lt;br /&gt;
&lt;br /&gt;
==== Third Years ====&lt;br /&gt;
*[https://i.postimg.cc/L4BZMrgj/alt-girl.jpg Cassandra &amp;quot;Cassie&amp;quot; Fosse]&lt;br /&gt;
*[https://i.postimg.cc/vBGjYgHQ/bored-boy.jpg Lawson Faulkner]&lt;br /&gt;
*[https://i.postimg.cc/FRb0sbCd/moss-green-hair-girl.png Summer Flowers]&lt;br /&gt;
*[https://i.postimg.cc/KjQy4ywC/cashmere-sweater-boy.jpg Duncan McAllistair]&lt;br /&gt;
&lt;br /&gt;
=The Five Families of North American Magic=&lt;br /&gt;
Brakebills is overseen by a Board of Directors, composed of representatives from five magical dynasties. Each family has its own traditions, strengths, and rivalries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The McAllistairs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cold, calculating, and relentless in their pursuit of control. The McAllisters are political animals, weaving their influence through mundane governments as well as magical tribunals. They believe in strict hierarchy, seeing magic as a resource to be hoarded and weaponized. Many Brakebills students come to dread the McAllister name, but few deny their power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reputation: Tradition-bound, ruthless, aristocratic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ravenscrofts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Masters of illusion, charm, and manipulation. The Ravenscrofts hold court in salons, theaters, and secret societies, turning social power into magical dominance. They are known for producing dazzling performers, charismatic leaders, and subtle liars. With them, appearances are never what they seem. Even their allies wonder if they&#039;re being played.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reputation: Glamorous, cunning, duplicitous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Duvaliers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steeped in the traditions of Haiti and the deep South, the Duvaliers&#039; magic is rooted in ancestry, spirit-work, and blood ties. They carry themselves with gravitas, invoking the strength of their forebears and honoring the dead as living allies. Their power is feared and respected, but their rivals whisper about &amp;quot;dark bargains.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reputation: Spiritual, formidable, feared.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Karras&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Industrialists, alchemists, and pragmatists. The Karras family built their fortune on magical innovation, refining potions, devices, and materials that quietly fuel the hidden magical economy. They see magic as an engine to be harnessed, and they do not shy away from monetizing it. Some call them revolutionaries; others call them profiteers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reputation: Practical, wealthy, opportunistic.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ashworths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Proud elementalists, heirs to a legacy of raw magical force. The Ashworths are known for their dramatic displays of fire, storm, and stone, often flaunting their superiority with little regard for subtlety. They raise their children to embody strength and dominance, producing magicians as arrogant as they are powerful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reputation: Bold, reckless, arrogant.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Sorcerers of Sherman Oaks =&lt;br /&gt;
&lt;br /&gt;
The hit Disney [[Sorcerers of Sherman Oaks|show]] that Jake Mitchell starred in.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=TDE_RoH&amp;diff=484763</id>
		<title>TDE RoH</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=TDE_RoH&amp;diff=484763"/>
		<updated>2025-12-07T23:46:22Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Revelations From Heaven ==&lt;br /&gt;
&lt;br /&gt;
Explore the idyllic scenery of a mountain village in Kosh, beset with mysteries where everybody acts suspiciously and nobody seems to have seen anything.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kosh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Kosh.png]]&lt;br /&gt;
&lt;br /&gt;
Softly rising hills, blooming meadows with many fruit-bearing trees, and light forests make up the image of Kosh, even though the Kosh Mountains are grey, jagged, and often capped by snow.&lt;br /&gt;
&lt;br /&gt;
The step range of the Forge Mountains is made of granite and covered by conifer forests.&lt;br /&gt;
&lt;br /&gt;
The largest lowland area is known as Shetzen Ewe.&lt;br /&gt;
&lt;br /&gt;
Meadows surround the Great River, and in the North lays the barren region known as the Barren Heath.&lt;br /&gt;
&lt;br /&gt;
Angbar Lake is a mysterious body of water, even though a great deal of traffic crosses its surface.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The PCs will be adventurers who have traveled together and are doing so even as we begin. They are Experienced, and know each other fairly well.&lt;br /&gt;
&lt;br /&gt;
Play will begin in the Raulian Empire (The Middenrealm), as the PCs travel from the West Coast to Gareth. They&#039;ve been on the road now for about a month, and hope to find work - or rumour thereof - in Gareth.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kosh.png&amp;diff=484762</id>
		<title>File:Kosh.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kosh.png&amp;diff=484762"/>
		<updated>2025-12-07T23:34:42Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484608</id>
		<title>LoGaS-Infinity&#039;s Call:Saoirse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484608"/>
		<updated>2025-12-02T16:12:20Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saoirse ni Conall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Saoirse.webp|500 px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saoirse is a tall woman, standing well over 6&#039;, and nearer to 7&#039;, but unlike many tall people, is built such that her height is not immediately evident without something nearby to compare it to. Her hair is copper highlighted brown falling just to her shoulders, and her eyes are a brilliant, deep blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She regularly wears heavy denim jeans, t-shirts and a denim jacket, even in the coldest weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psyche	  20&lt;br /&gt;
&lt;br /&gt;
Strength  30&lt;br /&gt;
&lt;br /&gt;
Endurance 15&lt;br /&gt;
&lt;br /&gt;
Warfare	  10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Warden of the Grand Stair&lt;br /&gt;
&lt;br /&gt;
10 Invocation Talents: Divining a True Name (5); Purification (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items / Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13 Tintreach (Spear)&lt;br /&gt;
&lt;br /&gt;
-- Deadly Damage (4)&lt;br /&gt;
&lt;br /&gt;
-- Invulnerable to Conventional Damage/Weapons (4)&lt;br /&gt;
&lt;br /&gt;
-- Transfer to Wielder (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 Good Stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills and Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saoirse is trained in various elements of Irish music and history, dance, singing and instruments. She can play just about any, but tends to stick with a Pib Uillean, as it&#039;s easily portable. As part of the family tradition, she&#039;s also joined and trained in a number of historical recreation groups, favouring the spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from her Pib Uillean and several books, when traveling, she keeps multiple copies of her favoured clothing, but also at least one dress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contributions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Poetry / Short Stories (10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fianna&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Milesian blood runs&lt;br /&gt;
&lt;br /&gt;
From Finias to Eire.&lt;br /&gt;
&lt;br /&gt;
Cú Chulainn his geis duns&lt;br /&gt;
&lt;br /&gt;
No longer Scathach’s heir&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yet time heals all but death&lt;br /&gt;
&lt;br /&gt;
His blood stands true and tall&lt;br /&gt;
&lt;br /&gt;
Line of Danu, life’s breath&lt;br /&gt;
&lt;br /&gt;
Awake my soul, Lia Fail&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Line of mothers send Sight&lt;br /&gt;
&lt;br /&gt;
Hand and soul shape a spear&lt;br /&gt;
&lt;br /&gt;
Foes to strike, bind and blight&lt;br /&gt;
&lt;br /&gt;
Name in stars bring us cheer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/LoGaS-Infinity%27s_Call Back to Main Page]&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484488</id>
		<title>LoGaS-Infinity&#039;s Call:Saoirse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484488"/>
		<updated>2025-11-30T18:51:52Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saoirse ni Conall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Saoirse.webp]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saoirse is a tall woman, standing well over 6&#039;, and nearer to 7&#039;, but unlike many tall people, is built such that her height is not immediately evident without something nearby to compare it to. Her hair is copper highlighted brown falling just to her shoulders, and her eyes are a brilliant, deep blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She regularly wears heavy denim jeans, t-shirts and a denim jacket, even in the coldest weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psyche	  20&lt;br /&gt;
&lt;br /&gt;
Strength  30&lt;br /&gt;
&lt;br /&gt;
Endurance 15&lt;br /&gt;
&lt;br /&gt;
Warfare	  10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Warden of the Grand Stair&lt;br /&gt;
&lt;br /&gt;
10 Invocation Talents: Divining a True Name (5); Purification (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items / Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13 Tintreach (Spear)&lt;br /&gt;
&lt;br /&gt;
-- Deadly Damage (4)&lt;br /&gt;
&lt;br /&gt;
-- Invulnerable to Conventional Damage/Weapons (4)&lt;br /&gt;
&lt;br /&gt;
-- Transfer to Wielder (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 Good Stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills and Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saoirse is trained in various elements of Irish music and history, dance, singing and instruments. She can play just about any, but tends to stick with a Pib Uillean, as it&#039;s easily portable. As part of the family tradition, she&#039;s also joined and trained in a number of historical recreation groups, favouring the spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from her Pib Uillean and several books, when traveling, she keeps multiple copies of her favoured clothing, but also at least one dress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contributions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Poetry / Short Stories (10)&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484487</id>
		<title>LoGaS-Infinity&#039;s Call:Saoirse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484487"/>
		<updated>2025-11-30T18:51:14Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saoirse ni Conall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:https://wiki.rpg.net/index.php/File:Saoirse.webp]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saoirse is a tall woman, standing well over 6&#039;, and nearer to 7&#039;, but unlike many tall people, is built such that her height is not immediately evident without something nearby to compare it to. Her hair is copper highlighted brown falling just to her shoulders, and her eyes are a brilliant, deep blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She regularly wears heavy denim jeans, t-shirts and a denim jacket, even in the coldest weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psyche	  20&lt;br /&gt;
&lt;br /&gt;
Strength  30&lt;br /&gt;
&lt;br /&gt;
Endurance 15&lt;br /&gt;
&lt;br /&gt;
Warfare	  10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Warden of the Grand Stair&lt;br /&gt;
&lt;br /&gt;
10 Invocation Talents: Divining a True Name (5); Purification (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items / Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13 Tintreach (Spear)&lt;br /&gt;
&lt;br /&gt;
-- Deadly Damage (4)&lt;br /&gt;
&lt;br /&gt;
-- Invulnerable to Conventional Damage/Weapons (4)&lt;br /&gt;
&lt;br /&gt;
-- Transfer to Wielder (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 Good Stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills and Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saoirse is trained in various elements of Irish music and history, dance, singing and instruments. She can play just about any, but tends to stick with a Pib Uillean, as it&#039;s easily portable. As part of the family tradition, she&#039;s also joined and trained in a number of historical recreation groups, favouring the spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from her Pib Uillean and several books, when traveling, she keeps multiple copies of her favoured clothing, but also at least one dress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contributions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Poetry / Short Stories (10)&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Saoirse.webp&amp;diff=484486</id>
		<title>File:Saoirse.webp</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Saoirse.webp&amp;diff=484486"/>
		<updated>2025-11-30T18:49:11Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484466</id>
		<title>LoGaS-Infinity&#039;s Call:Saoirse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484466"/>
		<updated>2025-11-30T05:40:54Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saoirse ni Conall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saoirse is a tall woman, standing well over 6&#039;, and nearer to 7&#039;, but unlike many tall people, is built such that her height is not immediately evident without something nearby to compare it to. Her hair is copper highlighted brown falling just to her shoulders, and her eyes are a brilliant, deep blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She regularly wears heavy denim jeans, t-shirts and a denim jacket, even in the coldest weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psyche	  20&lt;br /&gt;
&lt;br /&gt;
Strength  30&lt;br /&gt;
&lt;br /&gt;
Endurance 15&lt;br /&gt;
&lt;br /&gt;
Warfare	  10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Warden of the Grand Stair&lt;br /&gt;
&lt;br /&gt;
10 Invocation Talents: Divining a True Name (5); Purification (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items / Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13 Tintreach (Spear)&lt;br /&gt;
&lt;br /&gt;
-- Deadly Damage (4)&lt;br /&gt;
&lt;br /&gt;
-- Invulnerable to Conventional Damage/Weapons (4)&lt;br /&gt;
&lt;br /&gt;
-- Transfer to Wielder (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 Good Stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills and Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saoirse is trained in various elements of Irish music and history, dance, singing and instruments. She can play just about any, but tends to stick with a Pib Uillean, as it&#039;s easily portable. As part of the family tradition, she&#039;s also joined and trained in a number of historical recreation groups, favouring the spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from her Pib Uillean and several books, when traveling, she keeps multiple copies of her favoured clothing, but also at least one dress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contributions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Poetry / Short Stories (10)&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484458</id>
		<title>LoGaS-Infinity&#039;s Call:Saoirse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=LoGaS-Infinity%27s_Call:Saoirse&amp;diff=484458"/>
		<updated>2025-11-30T02:16:45Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Saoirse ni Conall&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Concept:&amp;#039;&amp;#039;&amp;#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&amp;#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)   Saoirse is a tall woman,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Saoirse ni Conall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Saoirse is a powerful, athletic woman. Her part of the family has lived in Ireland for generations, and has a tradition that some of their blood have the Sight. She&#039;s spent much of her life competing in physical competitions, but also the national pastimes of dancing and singing. To say she was surprised to learn of her connection with Sassenachs would be putting it mildly. (A Corwin-esque Warrior-Poet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saoirse is a tall woman, standing well over 6&#039;, and nearer to 7&#039;, but unlike many tall people, is built such that her height is not immediately evident without something nearby to compare it to. Her hair is copper highlighted brown falling just to her shoulders, and her eyes are a brilliant, deep blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She regularly wears heavy denim jeans, t-shirts and a denim jacket, even in the coldest weather.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Psyche	  20&lt;br /&gt;
&lt;br /&gt;
Strength  30&lt;br /&gt;
&lt;br /&gt;
Endurance 15&lt;br /&gt;
&lt;br /&gt;
Warfare	  10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
10 Warden of the Grand Stair&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items / Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
13 Tintreach (Spear)&lt;br /&gt;
&lt;br /&gt;
-- Deadly Damage (4)&lt;br /&gt;
&lt;br /&gt;
-- Invulnerable to Conventional Damage/Weapons (4)&lt;br /&gt;
&lt;br /&gt;
-- Transfer to Wielder (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2 Good Stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills and Possessions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saoirse is trained in various elements of Irish music and history, dance, singing and instruments. She can play just about any, but tends to stick with a Pib Uillean, as it&#039;s easily portable. As part of the family tradition, she&#039;s also joined and trained in a number of historical recreation groups, favouring the spear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aside from her Pib Uillean and several books, when traveling, she keeps multiple copies of her favoured clothing, but also at least one dress.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contributions&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481847</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481847"/>
		<updated>2025-06-12T03:42:20Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Family and general background not already covered:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobility should not become Troubadours. They shouldn&#039;t be Bards at all. Frankly, as far as Eliseach&#039;s family is concerned, all Nobles should do is rake in the money their tenants provide, with the men becoming warriors and the women wives, or maybe priestesses.&lt;br /&gt;
&lt;br /&gt;
Eliseach has always stepped outside the accepted roles, but her father refused to let her be punished for such minor issues, especially as she managed her &#039;appropriate&#039; lessons quite well. Her family wasn&#039;t - and isn&#039;t - wealthy or powerful enough for any marriage agreement to help them much, especially as Eliseach isn&#039;t the eldest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother:&#039;&#039; Niamh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Father:&#039;&#039; Ciaran&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eldest (Sister):&#039;&#039; Rhiannon, Lady Gailimh&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eldest (Brother):&#039;&#039; Sean&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brother (Younger):&#039;&#039; Ronan, Imprisoned&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;br /&gt;
&lt;br /&gt;
==Card Loadout==&lt;br /&gt;
[[File:Troubadour.png]]&lt;br /&gt;
[[File:Highborne.png]]&lt;br /&gt;
[[File:Human.png]]&lt;br /&gt;
[[File:Book_of_Ava.png]]&lt;br /&gt;
[[File:Inspirational_Words.png]]&lt;br /&gt;
&lt;br /&gt;
==Card Vault==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481846</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481846"/>
		<updated>2025-06-12T03:38:14Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Family and general background not already covered:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nobility should not become Troubadours. They shouldn&#039;t be Bards at all. Frankly, as far as Eliseach&#039;s family is concerned, all Nobles should do is rake in the money their tenants provide, with the men becoming warriors and the women wives, or maybe priestesses.&lt;br /&gt;
&lt;br /&gt;
Eliseach has always stepped outside the accepted roles, but her father refused to let her be punished for such minor issues, especially as she managed her &#039;appropriate&#039; lessons quite well. Her family wasn&#039;t - and isn&#039;t - wealthy or powerful enough for any marriage agreement to help them much, especially as Eliseach isn&#039;t the eldest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mother:&#039;&#039; Niamh&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;br /&gt;
&lt;br /&gt;
==Card Loadout==&lt;br /&gt;
[[File:Troubadour.png]]&lt;br /&gt;
[[File:Highborne.png]]&lt;br /&gt;
[[File:Human.png]]&lt;br /&gt;
[[File:Book_of_Ava.png]]&lt;br /&gt;
[[File:Inspirational_Words.png]]&lt;br /&gt;
&lt;br /&gt;
==Card Vault==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481843</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481843"/>
		<updated>2025-06-12T00:21:47Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Card Loadout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;br /&gt;
&lt;br /&gt;
==Card Loadout==&lt;br /&gt;
[[File:Troubadour.png]]&lt;br /&gt;
[[File:Highborne.png]]&lt;br /&gt;
[[File:Human.png]]&lt;br /&gt;
[[File:Book_of_Ava.png]]&lt;br /&gt;
[[File:Inspirational_Words.png]]&lt;br /&gt;
&lt;br /&gt;
==Card Vault==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481842</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481842"/>
		<updated>2025-06-12T00:21:35Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Card Loadout */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;br /&gt;
&lt;br /&gt;
==Card Loadout==&lt;br /&gt;
[[File:Troubadour.png]]&lt;br /&gt;
[[File:Highborne.png]]&lt;br /&gt;
[[File:Human.png]]&lt;br /&gt;
[[File:Book_of_Ava.png]]&lt;br /&gt;
[[File:Inspirational_Words.png]&lt;br /&gt;
&lt;br /&gt;
==Card Vault==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481841</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481841"/>
		<updated>2025-06-12T00:18:08Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;br /&gt;
&lt;br /&gt;
==Card Loadout==&lt;br /&gt;
https://wiki.rpg.net/images/6/64/Troubadour.png&lt;br /&gt;
https://wiki.rpg.net/images/c/cb/Highborne.png&lt;br /&gt;
https://wiki.rpg.net/images/6/6e/Human.png&lt;br /&gt;
https://wiki.rpg.net/images/7/72/Book_of_Ava.png&lt;br /&gt;
https://wiki.rpg.net/images/e/e4/Inspirational_Words.png&lt;br /&gt;
&lt;br /&gt;
==Card Vault==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Inspirational_Words.png&amp;diff=481840</id>
		<title>File:Inspirational Words.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Inspirational_Words.png&amp;diff=481840"/>
		<updated>2025-06-12T00:17:59Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Book_of_Ava.png&amp;diff=481839</id>
		<title>File:Book of Ava.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Book_of_Ava.png&amp;diff=481839"/>
		<updated>2025-06-12T00:17:02Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Human.png&amp;diff=481838</id>
		<title>File:Human.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Human.png&amp;diff=481838"/>
		<updated>2025-06-12T00:15:52Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Highborne.png&amp;diff=481837</id>
		<title>File:Highborne.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Highborne.png&amp;diff=481837"/>
		<updated>2025-06-12T00:14:56Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Troubadour.png&amp;diff=481836</id>
		<title>File:Troubadour.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Troubadour.png&amp;diff=481836"/>
		<updated>2025-06-12T00:13:42Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481826</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481826"/>
		<updated>2025-06-11T20:48:52Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Who from your community taught you to have such confidence in yourself?&#039;&#039;&#039; Growing up in and around nobility, Eliseach would have been hard pressed not to have gained some confidence naturally. Her Comportment instructor, though, is the one who helped her build up her self-confidence the most.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You were in love once. Who did you adore, and how did they hurt you?&#039;&#039;&#039; No stranger to romantic flings, most often with townspeople and guilders, Eliseach fell hard for Lady Chairiste Ruadh. The Lady seemed just as besotted, but as Eliseach was making plans, Chairiste had her little brother Ciaran arrested for theft When Eliseach went to defend him, Chairiste threatened worse charges – with punishments much greater than a thieves&#039; brand. Her brother convinced her to let it go, and she has – so far.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;ve always looked up to another Bard. Who are they, and why do you idolize them?&#039;&#039;&#039; He never called himself a Bard, just a Gleeman, a Storyteller, but Bard he was. His name was Taliesin, and his voice could bring sleep, laughter or tears with but a few simple words.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What made you realize we were going to be such good friends?&#039;&#039;&#039; The first time I heard you play the harp. (Proto)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What do I do that annoys you?&#039;&#039;&#039; Rose gets anxious when Eliseach uses cold magic like Ice Spike, and gets snippy to cover that up. (Rose)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Why do you grab my hand at night?&#039;&#039;&#039; At some function both Taman&#039;s father and Eliseach&#039;s parents attended, the children were being entertained by a storyteller. One that maybe wasn&#039;t the best at choosing what would be an appropriate story for our age range at the time. We both got very engrossed in something very spooky. At one point, the storyteller reached a very scary part in the story. Taman grabbed Eliseach&#039;s hand without thinking. Eliseach&#039;s was startled by her hand being grabbed and yelped. Eliseach&#039;s scream startled Taman and he screamed. It&#039;s now a short hand check in for &amp;quot;we&#039;re okay, right?&amp;quot;. Minus the screams. (Taman)&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481825</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481825"/>
		<updated>2025-06-11T20:46:04Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;&#039;Heritage:&#039;&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits:&#039;&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evasion&#039;&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage Thresholds&#039;&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points&#039;&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stress&#039;&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hope&#039;&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Experiences:&#039;&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Weapon:&#039;&#039;&#039; Rapier (Presence +2 attack, 1d8 Physical Attack, Quick: When you make an attack, you can mark a Stress to target another creature within range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Weapon:&#039;&#039;&#039; Small Dagger(Finesse +1 attack, 1d8 Physical, Paired, +2 to Primary Weapon Damage to targets within Melee Range)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor:&#039;&#039;&#039; Gambeson (Damage Thresholds 5/11, +1 Evasion) – Heavy, padded silks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inventory:&#039;&#039;&#039; Romance Novel, Torch, 50&#039; Rope, basic supplies, lap harp, minor health potion, handful of gold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Heritage Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Stamina (Human):&#039;&#039;&#039; Gain an additional Stress slot at character creation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adaptability (Human):&#039;&#039;&#039; When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Privilege (Highborne):&#039;&#039;&#039; You have advantage on rolls to consort with nobles, negotiate prices, or leverage your reputation to get what you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bard Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Make a Scene:&#039;&#039;&#039; Spend 3 Hope to temporarily distract a target within Close Range, giving them -2 penalty to their difficulty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rally:&#039;&#039;&#039; Once per session, describe how you rally the party and give yourself and each of your allies a Rally Die. A PC can spend their Rally Die to roll it, adding the result to their action roll, reaction roll, damage roll, or to clear a number of Stress equal to the die total. At first level, Rally die is d6, increasing to d8 at 5th​ level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Troubadour Features&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcast Trait:&#039;&#039;&#039; Presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gifted Performer:&#039;&#039;&#039; Describe how you perform for others. You can play each song once per long rest:&lt;br /&gt;
*Relaxing Song: You and all your allies within Close Range clear a Hit Point&lt;br /&gt;
*Epic Song: Make a target within Close Range temporarily Vulnerable&lt;br /&gt;
*Heartbreaking Song: You and all allies within Close range gain a Hope.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Domain Cards&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book of Ava&#039;&#039;&#039; (Codex 1, Recall 2, Power Push, Tova&#039;s Armour, Ice Spike)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inspirational Words&#039;&#039;&#039; (Grace 1, Recall 1, Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options: Clear a Stress, Clear a HP, Gain a Hope. All unspent tokens clear at end of long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481824</id>
		<title>Daggerheart - Heroes of Nentir: Eliseach</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Daggerheart_-_Heroes_of_Nentir:_Eliseach&amp;diff=481824"/>
		<updated>2025-06-11T20:40:34Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Daggerheart_-_Heroes_of_Nentir:_Main_Page Back to Main Page]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eliseach Granway, Lady Koseth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall and slim, with hair red as dying embers and eyes that match the deepest ocean, dressed almost always in flowing silks.&lt;br /&gt;
&lt;br /&gt;
==Character Sheet==&lt;br /&gt;
&#039;&#039;Heritage:&#039;&#039; Human, Highborne&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Traits:&#039;&#039; Agility 0, Strength -1, Finesse +1, Instinct +0, Presence +2, Knowledge +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Evasion&#039;&#039; 11 (Base 10 + Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armor&#039;&#039; 3 (Base Armour)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Damage Thresholds&#039;&#039; 6 / 12 (Armour + Level)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit Points&#039;&#039; 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stress&#039;&#039; 7 (Base +1 for Human Feature)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Experiences:&#039;&#039; Justice can only be delayed, not stopped +2; Silver Tongue +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proficiency&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
==Connections==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=NX_PC04&amp;diff=478894</id>
		<title>NX PC04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=NX_PC04&amp;diff=478894"/>
		<updated>2025-03-30T16:51:42Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Millicent &amp;quot;Mills&amp;quot; Astor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Neon_Xtinction| Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Millicent &amp;quot;Mills&amp;quot; Astor==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: solid 1px; width: 720px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;; style=&amp;quot;margin-left; auto; margin-right: 0px;&amp;quot;&lt;br /&gt;
| [[File:Example.png|350px|center]] &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&amp;quot;Someone failed their perception check.&amp;quot;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;; style=&amp;quot;width: 720px&amp;quot;; &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;; &lt;br /&gt;
|-&lt;br /&gt;
|+Background&lt;br /&gt;
|-&lt;br /&gt;
|Character Name: || Millicent &amp;quot;Mills&amp;quot; Astor&lt;br /&gt;
|-&lt;br /&gt;
|Codename: || Frostfire&lt;br /&gt;
|-&lt;br /&gt;
|Role: || Blaster and elementalist&lt;br /&gt;
|-&lt;br /&gt;
|Rank: || Novice&lt;br /&gt;
|-&lt;br /&gt;
|XP Total: || 0&lt;br /&gt;
|-&lt;br /&gt;
|Description: || &lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;text-align:center&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|+Attributes&lt;br /&gt;
|-&lt;br /&gt;
|Agility || d6&lt;br /&gt;
|-&lt;br /&gt;
|Smarts || d10&lt;br /&gt;
|-&lt;br /&gt;
|Spirit || d8&lt;br /&gt;
|-&lt;br /&gt;
|Strength || d4&lt;br /&gt;
|-&lt;br /&gt;
|Vigor || d6&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;text-align:center;&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|+Secondary Statistics&lt;br /&gt;
|-&lt;br /&gt;
|Pace || 6&amp;quot;,  flight 180&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Parry || 2&lt;br /&gt;
|-&lt;br /&gt;
|Toughness || 21 (16)&lt;br /&gt;
|-&lt;br /&gt;
|Bennies || 3/3&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;; style=&amp;quot;width: 720px&amp;quot;; &lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;width: 240px&amp;quot;;&lt;br /&gt;
|-&lt;br /&gt;
|+Edges&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Background: Superpowers || 60 points of superpowers&lt;br /&gt;
|-&lt;br /&gt;
|Attractive || +1 to Performance and Persuasion with people attracted to you&lt;br /&gt;
|-&lt;br /&gt;
|Scholar || +2 to Academics rolls&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;;style=&amp;quot;width: 240px&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|+Hindrances&lt;br /&gt;
|-&lt;br /&gt;
|Curious || Major || &#039;&#039;Has&#039;&#039; to know&lt;br /&gt;
|-&lt;br /&gt;
|Heroic || Major || Will always help those in need&lt;br /&gt;
|-&lt;br /&gt;
|Phobia: Claustrophobia || minor || -1 to Trait rolls when in enclosed space&lt;br /&gt;
|-&lt;br /&gt;
|Quirk || minor || Speaks in gaming terms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;; style=&amp;quot;width: 720px&amp;quot;; &lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;width: 700px&amp;quot;;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|+Skills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skill&#039;&#039;&#039; || &#039;&#039;&#039;Attribute&#039;&#039;&#039; || &#039;&#039;&#039;Rank&#039;&#039;&#039; || &#039;&#039;&#039;Modifiers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Academics || Smarts || d8 || +2 (Scholar)&lt;br /&gt;
|-&lt;br /&gt;
|Athletics || Agility || d4 || &lt;br /&gt;
|-&lt;br /&gt;
|Battle || Smarts || d4 || &lt;br /&gt;
|-&lt;br /&gt;
|Boating || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Common Knowledge || Smarts || d8 || &lt;br /&gt;
|-&lt;br /&gt;
|Driving || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Electronics || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Fighting || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Focus || Spirit || d8 || &lt;br /&gt;
|-&lt;br /&gt;
|Gambling || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Hacking || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Healing || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Intimidation || Spirit || - || &lt;br /&gt;
|-&lt;br /&gt;
|Notice || Smarts || d8 || &lt;br /&gt;
|-&lt;br /&gt;
|Occult || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Performance || Spirit || d4 || +1 (Attractive)&lt;br /&gt;
|-&lt;br /&gt;
|Persuasion || Spirit || d4 || +1 (Attractive)&lt;br /&gt;
|-&lt;br /&gt;
|Piloting || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Repair || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Research || Smarts || d8 || &lt;br /&gt;
|-&lt;br /&gt;
|Riding || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Science || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Shooting || Agility || - || &lt;br /&gt;
|-&lt;br /&gt;
|Stealth || Agility || d4 || &lt;br /&gt;
|-&lt;br /&gt;
|Survival || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Taunt || Smarts || - || &lt;br /&gt;
|-&lt;br /&gt;
|Thievery || Agility || - || &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;; style=&amp;quot;width: 720px&amp;quot;; &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;; style=&amp;quot;width: 710px&amp;quot;; &lt;br /&gt;
|+Powers&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Armor 8&#039;&#039;&#039;|| 8 || || 16 points of armor&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Icy shell&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dodge 5&#039;&#039;&#039;|| 5 || || -5 to targeted ranged attacks&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Swirling icy winds&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Energy Control: Cold&#039;&#039;&#039;|| 12 || Area Effect (LBT), Power|| &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Control of elemental cold&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Environmental Resistance: Cold&#039;&#039;&#039;|| 4 || Immunity, Additional Power Type || &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Fully immune to both cold and fire&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flight 10&#039;&#039;&#039;|| 10 || || -2 to be hit (ranged and melee) when flying&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Pace 180&amp;quot; / 120 MPH, &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obscure&#039;&#039;&#039;|| 7 || Area Effect, Vision/Hearing || &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Cloud of freezing mist, affects LBT, makes area Dim or Dark, affects sight and hearing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ranged Attack&#039;&#039;&#039;|| 14 || AP 10 || &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot;| Bolts of icy energy do 4d6 damage, AP 10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=477428</id>
		<title>New Kids On The Block:Lady Adamant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=477428"/>
		<updated>2025-02-26T21:04:50Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lady Adamant (AKA Amalthea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity&#039;&#039;&#039;: Deanna di Gratan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: Deanna stands 5&#039;11&amp;quot; - more in heels. She has jet black hair that falls naturally just below the top of her shoulders. Her eyes are hazel naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Lady Adamant, she wears a white and silver body suit with highlights that could be mother of pearl but aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation&#039;&#039;&#039;: Deanna is a photographic model. Mostly, she does shoots for clothing companies, catalogs, and stock photos. It&#039;s not glamorous, but she makes a living, and she gets to visit a lot of places. Well, she did. Her life changed when she was doing a shoot on a ranch, and a bull - the biggest, meanest on the ranch - got loose and charged the crew. She was knocked down in the first pass, and no one saw where she landed - but as the bull turned for a second run, her fear seemed to make time stand still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was also hallucinating - a tall, ethereal woman in white stood between her and the bull in a pose of raw anger and righteous fury. Not knowing exactly why, Deanna stood up and found herself standing in the same place exactly. She learned then that the woman was named Amalthea, and she hated the bull like nothing Deanna had ever felt before. Even so, it wasn&#039;t a &#039;hurt them&#039; hate, it was protective and restorative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flowed again, and Deanna found herself stopping the bull&#039;s renewed charge with a single hand, then pushing it to its knees until it finally realized that it had attacked something stronger - much, much stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning later that Amalthea&#039;s presence gave her incredible resilience in addition to immense strength, she found herself - prompted by Amalthea&#039;s personality to an extent, but not entirely - walking out and working to protect others, calling herself Lady Adamant. She and Amalthea are something of a gestalt entity. Deanna&#039;s primary, as Amalthea is not much more than a basic personality surrounding great magical power, but her personality is strong and has affected how and why Deanna does things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea&#039;s presence - and Deanna&#039;s own sense of rightness - drive her in two ways. First and foremost, she wants to Do Good. She wants to help people and protect them. Hand in glove with that, Amalthea has a strong sense of Justice. Those who would hurt others should pay a price, though the punishment should never be so damaging as to engender vengeance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea has a strict code of Honor - Do not hurt where holding is enough; do not wound where hurting is enough; do not maim where wounding is enough; and kill not where maiming is enough. Deanna agrees with that, mostly. She doesn&#039;t think that killing is ever an option.&lt;br /&gt;
&lt;br /&gt;
Deanna feels a need to keep her Identity a secret from the world - not just that Deanna is Lady Adamant, but that she&#039;s basically two personalities in one body.&lt;br /&gt;
&lt;br /&gt;
This is complicated by her Relationship with Blake Leith, an EMT working for the NFD. As a first responder, Blake is often on site while Lady Adamant is fighting, or shortly after, and Deanna does not want her girlfriend getting caught up in the dangers she faces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR +12 (24); STA +12 (24); AGL +3 (6); DEX +3 (6); FGT +3 (6); INT +2 (4); AWE +3 (6); PRE +5 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics +15 (3)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Strikes) +8 (5)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Grapples) +6 (3)&lt;br /&gt;
&lt;br /&gt;
Expertise (Modelling) +4 (2)&lt;br /&gt;
&lt;br /&gt;
Persuasion +10 (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative +7 (0)&lt;br /&gt;
&lt;br /&gt;
Close Attack +3 (0) (Unarmed Strikes +8 / Unarmed Grapples +6)&lt;br /&gt;
&lt;br /&gt;
Close Defense/Parry +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Defense/Dodge +3 (0)&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (0)&lt;br /&gt;
&lt;br /&gt;
Fortitude +12 (0)&lt;br /&gt;
&lt;br /&gt;
Will +5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed attack, +8 close -- damage DC 27 Toughness&lt;br /&gt;
&lt;br /&gt;
Grab, +6 Close -- DC 12 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last Unicorn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leaping (11)&lt;br /&gt;
&lt;br /&gt;
Speed 5 (60 MPH) (5)&lt;br /&gt;
&lt;br /&gt;
Sure-Footed II (4)&lt;br /&gt;
&lt;br /&gt;
Regeneration I (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immunity (Cold, Heat, Disease, Poison, Aging, Radiation, Critical Hits) (8)&lt;br /&gt;
&lt;br /&gt;
Impervious Toughness (9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powerhouse&#039;&#039; +4 Enhanced Strength, Lifting only (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Accurate Attack (1)&lt;br /&gt;
&lt;br /&gt;
Attractive II (2)&lt;br /&gt;
&lt;br /&gt;
Connected (1)&lt;br /&gt;
&lt;br /&gt;
Diehard (1)&lt;br /&gt;
&lt;br /&gt;
Fascinate (Persuasion) (1)&lt;br /&gt;
&lt;br /&gt;
Fast Grab (1)&lt;br /&gt;
&lt;br /&gt;
Improved Grab (1)&lt;br /&gt;
&lt;br /&gt;
Improved Initiative I (1)&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort (1)&lt;br /&gt;
&lt;br /&gt;
Great Endurance (1)&lt;br /&gt;
&lt;br /&gt;
Interpose (1)&lt;br /&gt;
&lt;br /&gt;
Languages II (English Native; French; Italian) (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Totals: Abilities 86 + Skills 9 + Combat 2 + Powers 42 + Advantages 14 = 153 pp&lt;br /&gt;
&lt;br /&gt;
EXP Earned: 3&lt;br /&gt;
&lt;br /&gt;
EXP Spent: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Default IC Header&lt;br /&gt;
Lady Adamant&lt;br /&gt;
HP: X/X  Conditions: None&lt;br /&gt;
Toughness +12 Fortitude +12 Parry +3  Dodge +3  Will +5&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=477425</id>
		<title>New Kids On The Block:Lady Adamant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=477425"/>
		<updated>2025-02-26T20:12:17Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lady Adamant (AKA Amalthea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity&#039;&#039;&#039;: Deanna di Gratan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: Deanna stands 5&#039;11&amp;quot; - more in heels. She has jet black hair that falls naturally just below the top of her shoulders. Her eyes are hazel naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Lady Adamant, she wears a white and silver body suit with highlights that could be mother of pearl but aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation&#039;&#039;&#039;: Deanna is a photographic model. Mostly, she does shoots for clothing companies, catalogs, and stock photos. It&#039;s not glamorous, but she makes a living, and she gets to visit a lot of places. Well, she did. Her life changed when she was doing a shoot on a ranch, and a bull - the biggest, meanest on the ranch - got loose and charged the crew. She was knocked down in the first pass, and no one saw where she landed - but as the bull turned for a second run, her fear seemed to make time stand still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was also hallucinating - a tall, ethereal woman in white stood between her and the bull in a pose of raw anger and righteous fury. Not knowing exactly why, Deanna stood up and found herself standing in the same place exactly. She learned then that the woman was named Amalthea, and she hated the bull like nothing Deanna had ever felt before. Even so, it wasn&#039;t a &#039;hurt them&#039; hate, it was protective and restorative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flowed again, and Deanna found herself stopping the bull&#039;s renewed charge with a single hand, then pushing it to its knees until it finally realized that it had attacked something stronger - much, much stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning later that Amalthea&#039;s presence gave her incredible resilience in addition to immense strength, she found herself - prompted by Amalthea&#039;s personality to an extent, but not entirely - walking out and working to protect others, calling herself Lady Adamant. She and Amalthea are something of a gestalt entity. Deanna&#039;s primary, as Amalthea is not much more than a basic personality surrounding great magical power, but her personality is strong and has affected how and why Deanna does things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea&#039;s presence - and Deanna&#039;s own sense of rightness - drive her in two ways. First and foremost, she wants to Do Good. She wants to help people and protect them. Hand in glove with that, Amalthea has a strong sense of Justice. Those who would hurt others should pay a price, though the punishment should never be so damaging as to engender vengeance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea has a strict code of Honor - Do not hurt where holding is enough; do not wound where hurting is enough; do not maim where wounding is enough; and kill not where maiming is enough. Deanna agrees with that, mostly. She doesn&#039;t think that killing is ever an option.&lt;br /&gt;
&lt;br /&gt;
Deanna feels a need to keep her Identity a secret from the world - not just that Deanna is Lady Adamant, but that she&#039;s basically two personalities in one body.&lt;br /&gt;
&lt;br /&gt;
This is complicated by her Relationship with Blake Leith, an EMT working for the NFD. As a first responder, Blake is often on site while Lady Adamant is fighting, or shortly after, and Deanna does not want her girlfriend getting caught up in the dangers she faces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR +12 (24); STA +12 (24); AGL +3 (6); DEX +3 (6); FGT +3 (6); INT +2 (4); AWE +3 (6); PRE +5 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics +15 (3)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Strikes) +8 (5)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Grapples) +6 (3)&lt;br /&gt;
&lt;br /&gt;
Expertise (Modelling) +4 (2)&lt;br /&gt;
&lt;br /&gt;
Persuasion +10 (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative +7 (0)&lt;br /&gt;
&lt;br /&gt;
Close Attack +3 (0) (Unarmed Strikes +8 / Unarmed Grapples +6)&lt;br /&gt;
&lt;br /&gt;
Close Defense/Parry +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Defense/Dodge +3 (0)&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (0)&lt;br /&gt;
&lt;br /&gt;
Fortitude +12 (0)&lt;br /&gt;
&lt;br /&gt;
Will +5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed attack, +8 close -- damage DC 27 Toughness&lt;br /&gt;
&lt;br /&gt;
Grab, +6 Close -- DC 12 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last Unicorn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leaping (11)&lt;br /&gt;
&lt;br /&gt;
Speed 5 (60 MPH) (5)&lt;br /&gt;
&lt;br /&gt;
Sure-Footed II (4)&lt;br /&gt;
&lt;br /&gt;
Regeneration I (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immunity (Cold, Heat, Disease, Poison, Aging, Radiation, Critical Hits) (8)&lt;br /&gt;
&lt;br /&gt;
Impervious Toughness (9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powerhouse&#039;&#039; +4 Enhanced Strength, Lifting only (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Accurate Attack (1)&lt;br /&gt;
&lt;br /&gt;
Attractive II (2)&lt;br /&gt;
&lt;br /&gt;
Connected (1)&lt;br /&gt;
&lt;br /&gt;
Diehard (1)&lt;br /&gt;
&lt;br /&gt;
Fascinate (Persuasion) (1)&lt;br /&gt;
&lt;br /&gt;
Fast Grab (1)&lt;br /&gt;
&lt;br /&gt;
Improved Grab (1)&lt;br /&gt;
&lt;br /&gt;
Improved Initiative I (1)&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort (1)&lt;br /&gt;
&lt;br /&gt;
Great Endurance (1)&lt;br /&gt;
&lt;br /&gt;
Interpose (1)&lt;br /&gt;
&lt;br /&gt;
Languages II (English Native; French; Italian) (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Totals: Abilities 86 + Skills 9 + Combat 2 + Powers 42 + Advantages 11 = 150 pp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Default IC Header&lt;br /&gt;
Lady Adamant&lt;br /&gt;
HP: X/X  Conditions: None&lt;br /&gt;
Toughness +12 Fortitude +12 Parry +3  Dodge +3  Will +5&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=475732</id>
		<title>New Kids On The Block:Lady Adamant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=475732"/>
		<updated>2025-02-01T20:24:22Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lady Adamant (AKA Amalthea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity&#039;&#039;&#039;: Deanna di Gratan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: Deanna stands 5&#039;11&amp;quot; - more in heels. She has jet black hair that falls naturally just below the top of her shoulders. Her eyes are hazel naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Lady Adamant, she wears a white and silver body suit with highlights that could be mother of pearl but aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation&#039;&#039;&#039;: Deanna is a photographic model. Mostly, she does shoots for clothing companies, catalogs, and stock photos. It&#039;s not glamorous, but she makes a living, and she gets to visit a lot of places. Well, she did. Her life changed when she was doing a shoot on a ranch, and a bull - the biggest, meanest on the ranch - got loose and charged the crew. She was knocked down in the first pass, and no one saw where she landed - but as the bull turned for a second run, her fear seemed to make time stand still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was also hallucinating - a tall, ethereal woman in white stood between her and the bull in a pose of raw anger and righteous fury. Not knowing exactly why, Deanna stood up and found herself standing in the same place exactly. She learned then that the woman was named Amalthea, and she hated the bull like nothing Deanna had ever felt before. Even so, it wasn&#039;t a &#039;hurt them&#039; hate, it was protective and restorative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flowed again, and Deanna found herself stopping the bull&#039;s renewed charge with a single hand, then pushing it to its knees until it finally realized that it had attacked something stronger - much, much stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning later that Amalthea&#039;s presence gave her incredible resilience in addition to immense strength, she found herself - prompted by Amalthea&#039;s personality to an extent, but not entirely - walking out and working to protect others, calling herself Lady Adamant. She and Amalthea are something of a gestalt entity. Deanna&#039;s primary, as Amalthea is not much more than a basic personality surrounding great magical power, but her personality is strong and has affected how and why Deanna does things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea&#039;s presence - and Deanna&#039;s own sense of rightness - drive her in two ways. First and foremost, she wants to Do Good. She wants to help people and protect them. Hand in glove with that, Amalthea has a strong sense of Justice. Those who would hurt others should pay a price, though the punishment should never be so damaging as to engender vengeance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea has a strict code of Honor - Do not hurt where holding is enough; do not wound where hurting is enough; do not maim where wounding is enough; and kill not where maiming is enough. Deanna agrees with that, mostly. She doesn&#039;t think that killing is ever an option.&lt;br /&gt;
&lt;br /&gt;
Deanna feels a need to keep her Identity a secret from the world - not just that Deanna is Lady Adamant, but that she&#039;s basically two personalities in one body.&lt;br /&gt;
&lt;br /&gt;
This is complicated by her Relationship with Blake Leith, an EMT working for the NFD. As a first responder, Blake is often on site while Lady Adamant is fighting, or shortly after, and Deanna does not want her girlfriend getting caught up in the dangers she faces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR +12 (24); STA +12 (24); AGL +3 (6); DEX +3 (6); FGT +3 (6); INT +2 (4); AWE +3 (6); PRE +5 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics +15 (3)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Strikes) +8 (5)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Grapples) +6 (3)&lt;br /&gt;
&lt;br /&gt;
Expertise (Modelling) +4 (2)&lt;br /&gt;
&lt;br /&gt;
Persuasion +10 (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative +7 (0)&lt;br /&gt;
&lt;br /&gt;
Close Attack +3 (0) (Unarmed Strikes +8 / Unarmed Grapples +6)&lt;br /&gt;
&lt;br /&gt;
Close Defense/Parry +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Defense/Dodge +3 (0)&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (0)&lt;br /&gt;
&lt;br /&gt;
Fortitude +12 (0)&lt;br /&gt;
&lt;br /&gt;
Will +5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed attack, +8 close -- damage DC 27 Toughness&lt;br /&gt;
&lt;br /&gt;
Grab, +6 Close -- DC 12 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last Unicorn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leaping (11)&lt;br /&gt;
&lt;br /&gt;
Speed 5 (60 MPH) (5)&lt;br /&gt;
&lt;br /&gt;
Sure-Footed II (4)&lt;br /&gt;
&lt;br /&gt;
Regeneration I (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immunity (Cold, Heat, Disease, Poison, Aging, Radiation, Critical Hits) (8)&lt;br /&gt;
&lt;br /&gt;
Impervious Toughness (9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powerhouse&#039;&#039; +4 Enhanced Strength, Lifting only (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attractive II (2)&lt;br /&gt;
&lt;br /&gt;
Connected (1)&lt;br /&gt;
&lt;br /&gt;
Diehard (1)&lt;br /&gt;
&lt;br /&gt;
Fascinate (Persuasion) (1)&lt;br /&gt;
&lt;br /&gt;
Improved Initiative I (1)&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort (1)&lt;br /&gt;
&lt;br /&gt;
Great Endurance (1)&lt;br /&gt;
&lt;br /&gt;
Interpose (1)&lt;br /&gt;
&lt;br /&gt;
Languages II (English Native; French; Italian) (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Totals: Abilities 86 + Skills 9 + Combat 2 + Powers 42 + Advantages 11 = 150 pp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Default IC Header&lt;br /&gt;
Lady Adamant&lt;br /&gt;
HP: X/X  Conditions: None&lt;br /&gt;
Toughness +12 Fortitude +12 Parry +3  Dodge +3  Will +5&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=475076</id>
		<title>New Kids On The Block:Lady Adamant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=New_Kids_On_The_Block:Lady_Adamant&amp;diff=475076"/>
		<updated>2025-01-08T15:49:43Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Lady Adamant (AKA Amalthea)&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Identity&amp;#039;&amp;#039;&amp;#039;: Deanna di Gratan  &amp;#039;&amp;#039;&amp;#039;Description&amp;#039;&amp;#039;&amp;#039;: Deanna stands 5&amp;#039;11&amp;quot; - more in heels. She has jet black hair that falls naturally just b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lady Adamant (AKA Amalthea)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Identity&#039;&#039;&#039;: Deanna di Gratan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;: Deanna stands 5&#039;11&amp;quot; - more in heels. She has jet black hair that falls naturally just below the top of her shoulders. Her eyes are hazel naturally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As Lady Adamant, she wears a white and silver body suit with highlights that could be mother of pearl but aren&#039;t.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupation&#039;&#039;&#039;: Deanna is a photographic model. Mostly, she does shoots for clothing companies, catalogs, and stock photos. It&#039;s not glamorous, but she makes a living, and she gets to visit a lot of places. Well, she did. Her life changed when she was doing a shoot on a ranch, and a bull - the biggest, meanest on the ranch - got loose and charged the crew. She was knocked down in the first pass, and no one saw where she landed - but as the bull turned for a second run, her fear seemed to make time stand still.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
She was also hallucinating - a tall, ethereal woman in white stood between her and the bull in a pose of raw anger and righteous fury. Not knowing exactly why, Deanna stood up and found herself standing in the same place exactly. She learned then that the woman was named Amalthea, and she hated the bull like nothing Deanna had ever felt before. Even so, it wasn&#039;t a &#039;hurt them&#039; hate, it was protective and restorative.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Time flowed again, and Deanna found herself stopping the bull&#039;s renewed charge with a single hand, then pushing it to its knees until it finally realized that it had attacked something stronger - much, much stronger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Learning later that Amalthea&#039;s presence gave her incredible resilience in addition to immense strength, she found herself - prompted by Amalthea&#039;s personality to an extent, but not entirely - walking out and working to protect others, calling herself Lady Adamant. She and Amalthea are something of a gestalt entity. Deanna&#039;s primary, as Amalthea is not much more than a basic personality surrounding great magical power, but her personality is strong and has affected how and why Deanna does things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motivations&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea&#039;s presence - and Deanna&#039;s own sense of rightness - drive her in two ways. First and foremost, she wants to Do Good. She wants to help people and protect them. Hand in glove with that, Amalthea has a strong sense of Justice. Those who would hurt others should pay a price, though the punishment should never be so damaging as to engender vengeance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalthea has a strict code of Honor - Do not hurt where holding is enough; do not wound where hurting is enough; do not maim where wounding is enough; and kill not where maiming is enough. Deanna agrees with that, mostly. She doesn&#039;t think that killing is ever an option.&lt;br /&gt;
&lt;br /&gt;
Deanna feels a need to keep her Identity a secret from the world - not just that Deanna is Lady Adamant, but that she&#039;s basically two personalities in one body.&lt;br /&gt;
&lt;br /&gt;
This is complicated by her Relationship with Blake Leith, an EMT working for the NFD. As a first responder, Blake is often on site while Lady Adamant is fighting, or shortly after, and Deanna does not want her girlfriend getting caught up in the dangers she faces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
STR +12 (24); STA +12 (24); AGL +3 (6); DEX +3 (6); FGT +3 (6); INT +2 (4); AWE +3 (6); PRE +5 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics +15 (3)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Strikes) +8 (5)&lt;br /&gt;
&lt;br /&gt;
Close Combat (Unarmed Grapples) +6 (3)&lt;br /&gt;
&lt;br /&gt;
Expertise (Modelling) +4 (2)&lt;br /&gt;
&lt;br /&gt;
Persuasion +10 (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative +7 (0)&lt;br /&gt;
&lt;br /&gt;
Close Attack +3 (0) (Unarmed Strikes +8 / Unarmed Grapples +6)&lt;br /&gt;
&lt;br /&gt;
Close Defense/Parry +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Attack +3 (0)&lt;br /&gt;
&lt;br /&gt;
Ranged Defense/Dodge +3 (0)&lt;br /&gt;
&lt;br /&gt;
Toughness +12 (0)&lt;br /&gt;
&lt;br /&gt;
Fortitude +12 (0)&lt;br /&gt;
&lt;br /&gt;
Will +5 (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unarmed attack, +8 close -- damage DC 27 Toughness&lt;br /&gt;
&lt;br /&gt;
Grab, +6 Close -- DC 12 Strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Last Unicorn&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leaping (11)&lt;br /&gt;
&lt;br /&gt;
Speed 5 (60 MPH) (5)&lt;br /&gt;
&lt;br /&gt;
Sure-Footed II (4)&lt;br /&gt;
&lt;br /&gt;
Regeneration I (1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Adamant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immunity (Cold, Heat, Disease, Poison, Aging, Radiation, Critical Hits) (8)&lt;br /&gt;
&lt;br /&gt;
Impervious Toughness (9)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powerhouse&#039;&#039; +4 Enhanced Strength, Lifting only (4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attractive II (2)&lt;br /&gt;
&lt;br /&gt;
Connected (1)&lt;br /&gt;
&lt;br /&gt;
Diehard (1)&lt;br /&gt;
&lt;br /&gt;
Fascinate (Persuasion) (1)&lt;br /&gt;
&lt;br /&gt;
Improved Initiative I (1)&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort (1)&lt;br /&gt;
&lt;br /&gt;
Great Endurance (1)&lt;br /&gt;
&lt;br /&gt;
Interpose (1)&lt;br /&gt;
&lt;br /&gt;
Languages II (English Native; French; Italian) (2)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Totals: Abilities 86 + Skills 9 + Combat 2 + Powers 42 + Advantages 11 = 150 pp&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Jheri_Aloris&amp;diff=474147</id>
		<title>Jheri Aloris</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Jheri_Aloris&amp;diff=474147"/>
		<updated>2024-12-18T03:46:11Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Jheri Aloris */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Jheri Aloris==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039;Jheri Aloris &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; CG (N) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race: &#039;&#039;&#039;½ Elf &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class: &#039;&#039;&#039;Sorcerer &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level: &#039;&#039;&#039;3 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age: &#039;&#039;&#039;19 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; 5&#039;7&amp;quot; 145 White hair, silver eyes, a thin sheen of silvery scales&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength: &#039;&#039;&#039;10 (+0)  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity: &#039;&#039;&#039;16 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution: &#039;&#039;&#039;14 (+2) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence: &#039;&#039;&#039;8 (-1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom: &#039;&#039;&#039;14 (+2) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma: &#039;&#039;&#039;18 (+4) &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC: &#039;&#039;&#039;16 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP: &#039;&#039;&#039;22&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice: &#039;&#039;&#039;2d6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: &#039;&#039;&#039;+2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack: &#039;&#039;&#039;+2 Str / +5 Dex&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack: &#039;&#039;&#039;+5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack: &#039;&#039;&#039;+6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC: &#039;&#039;&#039;14&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039;+3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Frostbite&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigitation&amp;lt;br&amp;gt;&lt;br /&gt;
Ray of Frost&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known: 4&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;Level 1&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chromatic Orb (Default: Cold)&amp;lt;br&amp;gt;&lt;br /&gt;
Ice Knife&amp;lt;br&amp;gt;&lt;br /&gt;
Sleep&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Level 2&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Cloud of Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common&amp;lt;br&amp;gt;&lt;br /&gt;
Elvish&amp;lt;br&amp;gt;&lt;br /&gt;
Halfling&amp;lt;br&amp;gt;&lt;br /&gt;
Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
+5 Acrobatics (Dex)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Arcana (Int)&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Athletics (Str)&amp;lt;br&amp;gt;&lt;br /&gt;
+6 Perception (Wis)(Expertise)&amp;lt;br&amp;gt;&lt;br /&gt;
+6 Persuasion (Cha)&amp;lt;br&amp;gt;&lt;br /&gt;
+5 Sleight of Hand (Dex)&amp;lt;br&amp;gt;&lt;br /&gt;
+4 Survival (Wis)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;Skill Expert&#039;&#039; (TCoE) +1 Char Score (Str); Proficiency in one skill, expertise with that skill (Perception)&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Darkvision 60&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Advantage on saves vs. Charm, cannot be magically put to sleep.&amp;lt;br&amp;gt;&lt;br /&gt;
Background Feature: Wanderer - Excellent memory for maps and geography, can always recall the general layout of terrain, settlements and other features around. Can find food and fresh water for self + up to 5 persons per day.&amp;lt;br&amp;gt;&lt;br /&gt;
Dragon Ancestor: Silver Dragon Proficiency Bonus doubled on all Charisma checks when dealing with dragons.&amp;lt;br&amp;gt;&lt;br /&gt;
Draconic Resilience: AC 13 + Dex when not wearing armour, +1 HP per level&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; - Con, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Font of Magic&#039;&#039;&#039; 3 SP&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metamagic: Subtle Spell; Empowered Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Outlander&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Staff&amp;lt;br&amp;gt;&lt;br /&gt;
Hunting Trap&amp;lt;br&amp;gt;&lt;br /&gt;
Trophy&amp;lt;br&amp;gt;&lt;br /&gt;
Traveler&#039;s Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Light Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
20 bolts&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane focus (Silver Dragon scale - found)&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
2x Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
10 GP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=472820</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=472820"/>
		<updated>2024-11-17T02:41:19Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* PC&amp;#039;s Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Known Galaxy==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; [[Tavish_Kerensky | Tavish Kerensky]] &#039;&#039;&#039;Player Name:&#039;&#039;&#039; strange behaviour&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; ABC775-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +1 / +1 / +2 / +0 / +0 / -1 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Art (sketching) 0, Athletics 1, Carouse 0, Drive 1, Electronics 1, Gun combat (energy) 2, Gun Combat (slug) 1, Heavy Weapons 0, Leadership 1, Medic 0, Melee (blade) 1, Stealth 1, Tactics (military) 2, Vacc Suit 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Cloth armour +8 TL10, Heavy blaster, Blaster cells x 3, Dagger, ​Needler, Needler power pack, Radio transiever TL11, Breather mask TL8, Binoculars TL8, Light intensifier goggles TL9, Marine Veteran Association membership&lt;br /&gt;
Cr 7475&lt;br /&gt;
Pension: CR 10k&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Joined the Marines to escape the slums of Gyffer. He encountered Scott in his second term, when hostile action necessitated the evacuation of civilians. In his fifth term, an op went wrong. He survived - but many of his unit didn&#039;t. He met Xan in a civilian hospital while the survivors waited to ship out. Disillusioned, he mustered out.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Electronics-0&lt;br /&gt;
Streetwise-0&lt;br /&gt;
Survival-0&lt;br /&gt;
Mechanic-0&lt;br /&gt;
Navigation-1&lt;br /&gt;
Astrogation-1&lt;br /&gt;
Vacc Suit-1&lt;br /&gt;
Pilot-1&lt;br /&gt;
Engineer-1&lt;br /&gt;
Gun Combat-1&lt;br /&gt;
Medic-1 &lt;br /&gt;
Gunner-1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Harix &#039;Xan&#039; Dushone  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; ncc2010&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 8C6B66-5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &lt;br /&gt;
Electronics-0&lt;br /&gt;
Streetwise-0&lt;br /&gt;
Survival-0&lt;br /&gt;
Mechanic-0&lt;br /&gt;
Navigation-1&lt;br /&gt;
Astrogation-1&lt;br /&gt;
Vacc Suit-1&lt;br /&gt;
Pilot-1 (Starship)&lt;br /&gt;
Engineer-1&lt;br /&gt;
Gun Combat-1&lt;br /&gt;
Medic-1 &lt;br /&gt;
Gunner-1 (Starship)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &lt;br /&gt;
Breather Mask (TL 8): 150.&lt;br /&gt;
Vacc Suit (TL 8): 7000&lt;br /&gt;
Commdot&lt;br /&gt;
Communicator&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xan didn&#039;t so much enlist than stow away. Well, mostly - she enlisted on the first ship off Galcen as soon just after midnight on her 14th birthday and rapidly adjusted to the wonderful universe of the Deep Space Survey Corps. She proved a quick learner, picking up both piloting and navigation fairly quickly, gaining her Flight Certificate by 18, as well as her Journeyman Qualification for Engineering. Her second tour was overshadowed by a hard-driving, fast paced relationship (TBD), which ended in a mutual parting of the ways. Successfully reenlisting, her third tour could have been something - but a random landing on a backwaters world ended up tearing her apart, and she spent more of the rest of the tour in various hospitals and rehab as they replaced and repaired a goodly portion of her intestines, reducing her Endurance in the process. The Service paid for the medical, but decided that this young woman was no longer a prime candidate for continued service.&amp;lt;br&amp;gt;&lt;br /&gt;
[[file:Xan.jpg]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; [https://docs.google.com/document/d/1yujvBjhcDrE5Nw5pC8Q-bH-f5NRcuQPudox5NZozVaI/edit?tab=t.0 Vasser Maddux]  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; sizzle&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 7C7A77-4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +2 / +0 / +1 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &lt;br /&gt;
Animals 0&lt;br /&gt;
Astrogation 1&lt;br /&gt;
Carouse 1&lt;br /&gt;
Deception 0&lt;br /&gt;
Drive 0&lt;br /&gt;
Gambling 1&lt;br /&gt;
Gunner (Turret) 3&lt;br /&gt;
Gun Combat (Energy) 2&lt;br /&gt;
Gun Combat (Slug) 1&lt;br /&gt;
Mechanic 1&lt;br /&gt;
Melee (Bludgeon) 2&lt;br /&gt;
Pilot (Small Craft) 1&lt;br /&gt;
Stealth 1&lt;br /&gt;
Streetwise 1&lt;br /&gt;
Survival 0&lt;br /&gt;
Vacc Suit 0&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &lt;br /&gt;
Cr93,350&lt;br /&gt;
Blaster TL 9 Range 15m Damage 3D-1 Kg 0.5 Cost Cr200 Magazine (Power Cell) &lt;br /&gt;
4 25 Power Cell Cost CR5&lt;br /&gt;
Flak Jacket TL 8 Protection +5 Kg 6 CR300&lt;br /&gt;
Portable Computer TL 11 Computer/2 .5 Kg Cr300&lt;br /&gt;
	Translator 1 TL 10 Cr500&lt;br /&gt;
	Expert (Mechanics) 1 TL 11 Cr1000&lt;br /&gt;
Light Intensifier Goggles TL 9 Cr1250 (includes IR Goggles)&lt;br /&gt;
Breather Mask TL 10 Cr2000 &lt;br /&gt;
Mechanical Toolkit TL 5 Kg 12 Cr1000&lt;br /&gt;
Club TL 1 Range Melee Damage 2D Kg 2&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039;&lt;br /&gt;
Rival (Pirate)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Sofia Sokolova  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Lysus&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 465A9A-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; -1 / +0 / -1 / +1 / +1 / +1 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Astrogation 1&lt;br /&gt;
Athletics 0&lt;br /&gt;
Deception 1&lt;br /&gt;
Drive 0&lt;br /&gt;
Electronics 1&lt;br /&gt;
Engineer (M-drive) 2&lt;br /&gt;
Flyer 0&lt;br /&gt;
Gun Combat 2&lt;br /&gt;
Gunner 0&lt;br /&gt;
Investigate 1&lt;br /&gt;
Medic 1&lt;br /&gt;
Persuade 4&lt;br /&gt;
Pilot 1&lt;br /&gt;
Recon 0&lt;br /&gt;
Science 0&lt;br /&gt;
Streetwise 0&lt;br /&gt;
Tactics (military) 1&lt;br /&gt;
Vacc Suit 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; 1000 credits&lt;br /&gt;
Scientific Equipment&lt;br /&gt;
Combat Implant&lt;br /&gt;
Ship Share&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Scott Porter  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Knightsky&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 677AB6-3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +1 / +1 / +0 / -1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Advocate 1&amp;lt;br&amp;gt;&lt;br /&gt;
Art 0 (acoustic guitar)&amp;lt;br&amp;gt;&lt;br /&gt;
Astrogation 1&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics 0&amp;lt;br&amp;gt;&lt;br /&gt;
Broker 2&amp;lt;br&amp;gt;&lt;br /&gt;
Carouse 0&amp;lt;br&amp;gt;&lt;br /&gt;
Drive 0&amp;lt;br&amp;gt;&lt;br /&gt;
Electronics (comms) 3&amp;lt;br&amp;gt;&lt;br /&gt;
Engineer (m-drives) 1&amp;lt;br&amp;gt;&lt;br /&gt;
Gun Combat (blasters) 2&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanic 2&amp;lt;br&amp;gt;&lt;br /&gt;
Medic 1&amp;lt;br&amp;gt;&lt;br /&gt;
Persuade 1&amp;lt;br&amp;gt;&lt;br /&gt;
Pilot (spacecraft) 2&amp;lt;br&amp;gt;&lt;br /&gt;
Science (economics) 2&amp;lt;br&amp;gt;&lt;br /&gt;
Steward 0&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise 2&amp;lt;br&amp;gt;&lt;br /&gt;
Vacc Suit 0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; Blaster&amp;lt;br&amp;gt;&lt;br /&gt;
Power Cells x5&amp;lt;br&amp;gt;&lt;br /&gt;
Cloth Armor (TL 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Mobile Comm (TL 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Medkit (TL 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Electronics Toolkit&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering Toolkit (halfsies with Xan)&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanical Toolkit&amp;lt;br&amp;gt;&lt;br /&gt;
Cr2,750&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Homeworld: Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
Age 38&amp;lt;br&amp;gt;&lt;br /&gt;
College Graduate with Honors&amp;lt;br&amp;gt;&lt;br /&gt;
Former Merchant Marine - 2nd Officer (Rank 4)&amp;lt;br&amp;gt;&lt;br /&gt;
Enemy &amp;lt;br&amp;gt;&lt;br /&gt;
Rival &amp;lt;br&amp;gt;&lt;br /&gt;
Contact&amp;lt;br&amp;gt;&lt;br /&gt;
Yearly Pension (Cr10,000)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:81684249 10157062612688507 8850053672759984128 o.jpg]]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Malach Tine &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Roadscholar&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 494DCA-2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; -1/+1/-1/+2/+2/+1- -2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039;&amp;lt;br&amp;gt; &lt;br /&gt;
Advocate-0&amp;lt;br&amp;gt;&lt;br /&gt;
Art-0 [live feed media]&amp;lt;br&amp;gt;&lt;br /&gt;
Animals-0&amp;lt;br&amp;gt;&lt;br /&gt;
Astrogation-3&amp;lt;br&amp;gt;&lt;br /&gt;
Athletics [Zero-g]-0&amp;lt;br&amp;gt;&lt;br /&gt;
Blade Cbt-1[Blades]&amp;lt;br&amp;gt;&lt;br /&gt;
Carousing-0&amp;lt;br&amp;gt;&lt;br /&gt;
Deception-1&amp;lt;br&amp;gt;&lt;br /&gt;
Electronics [Computer-2]&amp;lt;br&amp;gt;&lt;br /&gt;
Gun Combat [Energy weapons-1, Slug-0]&amp;lt;br&amp;gt;&lt;br /&gt;
Gunner [Turret-1, Capital-0]&amp;lt;br&amp;gt;&lt;br /&gt;
Leadership -1&amp;lt;br&amp;gt;&lt;br /&gt;
Mechanic-0&amp;lt;br&amp;gt;&lt;br /&gt;
Medic-1&amp;lt;br&amp;gt;&lt;br /&gt;
Navigation-1&amp;lt;br&amp;gt;&lt;br /&gt;
Performance [Live]-0&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion-1&amp;lt;br&amp;gt;&lt;br /&gt;
Pilot[ Starcraft-1, Small craft-0]&amp;lt;br&amp;gt;&lt;br /&gt;
Streetwise-0&amp;lt;br&amp;gt;&lt;br /&gt;
Tactics[Naval]-1&amp;lt;br&amp;gt;&lt;br /&gt;
Vacc Suit-0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
Heavy Blaster&lt;br /&gt;
5000cr&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &lt;br /&gt;
Owns 3 million in mortage for the Ship [Decius Mus]&lt;br /&gt;
Gain a contact.[college]&lt;br /&gt;
Gain an enemy,[term 3 Navy]&lt;br /&gt;
Final Rank Captain.&lt;br /&gt;
20 year pension.&lt;br /&gt;
10 000cr/yr&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
5000cr&lt;br /&gt;
3 Ship Shares&lt;br /&gt;
Weapon [blaster] -1&lt;br /&gt;
&lt;br /&gt;
==PC&#039;s Ship==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomad&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;br&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;br&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;br&amp;gt;&lt;br /&gt;
Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;br&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;br&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% discount for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Scath&amp;diff=471913</id>
		<title>Scath</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Scath&amp;diff=471913"/>
		<updated>2024-10-21T03:22:15Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:|200px]]&lt;br /&gt;
&lt;br /&gt;
==Scath==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Neutral &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (Variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Sorcerer (Shadow Magic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Prende&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Unusually tall human woman with bone white hair and skin nearly charcoal black.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 8 (-1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (13 + 1 Variant Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 20 (+5) (15 + 1 Variant Human, +1 Shadow-touched Feat, +1 Actor, +2 ASI&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Mage Armour)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +5 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
Chill Touch&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigitation&amp;lt;br&amp;gt;&lt;br /&gt;
Ray of Frost&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Colour Spray (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;False Life&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mage Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Magic Missile&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invisibility (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
Darkness (Sorcerous Origin)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hold Person&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Scorching Ray&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Lightning Bolt&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; -1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +5 (PR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +8 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +5 (Variant Human)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +3 (Sorcerer) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception +11 (Free w/double PR)&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +4 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +8 (Sorcerer)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Shadow-touched: +1 Cha, Learn &#039;&#039;Invisibility&#039;&#039; and one 1st level Necromancy or Illusion spell (Colour Spray). Cast each of these 1/LR without using a spell slot, Can use Spell Slots if available for the level.&amp;lt;br&amp;gt;&lt;br /&gt;
Actor: +1 Cha, Advantage on Cha (Deception) and Cha (Performance) checks when trying to pass yourself off as a different person. Mimic the speech of another person or the sounds of an animal which you have heard for at least one minute, Your Deception (Cha) is contested by an Insight (Wis) check.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Con, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strength of the Dark&#039;&#039;&#039; - When you would drop to 0 HPs, make Cha Save at DC 5 + damage taken. On success, drop only to 1 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Dark&#039;&#039;&#039; 120&#039; Darkvision, at 3rd Level, able to cast Darkness either by Spell Slot or by Sorcery Points (2). If cast with Sorcery Points, you can see through the darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Font of Magic&#039;&#039;&#039; 5 Sorcery Points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metamagic&#039;&#039;&#039; Subtle Spell, Transmuted Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flexible Casting&#039;&#039;&#039; Convert Spell slots into Sorcery Points or Vice Versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
42 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Prayer Book&amp;lt;br&amp;gt;&lt;br /&gt;
5 Sticks incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (Silvered)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
2x Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
Riding Horse (w/tack)&amp;lt;br&amp;gt;&lt;br /&gt;
Lt. Crossbow w/20 Bolts&amp;lt;br&amp;gt;&lt;br /&gt;
100&#039; Silk Rope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Scath wanted to become a priestess, and apprenticed herself to a church of the light. Fate, however, had other plans, and while out with her Mistress investigating some unusual phenomena, she was touched by the power of Shadow, such that no healing or curse removal could undo it. Her growth accelerated and her colouring deepened while her hair paled until it looked as thought it was bleached. Though it was no fault of her own, the hierarchy would not let her stay, more so once they learned that she had gained magic from the touch - magic they considered anathema.&lt;br /&gt;
&lt;br /&gt;
Her Mistress disagreed with them, and impressed upon Scath that this merely meant the Goddess had other plans for her. She left her Mistress at least on good terms, and has learned to master her abilities.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470928</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470928"/>
		<updated>2024-10-03T03:15:49Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Known Galaxy==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Name:&#039;&#039;&#039; Name  &#039;&#039;&#039;Player Name:&#039;&#039;&#039; Name&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UPP:&#039;&#039;&#039; 666666-7&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attribute Mods:&#039;&#039;&#039; +0 / +0 / +0 / +0 / +0 / +0 - +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; &amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC&#039;s Ship==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;br&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;br&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;br&amp;gt;&lt;br /&gt;
Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;br&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;br&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% discount for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470804</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470804"/>
		<updated>2024-10-01T14:38:42Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;s Ship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;br&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;br&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;br&amp;gt;&lt;br /&gt;
Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;br&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;br&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% discount for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470803</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470803"/>
		<updated>2024-10-01T14:38:12Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;s Ship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;br&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;br&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;br&amp;gt;&lt;br /&gt;
Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;br&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;br&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;br&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470754</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470754"/>
		<updated>2024-09-30T22:17:35Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;s Ship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;br&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;br&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;br&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;br&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;br&amp;gt;&lt;br /&gt;
Bridge&amp;lt;br&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;br&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;br&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;cr&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;cr&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470753</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470753"/>
		<updated>2024-09-30T22:14:01Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;/cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;s Ship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;/cr&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;/cr&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;/cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;/cr&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;/cr&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;/cr&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;/cr&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;/cr&amp;gt;&lt;br /&gt;
Bridge&amp;lt;/cr&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;/cr&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;/cr&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;/cr&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;/cr&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;cr&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;cr&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;/cr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470752</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470752"/>
		<updated>2024-09-30T22:12:33Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC&#039;s Ship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name&#039;&#039;&#039;&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Libra Class Freighter&#039;&#039;&#039;&amp;lt;cr&amp;gt;&lt;br /&gt;
(Visual: A rounded disc with bridge on the upper part of the disc, high-strength crystal windows, turret guns on the top and bottom of the disc, and four engines - two Realspace, two Hyperspace - situated at the back on the discs midline.)&amp;lt;cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hull: 80 Tonnes, Streamlined&amp;lt;cr&amp;gt;&lt;br /&gt;
Realspace Engines Thrust 2g&amp;lt;cr&amp;gt;&lt;br /&gt;
Hyperspace Engines Thrust 2 LY/Hour&amp;lt;cr&amp;gt;&lt;br /&gt;
Power Plant Fusion, Power 20&amp;lt;cr&amp;gt;&lt;br /&gt;
Fuel Tanks 7.2 Tonnes - 7.5 Days fuel assuming full rated speed in constant use.&amp;lt;cr&amp;gt;&lt;br /&gt;
Bridge&amp;lt;cr&amp;gt;&lt;br /&gt;
Computer Computer / 10&amp;lt;cr&amp;gt;&lt;br /&gt;
Sensors Standard (Lidar/Radar)&amp;lt;cr&amp;gt;&lt;br /&gt;
Weapons Two Turrets - Dorsal and Ventral, Pulse Blasters&amp;lt;cr&amp;gt;&lt;br /&gt;
Staterooms 4, with Common Area/Galley&amp;lt;cr&amp;gt;&lt;br /&gt;
Cargo 15.6 Tonnes&amp;lt;cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (New) MCr 41.2&lt;br /&gt;
&lt;br /&gt;
Libra class Freighters are no longer built new. The newest of these ships are 40 years old at this point in the setting. They are, however, known as workhorses and while not necessarily the most popular design, can still be found at more or less reasonable prices.&lt;br /&gt;
&lt;br /&gt;
The ship I have for you is a newer model, so 45 years old.&lt;br /&gt;
&lt;br /&gt;
Purchase Cost (Used) (GM Fiat, 20% for a 45 year old space ship seems too low. It&#039;s not like these are the Porsches of the trade). MCr 23.5 (MCr 20.5 after known Ship&#039;s Shares)&amp;lt;cr&amp;gt;&lt;br /&gt;
Quirks Concealed smuggling compartments; small, but persistent, fuel leak - Each day&#039;s fuel use counts as 4 hours extra; Ship is known - exact reputation depends on location.&amp;lt;cr&amp;gt;&lt;br /&gt;
Maintenance Costs: CR1,958 per month (Cr1,710 after known Ship&#039;s Shares)&amp;lt;cr&amp;gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470746</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470746"/>
		<updated>2024-09-30T17:55:32Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Light Years (15 ish Parsecs) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;br /&gt;
&lt;br /&gt;
Galcen, for all its claims of being where humanity came from, is not found in the center, but in the Northeastern arm of the region - though it is closer to the center than to the far border of that arm.&lt;br /&gt;
&lt;br /&gt;
Entibor is on the West-Southwest portion of the region, roughly 5 parsecs from the Rift. Innish-Kyl and the Asteroid City of Suivi Point both reside in the same general area, if slightly closer to the Rift.&lt;br /&gt;
&lt;br /&gt;
Khesat is farthest &#039;East&#039; of the Center, nearly to the end of that truncated &#039;Arm&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are a number of star-faring &#039;nations&#039; in the region. Foremost among them - at least culturally - is &#039;&#039;Galcen&#039;&#039;, from where it can be demonstrated that humanity spread out into the galaxy.&lt;br /&gt;
&lt;br /&gt;
Galcen has - depending on the day and the current political climate - as many as 20 client/vassal systems. Galcen focuses heavily on trade between itself and its client systems and other polities. Between Galcen itself and its primary clients, there are enough - and powerful enough - ships to keep things on a mostly peaceful basis.&lt;br /&gt;
&lt;br /&gt;
Its greatest rival is &#039;&#039;Entibor&#039;&#039;, which has a firm grip on 12 colony systems and 5 client systems. Entibor doesn&#039;t have quite the miliary that Galcen has, but every one of its systems has something, and no one wants to try, as they&#039;re all fanatically loyal.&lt;br /&gt;
&lt;br /&gt;
The next major political entity is the system / planet of &#039;&#039;Khesat&#039;&#039;. While Khesat barely has enough of a military to defend its own systems, the wealthy from across the region go there for relaxation and enjoyment. No single system will dare to bother them for fear of bringing the larger ones down on them.&lt;br /&gt;
&lt;br /&gt;
There are a large number of single or dual system polities, but due to the outsized impact of the two largest, most fighting is diplomatic or - occasionally - simple raiding.&lt;br /&gt;
&lt;br /&gt;
Humanity has been in space now for at least 5 centuries, so most ships, regardless of where they&#039;re from, tend to look alike. Given that the lion&#039;s share come from the shipyards on &#039;&#039;Gyffer&#039;&#039;, or from Waycross on &#039;&#039;Inish-Kil&#039;&#039;, this isn&#039;t that surprising.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Major Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some of these are affiliated with one of the major powers, but most are singular systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ophel&#039;&#039; - A major banking hub&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Mandeyn&#039;&#039; - On the way to a lot of places, often used as a trans-shipment point for goods and commodities&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Nammerin&#039;&#039; - a young system, still geologically unstable, but happy for colonists&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Artat&#039;&#039; - Known primarily for their ranches and the Crallach meat they export&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Pleyver&#039;&#039; - Ostensibly a client of Galcen, it&#039;s heavily rumoured that only the presence of Pleyver High Station keeps the planet itself from going entirely private. Wild magnetic fluxes (The Web) mean that space travel will not function closer than 12 hours maneuver to the planet.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Ovredis&#039;&#039; - A client of Galcen&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Darvell&#039;&#039; - A private system, home to the Rolny family, wealthy enough to field a fleet powerful enough to keep them private.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Maraghai&#039;&#039; - Homeworld of the Selvaurs - or, as they call themselves, The Forest Lords. Tall, physically imposing, Saurian in appearance, but warm-blooded.&amp;lt;cr&amp;gt;&lt;br /&gt;
&#039;&#039;Suivi Point&#039;&#039; - A system of Asteroid cities. If you can&#039;t buy it there, it can&#039;t be bought. The official peace forces (and just about everywhere else) maintain lists of suggested gratuities.&amp;lt;cr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Species&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are the predominate species found in the region, though there are some non-humans, though only two are well known.&lt;br /&gt;
&lt;br /&gt;
Selvaurs are a race of large, heavy folk, Saurian in appearance and possessed of long, sharp claws. They dwell primarily on the forest world of Maraghai, and their ships keep it separate from the other polities. Polite enough, and willing to trade, they have little respect for most humans, calling them &#039;thinskins&#039;.&lt;br /&gt;
&lt;br /&gt;
Selvaurs gain +2 Str, +1 End, -2 SOC, -1 Int. Their claws do 1D+2 Damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
TBA&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Scath&amp;diff=470571</id>
		<title>Scath</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Scath&amp;diff=470571"/>
		<updated>2024-09-26T16:58:16Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:|200px]]&lt;br /&gt;
&lt;br /&gt;
==Scath==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Neutral &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (Variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Sorcerer (Shadow Magic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Prende&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Unusually tall human woman with bone white hair and skin nearly charcoal black.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 8 (-1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (13 + 1 Variant Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 20 (+5) (15 + 1 Variant Human, +1 Shadow-touched Feat, +1 Actor, +2 ASI&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Mage Armour)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +5 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
Chill Touch&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigitation&amp;lt;br&amp;gt;&lt;br /&gt;
Ray of Frost&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Colour Spray (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;False Life&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mage Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Magic Missile&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invisibility (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
Darkness (Sorcerous Origin)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hold Person&#039;&#039;&#039;&#039;Italic text&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Scorching Ray&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Lightning Bolt&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; -1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +5 (PR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +8 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +5 (Variant Human)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +3 (Sorcerer) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception +11 (Free w/double PR)&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +4 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +8 (Sorcerer)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Shadow-touched: +1 Cha, Learn &#039;&#039;Invisibility&#039;&#039; and one 1st level Necromancy or Illusion spell (Colour Spray). Cast each of these 1/LR without using a spell slot, Can use Spell Slots if available for the level.&amp;lt;br&amp;gt;&lt;br /&gt;
Actor: +1 Cha, Advantage on Cha (Deception) and Cha (Performance) checks when trying to pass yourself off as a different person. Mimic the speech of another person or the sounds of an animal which you have heard for at least one minute, Your Deception (Cha) is contested by an Insight (Wis) check.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Con, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strength of the Dark&#039;&#039;&#039; - When you would drop to 0 HPs, make Cha Save at DC 5 + damage taken. On success, drop only to 1 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Dark&#039;&#039;&#039; 120&#039; Darkvision, at 3rd Level, able to cast Darkness either by Spell Slot or by Sorcery Points (2). If cast with Sorcery Points, you can see through the darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Font of Magic&#039;&#039;&#039; 5 Sorcery Points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metamagic&#039;&#039;&#039; Subtle Spell, Transmuted Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flexible Casting&#039;&#039;&#039; Convert Spell slots into Sorcery Points or Vice Versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
42 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Prayer Book&amp;lt;br&amp;gt;&lt;br /&gt;
5 Sticks incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (Silvered)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
2x Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
Riding Horse (w/tack)&amp;lt;br&amp;gt;&lt;br /&gt;
Lt. Crossbow w/20 Bolts&amp;lt;br&amp;gt;&lt;br /&gt;
100&#039; Silk Rope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Scath wanted to become a priestess, and apprenticed herself to a church of the light. Fate, however, had other plans, and while out with her Mistress investigating some unusual phenomena, she was touched by the power of Shadow, such that no healing or curse removal could undo it. Her growth accelerated and her colouring deepened while her hair paled until it looked as thought it was bleached. Though it was no fault of her own, the hierarchy would not let her stay, more so once they learned that she had gained magic from the touch - magic they considered anathema.&lt;br /&gt;
&lt;br /&gt;
Her Mistress disagreed with them, and impressed upon Scath that this merely meant the Goddess had other plans for her. She left her Mistress at least on good terms, and has learned to master her abilities.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470190</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470190"/>
		<updated>2024-09-22T21:36:01Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Into the Black (MGT) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
[[File:Known_Galaxy.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Known_Galaxy.png&amp;diff=470189</id>
		<title>File:Known Galaxy.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Known_Galaxy.png&amp;diff=470189"/>
		<updated>2024-09-22T21:34:34Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470148</id>
		<title>MGT Into The Black</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=MGT_Into_The_Black&amp;diff=470148"/>
		<updated>2024-09-22T17:04:03Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: Created page with &amp;quot; == Into the Black (MGT) ==   &amp;#039;&amp;#039;&amp;#039;The Known Galaxy&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;Astrography&amp;#039;&amp;#039;  The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Into the Black (MGT) ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Known Galaxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Astrography&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main region, if viewed on a 2D map, looks a bit like a blobby, rounded starfish - if a starfish had arms that didn&#039;t extend very far from the center, and mostly clustered on two major sides, roughly 40-50 Parsecs (around 120-150 Light Years) across at the widest point. The &#039;arms&#039; appear from roughly &#039;Northwest&#039; to &#039;South&#039; with the area from &#039;South&#039; to &#039;Northwest&#039; bordering a great rift too wide to travel.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Scath&amp;diff=468488</id>
		<title>Scath</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Scath&amp;diff=468488"/>
		<updated>2024-09-01T16:43:54Z</updated>

		<summary type="html">&lt;p&gt;Stormraven: /* Scath */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
[[File:|200px]]&lt;br /&gt;
&lt;br /&gt;
==Scath==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic Neutral &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Female &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human (Variant)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Sorcerer (Shadow Magic)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 23 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Deity:&#039;&#039;&#039; Prende&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Unusually tall human woman with bone white hair and skin nearly charcoal black.&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; 8 (-1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039;14 (+2) (13 + 1 Variant Human) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14 (+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 10 (+0) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 12 (+1) &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 20 (+5) (15 + 1 Variant Human, +1 Shadow-touched Feat, +1 Actor, +2 ASI&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 15 (Mage Armour)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 32&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 5d6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency: +3&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039; +2 (Str) / +5 (Dex) if the weapon has Finesse&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; +5 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +8&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; +2&amp;lt;br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 11&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Level 1: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Level 2: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039; 5&amp;lt;br&amp;gt;&lt;br /&gt;
Chill Touch&amp;lt;br&amp;gt;&lt;br /&gt;
Mage Hand&amp;lt;br&amp;gt;&lt;br /&gt;
Minor Illusion&amp;lt;br&amp;gt;&lt;br /&gt;
Prestidigitation&amp;lt;br&amp;gt;&lt;br /&gt;
Ray of Frost&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known:&#039;&#039;&#039; 6 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1st Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Colour Spray (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;False Life&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Mage Armour&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Magic Missile&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Invisibility (Shadow-touched Feat)&amp;lt;br&amp;gt;&lt;br /&gt;
Darkness (Sorcerous Origin)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Hold Person&#039;&#039;&#039;&#039;Italic text&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Scorching Ray&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3rd Level&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Lightning Bolt&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; -1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +5 (PR)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +1 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +8 (PR) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Elvish, Dwarven&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Acrobatics +5 (Variant Human)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcana +3 (Sorcerer) &amp;lt;br&amp;gt;&lt;br /&gt;
Deception +11 (Free w/double PR)&amp;lt;br&amp;gt;&lt;br /&gt;
Insight +4 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
Persuasion +8 (Sorcerer)&amp;lt;br&amp;gt;&lt;br /&gt;
Religion +3 (Acolyte)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Shadow-touched: +1 Cha, Learn &#039;&#039;Invisibility&#039;&#039; and one 1st level Necromancy or Illusion spell (Colour Spray). Cast each of these 1/LR without using a spell slot, Can use Spell Slots if available for the level.&amp;lt;br&amp;gt;&lt;br /&gt;
Actor: +1 Cha, Advantage on Cha (Deception) and Cha (Performance) checks when trying to pass yourself off as a different person. Mimic the speech of another person or the sounds of an animal which you have heard for at least one minute, Your Deception (Cha) is contested by an Insight (Wis) check.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&#039;&#039;&#039;Saving Throws:&#039;&#039;&#039; - Con, Cha&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Strength of the Dark&#039;&#039;&#039; - When you would drop to 0 HPs, make Cha Save at DC 5 + damage taken. On success, drop only to 1 HP.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eyes of the Dark&#039;&#039;&#039; 120&#039; Darkvision, at 3rd Level, able to cast Darkness either by Spell Slot or by Sorcery Points (2). If cast with Sorcery Points, you can see through the darkness.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Font of Magic&#039;&#039;&#039; 5 Sorcery Points&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metamagic&#039;&#039;&#039; Subtle Spell, Transmuted Spell&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flexible Casting&#039;&#039;&#039; Convert Spell slots into Sorcery Points or Vice Versa.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Acolyte&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
43 GP&amp;lt;br&amp;gt;&lt;br /&gt;
Holy symbol&amp;lt;br&amp;gt;&lt;br /&gt;
Prayer Book&amp;lt;br&amp;gt;&lt;br /&gt;
5 Sticks incense&amp;lt;br&amp;gt;&lt;br /&gt;
Vestments&amp;lt;br&amp;gt;&lt;br /&gt;
Common Clothes&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (Silvered)&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Focus&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s Pack&amp;lt;br&amp;gt;&lt;br /&gt;
2x Daggers&amp;lt;br&amp;gt;&lt;br /&gt;
Riding Horse (w/tack)&amp;lt;br&amp;gt;&lt;br /&gt;
Lt. Crossbow w/20 Bolts&amp;lt;br&amp;gt;&lt;br /&gt;
100&#039; Silk Rope&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Scath wanted to become a priestess, and apprenticed herself to a church of the light. Fate, however, had other plans, and while out with her Mistress investigating some unusual phenomena, she was touched by the power of Shadow, such that no healing or curse removal could undo it. Her growth accelerated and her colouring deepened while her hair paled until it looked as thought it was bleached. Though it was no fault of her own, the hierarchy would not let her stay, more so once they learned that she had gained magic from the touch - magic they considered anathema.&lt;br /&gt;
&lt;br /&gt;
Her Mistress disagreed with them, and impressed upon Scath that this merely meant the Goddess had other plans for her. She left her Mistress at least on good terms, and has learned to master her abilities.&lt;/div&gt;</summary>
		<author><name>Stormraven</name></author>
	</entry>
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