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	<title>RPGnet - User contributions [en]</title>
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	<updated>2026-05-15T02:00:57Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485894</id>
		<title>Neon Xtinction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485894"/>
		<updated>2026-04-21T00:10:07Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Other Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NX_background.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit.&lt;br /&gt;
&lt;br /&gt;
Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. Some were clearly allegorical, representing fears, sins, and natural disasters, but some truly existed, endangering humanity with their terrible power. But when a monster threatens, heroes rise to stop it.&lt;br /&gt;
&lt;br /&gt;
In 1954 the first kaiju, Dakkuma, emerged in Japan and proceeded to lay waste to the city of Okinawa. The monstrous reptile-arthropod hybrid was soon engaged by Captain Cosmic, the world’s preeminent (and most powerful) superhero. Their battle lasted for three days, covered hundreds of miles, and ended with Captain Cosmic tired but triumphant and Dakkuma apparently dead at the bottom of the Marianas Trench.&lt;br /&gt;
&lt;br /&gt;
Since then, the kaiju have become a constant threat to humanity: building-sized monstrosities resembling no form of natural life, but with traits of reptiles, insects, crustaceans, and stranger things, possibly massive strength, limitless endurance, and strange and alien powers. They appear without warning, often from the sea or from large stretches of wilderness, and seem driven to crush and destroy the cities of humanity. Since the appearance and fall of Dakkuma there have been many more, and of late their attacks have increased in frequency and intensity.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the rise of the kaiju, supers - always a rare presence in the world - have become more common, and have demonstrated increasingly potent powers. Though none has yet come to light who can match the powers of Captain Cosmic, the masked vigilantes and super-athletes of old have given way to supers with far greater powers, including flight, elemental control, strength and toughness almost equal that of a kaiju, and more exotic abilities.&lt;br /&gt;
&lt;br /&gt;
Project Gilgamesh was founded to make use of these young heroes and their talents. The brainchild of TITAN, the Tactical Initiative for Threat Anomaly Neutralization, Project Gilgamesh recruits teenagers who demonstrate extraordinary superhuman abilities with the aim of training them into a fighting force capable of defending humanity against the increasing threat of the kaiju.&lt;br /&gt;
&lt;br /&gt;
The first recruits for Project Gilgamesh have been gathered.&lt;br /&gt;
&lt;br /&gt;
This is their story.&lt;br /&gt;
&lt;br /&gt;
==The Heroes==&lt;br /&gt;
[[File:NX_silhouettes.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC01| &#039;&#039;&#039;Gavin Lawrence Reiher&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Lionheart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;super-knight&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 6&amp;quot; || 8 || 24(14) || Alertness &amp;lt;br&amp;gt; AB: Super Powers &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Nerves of Steel (Improved) &amp;lt;br&amp;gt; Take the Hit &amp;lt;br&amp;gt; || Code of Honor &amp;lt;br&amp;gt; Death Wish &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Stubborn &amp;lt;br&amp;gt; Suspicious (Minor) || Agility d8 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d10 &amp;lt;br&amp;gt; Vigor d12 ||Armor +14 &amp;lt;br&amp;gt; Fearless &amp;lt;br&amp;gt; Healing (Requires Touch. Refresh. Selective) &amp;lt;br&amp;gt; Leaping (4&amp;quot; vertical/8&amp;quot; horizontal) &amp;lt;br&amp;gt; Melee Attack (see full character sheet) &amp;lt;br&amp;gt; Mind Shield &amp;lt;br&amp;gt; Push (Selective. Strong. Device) &amp;lt;/br&amp;gt; Super Attribute (+1 Agility, +1 Spirit, +2 Strength, +2 Vigor) &amp;lt;br&amp;gt; Super Edge (Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit) &amp;lt;br&amp;gt; Super Skill (Athletics +2, Fighting +3, Focus +1) &amp;lt;br&amp;gt; Teleport (Combat Teleport. Range x2. Must have line of effect (Cannot teleport through solid objects.)) &amp;lt;br&amp;gt; Toughness +2 &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC02| &#039;&#039;&#039;Hayley Elliot&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;The Electrician&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;electricity manipulator&#039;&#039; &amp;lt;br&amp;gt; ferretribution || 6&amp;quot; || 2 || 5 or 17(12) with equipment || AB: Super Powers &amp;lt;br&amp;gt; McGyver || Driven (Major) &amp;lt;br&amp;gt; Curious (Major) &amp;lt;br&amp;gt; Big Mouth (Minor) &amp;lt;br&amp;gt; Bad Eyes (Minor) || Agility d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Energy Control (electricity) &amp;lt;br&amp;gt; Env. Resistance (electricity) &amp;lt;br&amp;gt;  Interface &amp;lt;br&amp;gt; Invisibility &amp;lt;br&amp;gt; Machine Control &amp;lt;br&amp;gt; Ranged Attack &amp;lt;br&amp;gt; Wall Walker&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC03| &#039;&#039;&#039;Marko Mandl&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Cytokine&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;minion commander, plasma&#039;&#039; &amp;lt;br&amp;gt; Leliel || 6&amp;quot; || 4 || 9 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Common Bond &amp;lt;br&amp;gt; Investigator &amp;lt;br&amp;gt; Rich &amp;lt;br&amp;gt; || Alien Form &amp;lt;br&amp;gt;  Driven (minor, Needs to understand what his mother is doing) &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Outsider (minor, Looks like a small version of an infamous kaiju) || Agility d4 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Telekinesis (5): Fine Control 3, Range 2 &amp;lt;br&amp;gt; The Brood (Minions) (3) (13): Summonable 4, Super Powers 3&amp;lt;br&amp;gt;Levitation (Flight) (4)&amp;lt;br&amp;gt;Chitinous Membrane (Armor) (2)&lt;br /&gt;
&amp;lt;br&amp;gt;Plasma Burst (Attack, Ranged) (3): Cone 1 &amp;lt;br&amp;gt;Plasma Reconstruction (Healing): Restoration 2, Fatigue 2, Requires Touch -2 &amp;lt;br&amp;gt; Plasma Manipulation (Energy Control): Selective 2&amp;lt;br&amp;gt;Kaiju Physiology (Altered Form) &amp;lt;br&amp;gt; Brood Contamination (Poison) (2): Strong 2, Contingent (Enemy must be hit with a Plasma Burst or Plasma Manipulation) 0 (4) &amp;lt;b&amp;gt; Doesn&#039;t Breathe&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC04| &#039;&#039;&#039;Millicent &#039;Mills&#039; Astor&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Frostfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;blaster, elementalist&#039;&#039; &amp;lt;br&amp;gt; Stormraven || 6&amp;quot;/180&amp;quot; || 2 || 21 (16) || AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Scholar (Academics) || Curious &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Phobia: Claustrophobic &amp;lt;br&amp;gt; Quirk: Speaks in gaming terms &amp;lt;br&amp;gt; || Agility d6 &amp;lt;br&amp;gt; Smarts d10 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Armor 8 &amp;lt;br&amp;gt; Dodge 5 &amp;lt;br&amp;gt; Energy Control (cold) &amp;lt;br&amp;gt; Env. Resistance (cold, fire) &amp;lt;br&amp;gt; Flight &amp;lt;br&amp;gt; Obscure &amp;lt;br&amp;gt; Ranged Attack 4d6, AP 10&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC05| &#039;&#039;&#039; &#039;Jane Doe&#039; &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Wraith&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;melee ghost&#039;&#039; &amp;lt;br&amp;gt; Kaiya || 6&amp;quot; || 7 || 17 ||AB: Super Powers &amp;lt;br&amp;gt; Brawler || Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mute &amp;lt;br&amp;gt; Thin-Skinned || Agility d10 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d8 &amp;lt;br&amp;gt; Vigor d8 || Flight (1,200 MPH) &amp;lt;br&amp;gt; Regeneration (1/round; Regrowth) &amp;lt;br&amp;gt; Intangibility (Affect Others) &amp;lt;br&amp;gt; Toughness (+8) &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Melee Attack (+3d6; Heavy Weapon) &amp;lt;br&amp;gt; Super Attribute (Agility +1) &amp;lt;br&amp;gt; Ageless &amp;lt;br&amp;gt; Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC07| &#039;&#039;&#039; Faith &amp;quot;Lia&amp;quot; Guerrero &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;TBD&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;telekinetic&#039;&#039; &amp;lt;br&amp;gt; Eplov || 6&amp;quot;/24&amp;quot; || 5 || 18 (14) ||AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Elan &amp;lt;br&amp;gt; The Best There Is [telekinesis] &amp;lt;br&amp;gt; Work the Room || All Thumbs &amp;lt;br&amp;gt; Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mild-Mannered &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Small || Agility d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Telekinesis (30): Power x 12 (D12+9 STR +24, 12&amp;quot; range, Fine Control (+3) &amp;lt;br&amp;gt; Personal Force Field (Armor 7, Activation) &amp;lt;br&amp;gt; Flight (6): Pace: 24&amp;quot; &amp;lt;br&amp;gt; Extra Actions (6) &amp;lt;br&amp;gt; Super Skill: Focus (4) &amp;lt;br&amp;gt; Super Skill: Persuasion (2) &amp;lt;br&amp;gt; Whirlwind (No Range, Selective) &amp;lt;br&amp;gt; Dodge 3 (MBT, requires active Whirlwind)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other Recruits&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Powers !! Trusts !! Distrusts !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Matteo Centori &#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Hotshot&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Big guy&#039;&#039; || Blond, handsome, thousand-dollar smile || Arrogant, petty, charming  || Pilots a kaiju-sized mech || n/a || n/a ||Famous, wealthy, glory-hound&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jaylinn Hart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Heartfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Fire elementalist&#039;&#039; || Short blonde hair, sharkish grin || Confident, competitive || Heat projection, fire manipulation|| Hayley || Mills ||In a one-sided competition with Mills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rebecca &#039;Becky&#039; Fairfield&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Backfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Luck manipulator&#039;&#039; || Dark hair and eyes, withdrawn, rarely smiles || Lonely, bitter || Incredible luck and accuracy, bad luck to enemies || Gavin, Wraith || n/a ||Convinced she causes bad luck to others&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patrick Anderson&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Panorama&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Time/space warper&#039;&#039;|| Brown hair, wholesome jock features || Outwardly happy, inwardly jaded and fatalistic || Time/space warping, cannot inflict direct damage || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honey Sue Beauregard&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Southern Bell&#039;&#039;&#039; &amp;lt;br&amp;gt; Sonic projector || Pretty, dark blonde hair, freckles || Flirty and casual || Powerful sonic shrieks and sound manipulation || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rudy Duckett&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Rustbucket&#039;&#039;&#039; &amp;lt;br&amp;gt; Manipulate and rust metal || Curly ginger hair, very pale || Enthusiastic, clumsy, inefficient with powers || Causes rust and decay, warp and destroy metals || Gavin, Mills || n/a ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Project Gilgamesh Staff&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director Charles Sexton&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;Director of Project Gilgamesh&#039;&#039; ||  White male, late 50s, &amp;lt;br&amp;gt; cross between a military officer and a corporate CEO || Professional, reserved || Wealthy and influential&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sachiko Brooks&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Communications Officer&#039;&#039; || Half-Asian female, late 20s, &amp;lt;br&amp;gt; green eyes, brown hair, very pretty || Friendly, extroverted || Endlessly cheerful and optimistic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victor Rand&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief Engineer&#039;&#039; || White male, late 60s, scarred and weathered, &amp;lt;br&amp;gt; walks with a cane due to severe limp || Blunt and surly || Absolute wizard with anything mechanical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. August Frey&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Psychiatrist and counselor&#039;&#039; || White NB, late 30s, long angular face || Calm and non-judgmental || Willing to talk about anything, any time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Elena Voss&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Head scientist&#039;&#039; || White female, late 40s, severe features and graying hair || Crisp, professional, occasionally harsh || Brilliant scientist, relentless enemy of kaiju&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander Samuel &amp;quot;Ironclad&amp;quot; Kessler&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Tactical Advisor&#039;&#039; || Black male, late 50s, scarred but unbroken, &amp;lt;br&amp;gt; always wears reflective aviator glasses || Brusque, no-nonsense || Ex-military head of training and tactics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiana &amp;quot;Wavebreaker&amp;quot; Torres&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Pilot and aquatics specialist&#039;&#039; || Hawaiian/Latino female, late 20s, always smiling || Upbeat and enthusiastic || Low-tier superpowers, formerly the minor hero Wavebreaker&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Fiona Harkness&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief of Security&#039;&#039; || White female, mid-30s, flaming red hair and freckles, &amp;lt;br&amp;gt; never wears makeup || All business except when drinking or singing, then gets very emotional || Concerned with base security above all else&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Keiko Nakamura&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chef and quartermaster&#039;&#039; || Japanese female, late 50s, short and pudgy || Mothers &#039;&#039;everyone,&#039;&#039; no exceptions || Very competent and utterly fearless&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amara Singh&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Training coordinator&#039;&#039; || Indian female, mid 30s, tall and athletic || Cautious but encouraging || Former Olympic athlete, has a slight limp due to a kaiju attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Maxim Vostrikov&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Xenobiologist&#039;&#039; || White male, early 30s, black hair and hunched posture || Socially awkward, slightly arrogant || Assistant to Dr. Voss, fascinated by kaiju&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other NPCs&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Personality !! Powers !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Daniel Rutherford&#039;&#039;&#039; &amp;lt;br&amp;gt; Captain Cosmic &amp;lt;br&amp;gt; &#039;&#039;The Man of the Future&#039;&#039; ||  Confident, heroic. || Flight, invulnerability, super-strength, energy blasts || World&#039;s most powerful superhero&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Kaiju==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;status&#039;&#039;|| &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Known Powers&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dakkuma&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;deceased&#039;&#039; ||  Monstrous, hexapedal hybrid of insect and reptile || Sonic roar, laser eye-beams || Defeated by Captain Cosmic, left in the Marianas Trench&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Retired Heroes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC06| &#039;&#039;&#039;Sloan Snyder&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Kid Kaiju&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;growing brick&#039;&#039; &amp;lt;br&amp;gt; mysstic101 || 6&amp;quot; &amp;lt;br&amp;gt; or 10&amp;quot; || 6 || 8(2) &amp;lt;br&amp;gt; or 10(2) &amp;lt;br&amp;gt; or 15 &amp;lt;br&amp;gt; or 17 || AB: Super Powers &amp;lt;br&amp;gt; Berserk &amp;lt;br&amp;gt; Best There Is &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Frenzy &amp;lt;br&amp;gt; Improved Frenzy &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Menacing || Loyal: teammates (minor) &amp;lt;br&amp;gt; Ruthless: makes hard calls (minor) &amp;lt;br&amp;gt; Shamed: past collateral dmg (major) &amp;lt;br&amp;gt; Ugly: looks like a kaiju (major) || Agility d8 &amp;lt;br&amp;gt; Smarts d4 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; (or d8) &amp;lt;br&amp;gt; (or d12+6) &amp;lt;br&amp;gt; (or d12+7) &amp;lt;br&amp;gt; Vigor d8 ||Growth 9: 50&#039; tall, 164 tons, Durable, Swat, can be mistaken for Kaiju &amp;lt;br&amp;gt; Altered Form 3: No fall dmg, 1/2 collision, 1/2 knockback &amp;lt;br&amp;gt; Hardy 2: 2nd Shaken doesn&#039;t Wound &amp;lt;br&amp;gt; Leaping 3: 8&amp;quot; vertical/16&amp;quot; horizontal, Death From Above &amp;lt;br&amp;gt; Melee Attack +3d6 (Claws +2d6), +2 climbing, Heavy Weapon &amp;lt;br&amp;gt; Super Attribute 2 (Agility d6-&amp;gt;d8, Vigor d6-&amp;gt;d8) &amp;lt;br&amp;gt; Super Edge 3 (Combat Reflexes, Frenzy, Improved Frenzy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Setting Rules===&lt;br /&gt;
*&#039;&#039;&#039;An Arm And A Leg:&#039;&#039;&#039; If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Combined Attacks:&#039;&#039;&#039; Support an ally’s attack to deal +2 damage, +4 with a raise&lt;br /&gt;
*&#039;&#039;&#039;Comic Book Combat:&#039;&#039;&#039; Combined Attacks, Knockback, Power Stunts, Synergy&lt;br /&gt;
*&#039;&#039;&#039;Conviction:&#039;&#039;&#039; Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.&lt;br /&gt;
*&#039;&#039;&#039;Expanded Conviction:&#039;&#039;&#039; In addition to the standard uses, Conviction can be spent to:&lt;br /&gt;
**Reroll a Critical Failure.&lt;br /&gt;
**Force an enemy to reroll a single Trait roll and use the new roll.&lt;br /&gt;
**Negate a Benny used by another character.&lt;br /&gt;
**Conviction may be gifted to another character who is Trusted (see below) for immediate use.&lt;br /&gt;
*&#039;&#039;&#039;Death &amp;amp; Defeat:&#039;&#039;&#039; A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.&lt;br /&gt;
*&#039;&#039;&#039;Larger Than Life:&#039;&#039;&#039; Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Destruction:&#039;&#039;&#039; Superpowers and kaiju attacks cause massive property damage.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Heroes start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Never Surrender:&#039;&#039;&#039; Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.&lt;br /&gt;
*&#039;&#039;&#039;No Finishing Moves:&#039;&#039;&#039; Downed Wild Cards are immune to Finishing Moves&lt;br /&gt;
*&#039;&#039;&#039;Popcorn Initiative:&#039;&#039;&#039; Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.&lt;br /&gt;
*&#039;&#039;&#039;Throwdown:&#039;&#039;&#039; Ignore the Unarmed Defender rule.&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
When characters become severely upset or emotionally hurt they may become &#039;&#039;&#039;Stressed.&#039;&#039;&#039; Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.&lt;br /&gt;
&lt;br /&gt;
A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so. &lt;br /&gt;
&lt;br /&gt;
If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.&lt;br /&gt;
&lt;br /&gt;
Stressed is a special status effect in that it does not fade naturally; instead, a character must make a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).&lt;br /&gt;
&lt;br /&gt;
There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; while their friend rolls to &#039;&#039;&#039;Support.&#039;&#039;&#039; This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!&lt;br /&gt;
&lt;br /&gt;
If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.&lt;br /&gt;
&lt;br /&gt;
===Trust and Distrust===&lt;br /&gt;
The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trust:&#039;&#039;&#039; When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.&lt;br /&gt;
&lt;br /&gt;
When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral:&#039;&#039;&#039; The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distrust:&#039;&#039;&#039; When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them. &lt;br /&gt;
&lt;br /&gt;
You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.&lt;br /&gt;
&lt;br /&gt;
Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.&lt;br /&gt;
&lt;br /&gt;
A character may decide to change their opinion on another character at any time, but not more than once per day.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485893</id>
		<title>Neon Xtinction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485893"/>
		<updated>2026-04-21T00:09:53Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* The Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NX_background.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit.&lt;br /&gt;
&lt;br /&gt;
Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. Some were clearly allegorical, representing fears, sins, and natural disasters, but some truly existed, endangering humanity with their terrible power. But when a monster threatens, heroes rise to stop it.&lt;br /&gt;
&lt;br /&gt;
In 1954 the first kaiju, Dakkuma, emerged in Japan and proceeded to lay waste to the city of Okinawa. The monstrous reptile-arthropod hybrid was soon engaged by Captain Cosmic, the world’s preeminent (and most powerful) superhero. Their battle lasted for three days, covered hundreds of miles, and ended with Captain Cosmic tired but triumphant and Dakkuma apparently dead at the bottom of the Marianas Trench.&lt;br /&gt;
&lt;br /&gt;
Since then, the kaiju have become a constant threat to humanity: building-sized monstrosities resembling no form of natural life, but with traits of reptiles, insects, crustaceans, and stranger things, possibly massive strength, limitless endurance, and strange and alien powers. They appear without warning, often from the sea or from large stretches of wilderness, and seem driven to crush and destroy the cities of humanity. Since the appearance and fall of Dakkuma there have been many more, and of late their attacks have increased in frequency and intensity.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the rise of the kaiju, supers - always a rare presence in the world - have become more common, and have demonstrated increasingly potent powers. Though none has yet come to light who can match the powers of Captain Cosmic, the masked vigilantes and super-athletes of old have given way to supers with far greater powers, including flight, elemental control, strength and toughness almost equal that of a kaiju, and more exotic abilities.&lt;br /&gt;
&lt;br /&gt;
Project Gilgamesh was founded to make use of these young heroes and their talents. The brainchild of TITAN, the Tactical Initiative for Threat Anomaly Neutralization, Project Gilgamesh recruits teenagers who demonstrate extraordinary superhuman abilities with the aim of training them into a fighting force capable of defending humanity against the increasing threat of the kaiju.&lt;br /&gt;
&lt;br /&gt;
The first recruits for Project Gilgamesh have been gathered.&lt;br /&gt;
&lt;br /&gt;
This is their story.&lt;br /&gt;
&lt;br /&gt;
==The Heroes==&lt;br /&gt;
[[File:NX_silhouettes.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC01| &#039;&#039;&#039;Gavin Lawrence Reiher&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Lionheart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;super-knight&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 6&amp;quot; || 8 || 24(14) || Alertness &amp;lt;br&amp;gt; AB: Super Powers &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Nerves of Steel (Improved) &amp;lt;br&amp;gt; Take the Hit &amp;lt;br&amp;gt; || Code of Honor &amp;lt;br&amp;gt; Death Wish &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Stubborn &amp;lt;br&amp;gt; Suspicious (Minor) || Agility d8 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d10 &amp;lt;br&amp;gt; Vigor d12 ||Armor +14 &amp;lt;br&amp;gt; Fearless &amp;lt;br&amp;gt; Healing (Requires Touch. Refresh. Selective) &amp;lt;br&amp;gt; Leaping (4&amp;quot; vertical/8&amp;quot; horizontal) &amp;lt;br&amp;gt; Melee Attack (see full character sheet) &amp;lt;br&amp;gt; Mind Shield &amp;lt;br&amp;gt; Push (Selective. Strong. Device) &amp;lt;/br&amp;gt; Super Attribute (+1 Agility, +1 Spirit, +2 Strength, +2 Vigor) &amp;lt;br&amp;gt; Super Edge (Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit) &amp;lt;br&amp;gt; Super Skill (Athletics +2, Fighting +3, Focus +1) &amp;lt;br&amp;gt; Teleport (Combat Teleport. Range x2. Must have line of effect (Cannot teleport through solid objects.)) &amp;lt;br&amp;gt; Toughness +2 &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC02| &#039;&#039;&#039;Hayley Elliot&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;The Electrician&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;electricity manipulator&#039;&#039; &amp;lt;br&amp;gt; ferretribution || 6&amp;quot; || 2 || 5 or 17(12) with equipment || AB: Super Powers &amp;lt;br&amp;gt; McGyver || Driven (Major) &amp;lt;br&amp;gt; Curious (Major) &amp;lt;br&amp;gt; Big Mouth (Minor) &amp;lt;br&amp;gt; Bad Eyes (Minor) || Agility d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Energy Control (electricity) &amp;lt;br&amp;gt; Env. Resistance (electricity) &amp;lt;br&amp;gt;  Interface &amp;lt;br&amp;gt; Invisibility &amp;lt;br&amp;gt; Machine Control &amp;lt;br&amp;gt; Ranged Attack &amp;lt;br&amp;gt; Wall Walker&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC03| &#039;&#039;&#039;Marko Mandl&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Cytokine&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;minion commander, plasma&#039;&#039; &amp;lt;br&amp;gt; Leliel || 6&amp;quot; || 4 || 9 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Common Bond &amp;lt;br&amp;gt; Investigator &amp;lt;br&amp;gt; Rich &amp;lt;br&amp;gt; || Alien Form &amp;lt;br&amp;gt;  Driven (minor, Needs to understand what his mother is doing) &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Outsider (minor, Looks like a small version of an infamous kaiju) || Agility d4 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Telekinesis (5): Fine Control 3, Range 2 &amp;lt;br&amp;gt; The Brood (Minions) (3) (13): Summonable 4, Super Powers 3&amp;lt;br&amp;gt;Levitation (Flight) (4)&amp;lt;br&amp;gt;Chitinous Membrane (Armor) (2)&lt;br /&gt;
&amp;lt;br&amp;gt;Plasma Burst (Attack, Ranged) (3): Cone 1 &amp;lt;br&amp;gt;Plasma Reconstruction (Healing): Restoration 2, Fatigue 2, Requires Touch -2 &amp;lt;br&amp;gt; Plasma Manipulation (Energy Control): Selective 2&amp;lt;br&amp;gt;Kaiju Physiology (Altered Form) &amp;lt;br&amp;gt; Brood Contamination (Poison) (2): Strong 2, Contingent (Enemy must be hit with a Plasma Burst or Plasma Manipulation) 0 (4) &amp;lt;b&amp;gt; Doesn&#039;t Breathe&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC04| &#039;&#039;&#039;Millicent &#039;Mills&#039; Astor&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Frostfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;blaster, elementalist&#039;&#039; &amp;lt;br&amp;gt; Stormraven || 6&amp;quot;/180&amp;quot; || 2 || 21 (16) || AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Scholar (Academics) || Curious &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Phobia: Claustrophobic &amp;lt;br&amp;gt; Quirk: Speaks in gaming terms &amp;lt;br&amp;gt; || Agility d6 &amp;lt;br&amp;gt; Smarts d10 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Armor 8 &amp;lt;br&amp;gt; Dodge 5 &amp;lt;br&amp;gt; Energy Control (cold) &amp;lt;br&amp;gt; Env. Resistance (cold, fire) &amp;lt;br&amp;gt; Flight &amp;lt;br&amp;gt; Obscure &amp;lt;br&amp;gt; Ranged Attack 4d6, AP 10&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC05| &#039;&#039;&#039; &#039;Jane Doe&#039; &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Wraith&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;melee ghost&#039;&#039; &amp;lt;br&amp;gt; Kaiya || 6&amp;quot; || 7 || 17 ||AB: Super Powers &amp;lt;br&amp;gt; Brawler || Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mute &amp;lt;br&amp;gt; Thin-Skinned || Agility d10 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d8 &amp;lt;br&amp;gt; Vigor d8 || Flight (1,200 MPH) &amp;lt;br&amp;gt; Regeneration (1/round; Regrowth) &amp;lt;br&amp;gt; Intangibility (Affect Others) &amp;lt;br&amp;gt; Toughness (+8) &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Melee Attack (+3d6; Heavy Weapon) &amp;lt;br&amp;gt; Super Attribute (Agility +1) &amp;lt;br&amp;gt; Ageless &amp;lt;br&amp;gt; Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC07| &#039;&#039;&#039; Faith &amp;quot;Lia&amp;quot; Guerrero &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;TBD&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;telekinetic&#039;&#039; &amp;lt;br&amp;gt; Eplov || 6&amp;quot;/24&amp;quot; || 5 || 18 (14) ||AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Elan &amp;lt;br&amp;gt; The Best There Is [telekinesis] &amp;lt;br&amp;gt; Work the Room || All Thumbs &amp;lt;br&amp;gt; Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mild-Mannered &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Small || Agility d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Telekinesis (30): Power x 12 (D12+9 STR +24, 12&amp;quot; range, Fine Control (+3) &amp;lt;br&amp;gt; Personal Force Field (Armor 7, Activation) &amp;lt;br&amp;gt; Flight (6): Pace: 24&amp;quot; &amp;lt;br&amp;gt; Extra Actions (6) &amp;lt;br&amp;gt; Super Skill: Focus (4) &amp;lt;br&amp;gt; Super Skill: Persuasion (2) &amp;lt;br&amp;gt; Whirlwind (No Range, Selective) &amp;lt;br&amp;gt; Dodge 3 (MBT, requires active Whirlwind)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other Recruits and Retired Heroes&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Powers !! Trusts !! Distrusts !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Matteo Centori &#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Hotshot&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Big guy&#039;&#039; || Blond, handsome, thousand-dollar smile || Arrogant, petty, charming  || Pilots a kaiju-sized mech || n/a || n/a ||Famous, wealthy, glory-hound&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jaylinn Hart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Heartfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Fire elementalist&#039;&#039; || Short blonde hair, sharkish grin || Confident, competitive || Heat projection, fire manipulation|| Hayley || Mills ||In a one-sided competition with Mills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rebecca &#039;Becky&#039; Fairfield&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Backfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Luck manipulator&#039;&#039; || Dark hair and eyes, withdrawn, rarely smiles || Lonely, bitter || Incredible luck and accuracy, bad luck to enemies || Gavin, Wraith || n/a ||Convinced she causes bad luck to others&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patrick Anderson&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Panorama&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Time/space warper&#039;&#039;|| Brown hair, wholesome jock features || Outwardly happy, inwardly jaded and fatalistic || Time/space warping, cannot inflict direct damage || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honey Sue Beauregard&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Southern Bell&#039;&#039;&#039; &amp;lt;br&amp;gt; Sonic projector || Pretty, dark blonde hair, freckles || Flirty and casual || Powerful sonic shrieks and sound manipulation || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rudy Duckett&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Rustbucket&#039;&#039;&#039; &amp;lt;br&amp;gt; Manipulate and rust metal || Curly ginger hair, very pale || Enthusiastic, clumsy, inefficient with powers || Causes rust and decay, warp and destroy metals || Gavin, Mills || n/a ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Project Gilgamesh Staff&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director Charles Sexton&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;Director of Project Gilgamesh&#039;&#039; ||  White male, late 50s, &amp;lt;br&amp;gt; cross between a military officer and a corporate CEO || Professional, reserved || Wealthy and influential&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sachiko Brooks&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Communications Officer&#039;&#039; || Half-Asian female, late 20s, &amp;lt;br&amp;gt; green eyes, brown hair, very pretty || Friendly, extroverted || Endlessly cheerful and optimistic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victor Rand&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief Engineer&#039;&#039; || White male, late 60s, scarred and weathered, &amp;lt;br&amp;gt; walks with a cane due to severe limp || Blunt and surly || Absolute wizard with anything mechanical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. August Frey&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Psychiatrist and counselor&#039;&#039; || White NB, late 30s, long angular face || Calm and non-judgmental || Willing to talk about anything, any time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Elena Voss&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Head scientist&#039;&#039; || White female, late 40s, severe features and graying hair || Crisp, professional, occasionally harsh || Brilliant scientist, relentless enemy of kaiju&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander Samuel &amp;quot;Ironclad&amp;quot; Kessler&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Tactical Advisor&#039;&#039; || Black male, late 50s, scarred but unbroken, &amp;lt;br&amp;gt; always wears reflective aviator glasses || Brusque, no-nonsense || Ex-military head of training and tactics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiana &amp;quot;Wavebreaker&amp;quot; Torres&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Pilot and aquatics specialist&#039;&#039; || Hawaiian/Latino female, late 20s, always smiling || Upbeat and enthusiastic || Low-tier superpowers, formerly the minor hero Wavebreaker&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Fiona Harkness&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief of Security&#039;&#039; || White female, mid-30s, flaming red hair and freckles, &amp;lt;br&amp;gt; never wears makeup || All business except when drinking or singing, then gets very emotional || Concerned with base security above all else&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Keiko Nakamura&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chef and quartermaster&#039;&#039; || Japanese female, late 50s, short and pudgy || Mothers &#039;&#039;everyone,&#039;&#039; no exceptions || Very competent and utterly fearless&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amara Singh&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Training coordinator&#039;&#039; || Indian female, mid 30s, tall and athletic || Cautious but encouraging || Former Olympic athlete, has a slight limp due to a kaiju attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Maxim Vostrikov&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Xenobiologist&#039;&#039; || White male, early 30s, black hair and hunched posture || Socially awkward, slightly arrogant || Assistant to Dr. Voss, fascinated by kaiju&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other NPCs&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Personality !! Powers !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Daniel Rutherford&#039;&#039;&#039; &amp;lt;br&amp;gt; Captain Cosmic &amp;lt;br&amp;gt; &#039;&#039;The Man of the Future&#039;&#039; ||  Confident, heroic. || Flight, invulnerability, super-strength, energy blasts || World&#039;s most powerful superhero&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Kaiju==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;status&#039;&#039;|| &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Known Powers&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dakkuma&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;deceased&#039;&#039; ||  Monstrous, hexapedal hybrid of insect and reptile || Sonic roar, laser eye-beams || Defeated by Captain Cosmic, left in the Marianas Trench&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Retired Heroes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC06| &#039;&#039;&#039;Sloan Snyder&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Kid Kaiju&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;growing brick&#039;&#039; &amp;lt;br&amp;gt; mysstic101 || 6&amp;quot; &amp;lt;br&amp;gt; or 10&amp;quot; || 6 || 8(2) &amp;lt;br&amp;gt; or 10(2) &amp;lt;br&amp;gt; or 15 &amp;lt;br&amp;gt; or 17 || AB: Super Powers &amp;lt;br&amp;gt; Berserk &amp;lt;br&amp;gt; Best There Is &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Frenzy &amp;lt;br&amp;gt; Improved Frenzy &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Menacing || Loyal: teammates (minor) &amp;lt;br&amp;gt; Ruthless: makes hard calls (minor) &amp;lt;br&amp;gt; Shamed: past collateral dmg (major) &amp;lt;br&amp;gt; Ugly: looks like a kaiju (major) || Agility d8 &amp;lt;br&amp;gt; Smarts d4 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; (or d8) &amp;lt;br&amp;gt; (or d12+6) &amp;lt;br&amp;gt; (or d12+7) &amp;lt;br&amp;gt; Vigor d8 ||Growth 9: 50&#039; tall, 164 tons, Durable, Swat, can be mistaken for Kaiju &amp;lt;br&amp;gt; Altered Form 3: No fall dmg, 1/2 collision, 1/2 knockback &amp;lt;br&amp;gt; Hardy 2: 2nd Shaken doesn&#039;t Wound &amp;lt;br&amp;gt; Leaping 3: 8&amp;quot; vertical/16&amp;quot; horizontal, Death From Above &amp;lt;br&amp;gt; Melee Attack +3d6 (Claws +2d6), +2 climbing, Heavy Weapon &amp;lt;br&amp;gt; Super Attribute 2 (Agility d6-&amp;gt;d8, Vigor d6-&amp;gt;d8) &amp;lt;br&amp;gt; Super Edge 3 (Combat Reflexes, Frenzy, Improved Frenzy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Setting Rules===&lt;br /&gt;
*&#039;&#039;&#039;An Arm And A Leg:&#039;&#039;&#039; If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Combined Attacks:&#039;&#039;&#039; Support an ally’s attack to deal +2 damage, +4 with a raise&lt;br /&gt;
*&#039;&#039;&#039;Comic Book Combat:&#039;&#039;&#039; Combined Attacks, Knockback, Power Stunts, Synergy&lt;br /&gt;
*&#039;&#039;&#039;Conviction:&#039;&#039;&#039; Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.&lt;br /&gt;
*&#039;&#039;&#039;Expanded Conviction:&#039;&#039;&#039; In addition to the standard uses, Conviction can be spent to:&lt;br /&gt;
**Reroll a Critical Failure.&lt;br /&gt;
**Force an enemy to reroll a single Trait roll and use the new roll.&lt;br /&gt;
**Negate a Benny used by another character.&lt;br /&gt;
**Conviction may be gifted to another character who is Trusted (see below) for immediate use.&lt;br /&gt;
*&#039;&#039;&#039;Death &amp;amp; Defeat:&#039;&#039;&#039; A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.&lt;br /&gt;
*&#039;&#039;&#039;Larger Than Life:&#039;&#039;&#039; Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Destruction:&#039;&#039;&#039; Superpowers and kaiju attacks cause massive property damage.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Heroes start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Never Surrender:&#039;&#039;&#039; Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.&lt;br /&gt;
*&#039;&#039;&#039;No Finishing Moves:&#039;&#039;&#039; Downed Wild Cards are immune to Finishing Moves&lt;br /&gt;
*&#039;&#039;&#039;Popcorn Initiative:&#039;&#039;&#039; Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.&lt;br /&gt;
*&#039;&#039;&#039;Throwdown:&#039;&#039;&#039; Ignore the Unarmed Defender rule.&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
When characters become severely upset or emotionally hurt they may become &#039;&#039;&#039;Stressed.&#039;&#039;&#039; Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.&lt;br /&gt;
&lt;br /&gt;
A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so. &lt;br /&gt;
&lt;br /&gt;
If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.&lt;br /&gt;
&lt;br /&gt;
Stressed is a special status effect in that it does not fade naturally; instead, a character must make a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).&lt;br /&gt;
&lt;br /&gt;
There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; while their friend rolls to &#039;&#039;&#039;Support.&#039;&#039;&#039; This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!&lt;br /&gt;
&lt;br /&gt;
If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.&lt;br /&gt;
&lt;br /&gt;
===Trust and Distrust===&lt;br /&gt;
The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trust:&#039;&#039;&#039; When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.&lt;br /&gt;
&lt;br /&gt;
When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral:&#039;&#039;&#039; The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distrust:&#039;&#039;&#039; When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them. &lt;br /&gt;
&lt;br /&gt;
You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.&lt;br /&gt;
&lt;br /&gt;
Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.&lt;br /&gt;
&lt;br /&gt;
A character may decide to change their opinion on another character at any time, but not more than once per day.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485857</id>
		<title>Neon Xtinction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485857"/>
		<updated>2026-04-17T00:17:53Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Other Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NX_background.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit.&lt;br /&gt;
&lt;br /&gt;
Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. Some were clearly allegorical, representing fears, sins, and natural disasters, but some truly existed, endangering humanity with their terrible power. But when a monster threatens, heroes rise to stop it.&lt;br /&gt;
&lt;br /&gt;
In 1954 the first kaiju, Dakkuma, emerged in Japan and proceeded to lay waste to the city of Okinawa. The monstrous reptile-arthropod hybrid was soon engaged by Captain Cosmic, the world’s preeminent (and most powerful) superhero. Their battle lasted for three days, covered hundreds of miles, and ended with Captain Cosmic tired but triumphant and Dakkuma apparently dead at the bottom of the Marianas Trench.&lt;br /&gt;
&lt;br /&gt;
Since then, the kaiju have become a constant threat to humanity: building-sized monstrosities resembling no form of natural life, but with traits of reptiles, insects, crustaceans, and stranger things, possibly massive strength, limitless endurance, and strange and alien powers. They appear without warning, often from the sea or from large stretches of wilderness, and seem driven to crush and destroy the cities of humanity. Since the appearance and fall of Dakkuma there have been many more, and of late their attacks have increased in frequency and intensity.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the rise of the kaiju, supers - always a rare presence in the world - have become more common, and have demonstrated increasingly potent powers. Though none has yet come to light who can match the powers of Captain Cosmic, the masked vigilantes and super-athletes of old have given way to supers with far greater powers, including flight, elemental control, strength and toughness almost equal that of a kaiju, and more exotic abilities.&lt;br /&gt;
&lt;br /&gt;
Project Gilgamesh was founded to make use of these young heroes and their talents. The brainchild of TITAN, the Tactical Initiative for Threat Anomaly Neutralization, Project Gilgamesh recruits teenagers who demonstrate extraordinary superhuman abilities with the aim of training them into a fighting force capable of defending humanity against the increasing threat of the kaiju.&lt;br /&gt;
&lt;br /&gt;
The first recruits for Project Gilgamesh have been gathered.&lt;br /&gt;
&lt;br /&gt;
This is their story.&lt;br /&gt;
&lt;br /&gt;
==The Heroes==&lt;br /&gt;
[[File:NX_silhouettes.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC01| &#039;&#039;&#039;Gavin Lawrence Reiher&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Lionheart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;super-knight&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 6&amp;quot; || 8 || 24(14) || Alertness &amp;lt;br&amp;gt; AB: Super Powers &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Nerves of Steel (Improved) &amp;lt;br&amp;gt; Take the Hit &amp;lt;br&amp;gt; || Code of Honor &amp;lt;br&amp;gt; Death Wish &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Stubborn &amp;lt;br&amp;gt; Suspicious (Minor) || Agility d8 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d10 &amp;lt;br&amp;gt; Vigor d12 ||Armor +14 &amp;lt;br&amp;gt; Fearless &amp;lt;br&amp;gt; Healing (Requires Touch. Refresh. Selective) &amp;lt;br&amp;gt; Leaping (4&amp;quot; vertical/8&amp;quot; horizontal) &amp;lt;br&amp;gt; Melee Attack (see full character sheet) &amp;lt;br&amp;gt; Mind Shield &amp;lt;br&amp;gt; Push (Selective. Strong. Device) &amp;lt;/br&amp;gt; Super Attribute (+1 Agility, +1 Spirit, +2 Strength, +2 Vigor) &amp;lt;br&amp;gt; Super Edge (Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit) &amp;lt;br&amp;gt; Super Skill (Athletics +2, Fighting +3, Focus +1) &amp;lt;br&amp;gt; Teleport (Combat Teleport. Range x2. Must have line of effect (Cannot teleport through solid objects.)) &amp;lt;br&amp;gt; Toughness +2 &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC02| &#039;&#039;&#039;Hayley Elliot&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;The Electrician&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;electricity manipulator&#039;&#039; &amp;lt;br&amp;gt; ferretribution || 6&amp;quot; || 2 || 5 or 17(12) with equipment || AB: Super Powers &amp;lt;br&amp;gt; McGyver || Driven (Major) &amp;lt;br&amp;gt; Curious (Major) &amp;lt;br&amp;gt; Big Mouth (Minor) &amp;lt;br&amp;gt; Bad Eyes (Minor) || Agility d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Energy Control (electricity) &amp;lt;br&amp;gt; Env. Resistance (electricity) &amp;lt;br&amp;gt;  Interface &amp;lt;br&amp;gt; Invisibility &amp;lt;br&amp;gt; Machine Control &amp;lt;br&amp;gt; Ranged Attack &amp;lt;br&amp;gt; Wall Walker&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC03| &#039;&#039;&#039;Marko Mandl&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Cytokine&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;minion commander, plasma&#039;&#039; &amp;lt;br&amp;gt; Leliel || 6&amp;quot; || 4 || 9 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Common Bond &amp;lt;br&amp;gt; Investigator &amp;lt;br&amp;gt; Rich &amp;lt;br&amp;gt; || Alien Form &amp;lt;br&amp;gt;  Driven (minor, Needs to understand what his mother is doing) &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Outsider (minor, Looks like a small version of an infamous kaiju) || Agility d4 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Telekinesis (5): Fine Control 3, Range 2 &amp;lt;br&amp;gt; The Brood (Minions) (3) (13): Summonable 4, Super Powers 3&amp;lt;br&amp;gt;Levitation (Flight) (4)&amp;lt;br&amp;gt;Chitinous Membrane (Armor) (2)&lt;br /&gt;
&amp;lt;br&amp;gt;Plasma Burst (Attack, Ranged) (3): Cone 1 &amp;lt;br&amp;gt;Plasma Reconstruction (Healing): Restoration 2, Fatigue 2, Requires Touch -2 &amp;lt;br&amp;gt; Plasma Manipulation (Energy Control): Selective 2&amp;lt;br&amp;gt;Kaiju Physiology (Altered Form) &amp;lt;br&amp;gt; Brood Contamination (Poison) (2): Strong 2, Contingent (Enemy must be hit with a Plasma Burst or Plasma Manipulation) 0 (4) &amp;lt;b&amp;gt; Doesn&#039;t Breathe&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC04| &#039;&#039;&#039;Millicent &#039;Mills&#039; Astor&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Frostfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;blaster, elementalist&#039;&#039; &amp;lt;br&amp;gt; Stormraven || 6&amp;quot;/180&amp;quot; || 2 || 21 (16) || AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Scholar (Academics) || Curious &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Phobia: Claustrophobic &amp;lt;br&amp;gt; Quirk: Speaks in gaming terms &amp;lt;br&amp;gt; || Agility d6 &amp;lt;br&amp;gt; Smarts d10 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Armor 8 &amp;lt;br&amp;gt; Dodge 5 &amp;lt;br&amp;gt; Energy Control (cold) &amp;lt;br&amp;gt; Env. Resistance (cold, fire) &amp;lt;br&amp;gt; Flight &amp;lt;br&amp;gt; Obscure &amp;lt;br&amp;gt; Ranged Attack 4d6, AP 10&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC05| &#039;&#039;&#039; &#039;Jane Doe&#039; &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Wraith&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;melee ghost&#039;&#039; &amp;lt;br&amp;gt; Kaiya || 6&amp;quot; || 7 || 17 ||AB: Super Powers &amp;lt;br&amp;gt; Brawler || Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mute &amp;lt;br&amp;gt; Thin-Skinned || Agility d10 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d8 &amp;lt;br&amp;gt; Vigor d8 || Flight (1,200 MPH) &amp;lt;br&amp;gt; Regeneration (1/round; Regrowth) &amp;lt;br&amp;gt; Intangibility (Affect Others) &amp;lt;br&amp;gt; Toughness (+8) &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Melee Attack (+3d6; Heavy Weapon) &amp;lt;br&amp;gt; Super Attribute (Agility +1) &amp;lt;br&amp;gt; Ageless &amp;lt;br&amp;gt; Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC07| &#039;&#039;&#039; Faith &amp;quot;Lia&amp;quot; Guerrero &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;TBD&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;telekinetic&#039;&#039; &amp;lt;br&amp;gt; Eplov || 6&amp;quot;/24&amp;quot; || 5 || 8 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Alertness &amp;lt;br&amp;gt; Elan &amp;lt;br&amp;gt; The Best There Is [telekinesis] &amp;lt;br&amp;gt; Work the Room || All Thumbs &amp;lt;br&amp;gt; Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mild-Mannered &amp;lt;br&amp;gt; Quirk (distrusts tech) &amp;lt;br&amp;gt; Small || Agility d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Telekinesis (29): Power x 10 (D12+7 STR, +20) 24&amp;quot; range (+2) Heavy Weapon (+1) Fine Control (+3) &amp;lt;br&amp;gt; Force Field (15): Area +4 (LBT) Selective +1 &amp;lt;br&amp;gt; Flight (6): Pace: 24&amp;quot; &amp;lt;br&amp;gt; Extra Actions (6) &amp;lt;br&amp;gt; Super Skill: Focus (3) &amp;lt;br&amp;gt; Super Skill: Persuasion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other Recruits and Retired Heroes&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Powers !! Trusts !! Distrusts !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Matteo Centori &#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Hotshot&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Big guy&#039;&#039; || Blond, handsome, thousand-dollar smile || Arrogant, petty, charming  || Pilots a kaiju-sized mech || n/a || n/a ||Famous, wealthy, glory-hound&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jaylinn Hart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Heartfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Fire elementalist&#039;&#039; || Short blonde hair, sharkish grin || Confident, competitive || Heat projection, fire manipulation|| Hayley || Mills ||In a one-sided competition with Mills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rebecca &#039;Becky&#039; Fairfield&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Backfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Luck manipulator&#039;&#039; || Dark hair and eyes, withdrawn, rarely smiles || Lonely, bitter || Incredible luck and accuracy, bad luck to enemies || Gavin, Wraith || n/a ||Convinced she causes bad luck to others&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patrick Anderson&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Panorama&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Time/space warper&#039;&#039;|| Brown hair, wholesome jock features || Outwardly happy, inwardly jaded and fatalistic || Time/space warping, cannot inflict direct damage || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honey Sue Beauregard&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Southern Bell&#039;&#039;&#039; &amp;lt;br&amp;gt; Sonic projector || Pretty, dark blonde hair, freckles || Flirty and casual || Powerful sonic shrieks and sound manipulation || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rudy Duckett&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Rustbucket&#039;&#039;&#039; &amp;lt;br&amp;gt; Manipulate and rust metal || Curly ginger hair, very pale || Enthusiastic, clumsy, inefficient with powers || Causes rust and decay, warp and destroy metals || Gavin, Mills || n/a ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Project Gilgamesh Staff&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director Charles Sexton&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;Director of Project Gilgamesh&#039;&#039; ||  White male, late 50s, &amp;lt;br&amp;gt; cross between a military officer and a corporate CEO || Professional, reserved || Wealthy and influential&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sachiko Brooks&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Communications Officer&#039;&#039; || Half-Asian female, late 20s, &amp;lt;br&amp;gt; green eyes, brown hair, very pretty || Friendly, extroverted || Endlessly cheerful and optimistic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victor Rand&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief Engineer&#039;&#039; || White male, late 60s, scarred and weathered, &amp;lt;br&amp;gt; walks with a cane due to severe limp || Blunt and surly || Absolute wizard with anything mechanical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. August Frey&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Psychiatrist and counselor&#039;&#039; || White NB, late 30s, long angular face || Calm and non-judgmental || Willing to talk about anything, any time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Elena Voss&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Head scientist&#039;&#039; || White female, late 40s, severe features and graying hair || Crisp, professional, occasionally harsh || Brilliant scientist, relentless enemy of kaiju&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander Samuel &amp;quot;Ironclad&amp;quot; Kessler&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Tactical Advisor&#039;&#039; || Black male, late 50s, scarred but unbroken, &amp;lt;br&amp;gt; always wears reflective aviator glasses || Brusque, no-nonsense || Ex-military head of training and tactics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiana &amp;quot;Wavebreaker&amp;quot; Torres&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Pilot and aquatics specialist&#039;&#039; || Hawaiian/Latino female, late 20s, always smiling || Upbeat and enthusiastic || Low-tier superpowers, formerly the minor hero Wavebreaker&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Fiona Harkness&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief of Security&#039;&#039; || White female, mid-30s, flaming red hair and freckles, &amp;lt;br&amp;gt; never wears makeup || All business except when drinking or singing, then gets very emotional || Concerned with base security above all else&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Keiko Nakamura&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chef and quartermaster&#039;&#039; || Japanese female, late 50s, short and pudgy || Mothers &#039;&#039;everyone,&#039;&#039; no exceptions || Very competent and utterly fearless&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amara Singh&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Training coordinator&#039;&#039; || Indian female, mid 30s, tall and athletic || Cautious but encouraging || Former Olympic athlete, has a slight limp due to a kaiju attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Maxim Vostrikov&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Xenobiologist&#039;&#039; || White male, early 30s, black hair and hunched posture || Socially awkward, slightly arrogant || Assistant to Dr. Voss, fascinated by kaiju&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other NPCs&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Personality !! Powers !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Daniel Rutherford&#039;&#039;&#039; &amp;lt;br&amp;gt; Captain Cosmic &amp;lt;br&amp;gt; &#039;&#039;The Man of the Future&#039;&#039; ||  Confident, heroic. || Flight, invulnerability, super-strength, energy blasts || World&#039;s most powerful superhero&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Kaiju==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;status&#039;&#039;|| &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Known Powers&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dakkuma&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;deceased&#039;&#039; ||  Monstrous, hexapedal hybrid of insect and reptile || Sonic roar, laser eye-beams || Defeated by Captain Cosmic, left in the Marianas Trench&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Retired Heroes==&lt;br /&gt;
==The Heroes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC06| &#039;&#039;&#039;Sloan Snyder&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Kid Kaiju&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;growing brick&#039;&#039; &amp;lt;br&amp;gt; mysstic101 || 6&amp;quot; &amp;lt;br&amp;gt; or 10&amp;quot; || 6 || 8(2) &amp;lt;br&amp;gt; or 10(2) &amp;lt;br&amp;gt; or 15 &amp;lt;br&amp;gt; or 17 || AB: Super Powers &amp;lt;br&amp;gt; Berserk &amp;lt;br&amp;gt; Best There Is &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Frenzy &amp;lt;br&amp;gt; Improved Frenzy &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Menacing || Loyal: teammates (minor) &amp;lt;br&amp;gt; Ruthless: makes hard calls (minor) &amp;lt;br&amp;gt; Shamed: past collateral dmg (major) &amp;lt;br&amp;gt; Ugly: looks like a kaiju (major) || Agility d8 &amp;lt;br&amp;gt; Smarts d4 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; (or d8) &amp;lt;br&amp;gt; (or d12+6) &amp;lt;br&amp;gt; (or d12+7) &amp;lt;br&amp;gt; Vigor d8 ||Growth 9: 50&#039; tall, 164 tons, Durable, Swat, can be mistaken for Kaiju &amp;lt;br&amp;gt; Altered Form 3: No fall dmg, 1/2 collision, 1/2 knockback &amp;lt;br&amp;gt; Hardy 2: 2nd Shaken doesn&#039;t Wound &amp;lt;br&amp;gt; Leaping 3: 8&amp;quot; vertical/16&amp;quot; horizontal, Death From Above &amp;lt;br&amp;gt; Melee Attack +3d6 (Claws +2d6), +2 climbing, Heavy Weapon &amp;lt;br&amp;gt; Super Attribute 2 (Agility d6-&amp;gt;d8, Vigor d6-&amp;gt;d8) &amp;lt;br&amp;gt; Super Edge 3 (Combat Reflexes, Frenzy, Improved Frenzy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Setting Rules===&lt;br /&gt;
*&#039;&#039;&#039;An Arm And A Leg:&#039;&#039;&#039; If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Combined Attacks:&#039;&#039;&#039; Support an ally’s attack to deal +2 damage, +4 with a raise&lt;br /&gt;
*&#039;&#039;&#039;Comic Book Combat:&#039;&#039;&#039; Combined Attacks, Knockback, Power Stunts, Synergy&lt;br /&gt;
*&#039;&#039;&#039;Conviction:&#039;&#039;&#039; Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.&lt;br /&gt;
*&#039;&#039;&#039;Expanded Conviction:&#039;&#039;&#039; In addition to the standard uses, Conviction can be spent to:&lt;br /&gt;
**Reroll a Critical Failure.&lt;br /&gt;
**Force an enemy to reroll a single Trait roll and use the new roll.&lt;br /&gt;
**Negate a Benny used by another character.&lt;br /&gt;
**Conviction may be gifted to another character who is Trusted (see below) for immediate use.&lt;br /&gt;
*&#039;&#039;&#039;Death &amp;amp; Defeat:&#039;&#039;&#039; A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.&lt;br /&gt;
*&#039;&#039;&#039;Larger Than Life:&#039;&#039;&#039; Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Destruction:&#039;&#039;&#039; Superpowers and kaiju attacks cause massive property damage.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Heroes start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Never Surrender:&#039;&#039;&#039; Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.&lt;br /&gt;
*&#039;&#039;&#039;No Finishing Moves:&#039;&#039;&#039; Downed Wild Cards are immune to Finishing Moves&lt;br /&gt;
*&#039;&#039;&#039;Popcorn Initiative:&#039;&#039;&#039; Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.&lt;br /&gt;
*&#039;&#039;&#039;Throwdown:&#039;&#039;&#039; Ignore the Unarmed Defender rule.&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
When characters become severely upset or emotionally hurt they may become &#039;&#039;&#039;Stressed.&#039;&#039;&#039; Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.&lt;br /&gt;
&lt;br /&gt;
A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so. &lt;br /&gt;
&lt;br /&gt;
If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.&lt;br /&gt;
&lt;br /&gt;
Stressed is a special status effect in that it does not fade naturally; instead, a character must make a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).&lt;br /&gt;
&lt;br /&gt;
There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; while their friend rolls to &#039;&#039;&#039;Support.&#039;&#039;&#039; This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!&lt;br /&gt;
&lt;br /&gt;
If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.&lt;br /&gt;
&lt;br /&gt;
===Trust and Distrust===&lt;br /&gt;
The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trust:&#039;&#039;&#039; When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.&lt;br /&gt;
&lt;br /&gt;
When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral:&#039;&#039;&#039; The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distrust:&#039;&#039;&#039; When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them. &lt;br /&gt;
&lt;br /&gt;
You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.&lt;br /&gt;
&lt;br /&gt;
Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.&lt;br /&gt;
&lt;br /&gt;
A character may decide to change their opinion on another character at any time, but not more than once per day.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485846</id>
		<title>Neon Xtinction</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Neon_Xtinction&amp;diff=485846"/>
		<updated>2026-04-16T03:51:15Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NX_background.png|center]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
As far back as records have been kept, there have always been those with extraordinary abilities. Heroes and demigods, legends and myths, their exploits are woven through history. They are supers, men and women born with - or gifted - incredible powers, to be used for good or evil as they see fit.&lt;br /&gt;
&lt;br /&gt;
Likewise, monsters have always been a part of human history - enormous beasts, terrible predators, and hybrids that belong to no sane world. Some were clearly allegorical, representing fears, sins, and natural disasters, but some truly existed, endangering humanity with their terrible power. But when a monster threatens, heroes rise to stop it.&lt;br /&gt;
&lt;br /&gt;
In 1954 the first kaiju, Dakkuma, emerged in Japan and proceeded to lay waste to the city of Okinawa. The monstrous reptile-arthropod hybrid was soon engaged by Captain Cosmic, the world’s preeminent (and most powerful) superhero. Their battle lasted for three days, covered hundreds of miles, and ended with Captain Cosmic tired but triumphant and Dakkuma apparently dead at the bottom of the Marianas Trench.&lt;br /&gt;
&lt;br /&gt;
Since then, the kaiju have become a constant threat to humanity: building-sized monstrosities resembling no form of natural life, but with traits of reptiles, insects, crustaceans, and stranger things, possibly massive strength, limitless endurance, and strange and alien powers. They appear without warning, often from the sea or from large stretches of wilderness, and seem driven to crush and destroy the cities of humanity. Since the appearance and fall of Dakkuma there have been many more, and of late their attacks have increased in frequency and intensity.&lt;br /&gt;
&lt;br /&gt;
Coinciding with the rise of the kaiju, supers - always a rare presence in the world - have become more common, and have demonstrated increasingly potent powers. Though none has yet come to light who can match the powers of Captain Cosmic, the masked vigilantes and super-athletes of old have given way to supers with far greater powers, including flight, elemental control, strength and toughness almost equal that of a kaiju, and more exotic abilities.&lt;br /&gt;
&lt;br /&gt;
Project Gilgamesh was founded to make use of these young heroes and their talents. The brainchild of TITAN, the Tactical Initiative for Threat Anomaly Neutralization, Project Gilgamesh recruits teenagers who demonstrate extraordinary superhuman abilities with the aim of training them into a fighting force capable of defending humanity against the increasing threat of the kaiju.&lt;br /&gt;
&lt;br /&gt;
The first recruits for Project Gilgamesh have been gathered.&lt;br /&gt;
&lt;br /&gt;
This is their story.&lt;br /&gt;
&lt;br /&gt;
==The Heroes==&lt;br /&gt;
[[File:NX_silhouettes.png]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC01| &#039;&#039;&#039;Gavin Lawrence Reiher&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Lionheart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;super-knight&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 6&amp;quot; || 8 || 24(14) || Alertness &amp;lt;br&amp;gt; AB: Super Powers &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Nerves of Steel (Improved) &amp;lt;br&amp;gt; Take the Hit &amp;lt;br&amp;gt; || Code of Honor &amp;lt;br&amp;gt; Death Wish &amp;lt;br&amp;gt; Loyal &amp;lt;br&amp;gt; Stubborn &amp;lt;br&amp;gt; Suspicious (Minor) || Agility d8 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d10 &amp;lt;br&amp;gt; Vigor d12 ||Armor +14 &amp;lt;br&amp;gt; Fearless &amp;lt;br&amp;gt; Healing (Requires Touch. Refresh. Selective) &amp;lt;br&amp;gt; Leaping (4&amp;quot; vertical/8&amp;quot; horizontal) &amp;lt;br&amp;gt; Melee Attack (see full character sheet) &amp;lt;br&amp;gt; Mind Shield &amp;lt;br&amp;gt; Push (Selective. Strong. Device) &amp;lt;/br&amp;gt; Super Attribute (+1 Agility, +1 Spirit, +2 Strength, +2 Vigor) &amp;lt;br&amp;gt; Super Edge (Alertness, Combat Reflexes, Improved Nerves of Steel, Iron Jaw, Take the Hit) &amp;lt;br&amp;gt; Super Skill (Athletics +2, Fighting +3, Focus +1) &amp;lt;br&amp;gt; Teleport (Combat Teleport. Range x2. Must have line of effect (Cannot teleport through solid objects.)) &amp;lt;br&amp;gt; Toughness +2 &amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC02| &#039;&#039;&#039;Hayley Elliot&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;The Electrician&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;electricity manipulator&#039;&#039; &amp;lt;br&amp;gt; ferretribution || 6&amp;quot; || 2 || 5 or 17(12) with equipment || AB: Super Powers &amp;lt;br&amp;gt; McGyver || Driven (Major) &amp;lt;br&amp;gt; Curious (Major) &amp;lt;br&amp;gt; Big Mouth (Minor) &amp;lt;br&amp;gt; Bad Eyes (Minor) || Agility d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d10 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Energy Control (electricity) &amp;lt;br&amp;gt; Env. Resistance (electricity) &amp;lt;br&amp;gt;  Interface &amp;lt;br&amp;gt; Invisibility &amp;lt;br&amp;gt; Machine Control &amp;lt;br&amp;gt; Ranged Attack &amp;lt;br&amp;gt; Wall Walker&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC03| &#039;&#039;&#039;Marko Mandl&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Cytokine&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;minion commander, plasma&#039;&#039; &amp;lt;br&amp;gt; Leliel || 6&amp;quot; || 4 || 9 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Common Bond &amp;lt;br&amp;gt; Investigator &amp;lt;br&amp;gt; Rich &amp;lt;br&amp;gt; || Alien Form &amp;lt;br&amp;gt;  Driven (minor, Needs to understand what his mother is doing) &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Outsider (minor, Looks like a small version of an infamous kaiju) || Agility d4 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Telekinesis (5): Fine Control 3, Range 2 &amp;lt;br&amp;gt; The Brood (Minions) (3) (13): Summonable 4, Super Powers 3&amp;lt;br&amp;gt;Levitation (Flight) (4)&amp;lt;br&amp;gt;Chitinous Membrane (Armor) (2)&lt;br /&gt;
&amp;lt;br&amp;gt;Plasma Burst (Attack, Ranged) (3): Cone 1 &amp;lt;br&amp;gt;Plasma Reconstruction (Healing): Restoration 2, Fatigue 2, Requires Touch -2 &amp;lt;br&amp;gt; Plasma Manipulation (Energy Control): Selective 2&amp;lt;br&amp;gt;Kaiju Physiology (Altered Form) &amp;lt;br&amp;gt; Brood Contamination (Poison) (2): Strong 2, Contingent (Enemy must be hit with a Plasma Burst or Plasma Manipulation) 0 (4) &amp;lt;b&amp;gt; Doesn&#039;t Breathe&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC04| &#039;&#039;&#039;Millicent &#039;Mills&#039; Astor&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Frostfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;blaster, elementalist&#039;&#039; &amp;lt;br&amp;gt; Stormraven || 6&amp;quot;/180&amp;quot; || 2 || 21 (16) || AB: Super Powers &amp;lt;br&amp;gt; Attractive &amp;lt;br&amp;gt; Scholar (Academics) || Curious &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Phobia: Claustrophobic &amp;lt;br&amp;gt; Quirk: Speaks in gaming terms &amp;lt;br&amp;gt; || Agility d6 &amp;lt;br&amp;gt; Smarts d10 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 ||Armor 8 &amp;lt;br&amp;gt; Dodge 5 &amp;lt;br&amp;gt; Energy Control (cold) &amp;lt;br&amp;gt; Env. Resistance (cold, fire) &amp;lt;br&amp;gt; Flight &amp;lt;br&amp;gt; Obscure &amp;lt;br&amp;gt; Ranged Attack 4d6, AP 10&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC05| &#039;&#039;&#039; &#039;Jane Doe&#039; &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Wraith&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;melee ghost&#039;&#039; &amp;lt;br&amp;gt; Kaiya || 6&amp;quot; || 7 || 17 ||AB: Super Powers &amp;lt;br&amp;gt; Brawler || Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mute &amp;lt;br&amp;gt; Thin-Skinned || Agility d10 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d8 &amp;lt;br&amp;gt; Vigor d8 || Flight (1,200 MPH) &amp;lt;br&amp;gt; Regeneration (1/round; Regrowth) &amp;lt;br&amp;gt; Intangibility (Affect Others) &amp;lt;br&amp;gt; Toughness (+8) &amp;lt;br&amp;gt; Undead &amp;lt;br&amp;gt; Melee Attack (+3d6; Heavy Weapon) &amp;lt;br&amp;gt; Super Attribute (Agility +1) &amp;lt;br&amp;gt; Ageless &amp;lt;br&amp;gt; Mind Shield&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC07| &#039;&#039;&#039; Faith &amp;quot;Lia&amp;quot; Guerrero &#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;TBD&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;telekinetic&#039;&#039; &amp;lt;br&amp;gt; Eplov || 6&amp;quot;/24&amp;quot; || 5 || 8 (4) ||AB: Super Powers &amp;lt;br&amp;gt; Alertness &amp;lt;br&amp;gt; Elan &amp;lt;br&amp;gt; The Best There Is [telekinesis] &amp;lt;br&amp;gt; Work the Room || All Thumbs &amp;lt;br&amp;gt; Distinctive Appearance &amp;lt;br&amp;gt; Heroic &amp;lt;br&amp;gt; Mild-Mannered &amp;lt;br&amp;gt; Quirk (distrusts tech) &amp;lt;br&amp;gt; Small || Agility d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d6 || Telekinesis (29): Power x 10 (D12+7 STR, +20) 24&amp;quot; range (+2) Heavy Weapon (+1) Fine Control (+3) &amp;lt;br&amp;gt; Force Field (15): Area +4 (LBT) Selective +1 &amp;lt;br&amp;gt; Flight (6): Pace: 24&amp;quot; &amp;lt;br&amp;gt; Extra Actions (6) &amp;lt;br&amp;gt; Super Skill: Focus (3) &amp;lt;br&amp;gt; Super Skill: Persuasion&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Other Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other Recruits and Retired Heroes&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Powers !! Trusts !! Distrusts !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Matteo Centori &#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Hotshot&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Big guy&#039;&#039; || Blond, handsome, thousand-dollar smile || Arrogant, petty, charming  || Pilots a kaiju-sized mech || n/a || n/a ||Famous, wealthy, glory-hound&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Jaylinn Hart&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Heartfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Fire elementalist&#039;&#039; || Short blonde hair, sharkish grin || Confident, competitive || Heat projection, fire manipulation|| n/a || n/a ||In a one-sided competition with Mills&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rebecca &#039;Becky&#039; Fairfield&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Backfire&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Luck manipulator&#039;&#039; || Dark hair and eyes, withdrawn, rarely smiles || Lonely, bitter || Incredible luck and accuracy, bad luck to enemies || Gavin || n/a ||Convinced she causes bad luck to others&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patrick Anderson&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Panorama&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Time/space warper&#039;&#039;|| Brown hair, wholesome jock features || Outwardly happy, inwardly jaded and fatalistic || Time/space warping, cannot inflict direct damage || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honey Sue Beauregard&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Southern Bell&#039;&#039;&#039; &amp;lt;br&amp;gt; Sonic projector || Pretty, dark blonde hair, freckles || Flirty and casual || Powerful sonic shrieks and sound manipulation || n/a || n/a ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rudy Duckett&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;Rustbucket&#039;&#039;&#039; &amp;lt;br&amp;gt; Manipulate and rust metal || Curly ginger hair, very pale || Enthusiastic, clumsy, inefficient with powers || Causes rust and decay, warp and destroy metals || Gavin, Mills || n/a ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Project Gilgamesh Staff&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; role !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Director Charles Sexton&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;Director of Project Gilgamesh&#039;&#039; ||  White male, late 50s, &amp;lt;br&amp;gt; cross between a military officer and a corporate CEO || Professional, reserved || Wealthy and influential&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sachiko Brooks&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Communications Officer&#039;&#039; || Half-Asian female, late 20s, &amp;lt;br&amp;gt; green eyes, brown hair, very pretty || Friendly, extroverted || Endlessly cheerful and optimistic&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victor Rand&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief Engineer&#039;&#039; || White male, late 60s, scarred and weathered, &amp;lt;br&amp;gt; walks with a cane due to severe limp || Blunt and surly || Absolute wizard with anything mechanical&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. August Frey&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Psychiatrist and counselor&#039;&#039; || White NB, late 30s, long angular face || Calm and non-judgmental || Willing to talk about anything, any time&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Elena Voss&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Head scientist&#039;&#039; || White female, late 40s, severe features and graying hair || Crisp, professional, occasionally harsh || Brilliant scientist, relentless enemy of kaiju&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander Samuel &amp;quot;Ironclad&amp;quot; Kessler&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Tactical Advisor&#039;&#039; || Black male, late 50s, scarred but unbroken, &amp;lt;br&amp;gt; always wears reflective aviator glasses || Brusque, no-nonsense || Ex-military head of training and tactics&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kiana &amp;quot;Wavebreaker&amp;quot; Torres&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Pilot and aquatics specialist&#039;&#039; || Hawaiian/Latino female, late 20s, always smiling || Upbeat and enthusiastic || Low-tier superpowers, formerly the minor hero Wavebreaker&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Fiona Harkness&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chief of Security&#039;&#039; || White female, mid-30s, flaming red hair and freckles, &amp;lt;br&amp;gt; never wears makeup || All business except when drinking or singing, then gets very emotional || Concerned with base security above all else&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Keiko Nakamura&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Chef and quartermaster&#039;&#039; || Japanese female, late 50s, short and pudgy || Mothers &#039;&#039;everyone,&#039;&#039; no exceptions || Very competent and utterly fearless&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amara Singh&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Training coordinator&#039;&#039; || Indian female, mid 30s, tall and athletic || Cautious but encouraging || Former Olympic athlete, has a slight limp due to a kaiju attack&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dr. Maxim Vostrikov&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;Xenobiologist&#039;&#039; || White male, early 30s, black hair and hunched posture || Socially awkward, slightly arrogant || Assistant to Dr. Voss, fascinated by kaiju&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+Other NPCs&lt;br /&gt;
|-&lt;br /&gt;
!Character &amp;lt;br&amp;gt; Codename &amp;lt;br&amp;gt; role !! Personality !! Powers !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Daniel Rutherford&#039;&#039;&#039; &amp;lt;br&amp;gt; Captain Cosmic &amp;lt;br&amp;gt; &#039;&#039;The Man of the Future&#039;&#039; ||  Confident, heroic. || Flight, invulnerability, super-strength, energy blasts || World&#039;s most powerful superhero&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Known Kaiju==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;status&#039;&#039;|| &#039;&#039;&#039;Description&#039;&#039;&#039; || &#039;&#039;&#039;Known Powers&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dakkuma&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;deceased&#039;&#039; ||  Monstrous, hexapedal hybrid of insect and reptile || Sonic roar, laser eye-beams || Defeated by Captain Cosmic, left in the Marianas Trench&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Retired Heroes==&lt;br /&gt;
==The Heroes==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;Codename&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;role&#039;&#039; &amp;lt;br&amp;gt; player name || &#039;&#039;&#039;Pace&#039;&#039;&#039;||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Super Powers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NX_PC06| &#039;&#039;&#039;Sloan Snyder&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;&#039;Kid Kaiju&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;growing brick&#039;&#039; &amp;lt;br&amp;gt; mysstic101 || 6&amp;quot; &amp;lt;br&amp;gt; or 10&amp;quot; || 6 || 8(2) &amp;lt;br&amp;gt; or 10(2) &amp;lt;br&amp;gt; or 15 &amp;lt;br&amp;gt; or 17 || AB: Super Powers &amp;lt;br&amp;gt; Berserk &amp;lt;br&amp;gt; Best There Is &amp;lt;br&amp;gt; Combat Reflexes &amp;lt;br&amp;gt; Frenzy &amp;lt;br&amp;gt; Improved Frenzy &amp;lt;br&amp;gt; Iron Jaw &amp;lt;br&amp;gt; Menacing || Loyal: teammates (minor) &amp;lt;br&amp;gt; Ruthless: makes hard calls (minor) &amp;lt;br&amp;gt; Shamed: past collateral dmg (major) &amp;lt;br&amp;gt; Ugly: looks like a kaiju (major) || Agility d8 &amp;lt;br&amp;gt; Smarts d4 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; (or d8) &amp;lt;br&amp;gt; (or d12+6) &amp;lt;br&amp;gt; (or d12+7) &amp;lt;br&amp;gt; Vigor d8 ||Growth 9: 50&#039; tall, 164 tons, Durable, Swat, can be mistaken for Kaiju &amp;lt;br&amp;gt; Altered Form 3: No fall dmg, 1/2 collision, 1/2 knockback &amp;lt;br&amp;gt; Hardy 2: 2nd Shaken doesn&#039;t Wound &amp;lt;br&amp;gt; Leaping 3: 8&amp;quot; vertical/16&amp;quot; horizontal, Death From Above &amp;lt;br&amp;gt; Melee Attack +3d6 (Claws +2d6), +2 climbing, Heavy Weapon &amp;lt;br&amp;gt; Super Attribute 2 (Agility d6-&amp;gt;d8, Vigor d6-&amp;gt;d8) &amp;lt;br&amp;gt; Super Edge 3 (Combat Reflexes, Frenzy, Improved Frenzy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
===Setting Rules===&lt;br /&gt;
*&#039;&#039;&#039;An Arm And A Leg:&#039;&#039;&#039; If a Wild Card has no bennies, they can still choose to make a Soak roll. Regardless of the results of the Soak roll they immediately gain an appropriate hindrance: One Arm, One Eye, or Slow (Major). This Hindrance lasts until the end of the next session and cannot be healed otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Combined Attacks:&#039;&#039;&#039; Support an ally’s attack to deal +2 damage, +4 with a raise&lt;br /&gt;
*&#039;&#039;&#039;Comic Book Combat:&#039;&#039;&#039; Combined Attacks, Knockback, Power Stunts, Synergy&lt;br /&gt;
*&#039;&#039;&#039;Conviction:&#039;&#039;&#039; Heroes gain Conviction Tokens that can be used to add a d6 to all Trait and damage rolls for one round.&lt;br /&gt;
*&#039;&#039;&#039;Expanded Conviction:&#039;&#039;&#039; In addition to the standard uses, Conviction can be spent to:&lt;br /&gt;
**Reroll a Critical Failure.&lt;br /&gt;
**Force an enemy to reroll a single Trait roll and use the new roll.&lt;br /&gt;
**Negate a Benny used by another character.&lt;br /&gt;
**Conviction may be gifted to another character who is Trusted (see below) for immediate use.&lt;br /&gt;
*&#039;&#039;&#039;Death &amp;amp; Defeat:&#039;&#039;&#039; A Wild Card who is incapacitated by lethal damage gets an immediate Vigor roll to potentially recover.&lt;br /&gt;
*&#039;&#039;&#039;Larger Than Life:&#039;&#039;&#039; Wild Cards may take one additional Major or Minor hindrance, gaining points for it normally. This extra hindrance must be a mental/social hindrance.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Destruction:&#039;&#039;&#039; Superpowers and kaiju attacks cause massive property damage.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Heroes start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Never Surrender:&#039;&#039;&#039; Incapacitated Wild Cards are dealt initiative cards normally. On a Joker they regain consciousness and rejoin the fray.&lt;br /&gt;
*&#039;&#039;&#039;No Finishing Moves:&#039;&#039;&#039; Downed Wild Cards are immune to Finishing Moves&lt;br /&gt;
*&#039;&#039;&#039;Popcorn Initiative:&#039;&#039;&#039; Players may post in whatever order, as they are available to do so. The GM will have NPCs act whenever it makes sense. The edges Quick and Level-Headed, and the hindrance Hesitant, do not exist. Cards will still be drawn for the sake of Jokers and complications.&lt;br /&gt;
*&#039;&#039;&#039;Throwdown:&#039;&#039;&#039; Ignore the Unarmed Defender rule.&lt;br /&gt;
&lt;br /&gt;
===Stress===&lt;br /&gt;
When characters become severely upset or emotionally hurt they may become &#039;&#039;&#039;Stressed.&#039;&#039;&#039; Stress is a mental status effect that applies whenever it is logical - whenever a character receives terrible news, experiences a traumatizing event, or suffers a great emotional blow. The GM may declare that a character has become Stressed as appropriate; the player may voluntarily choose to become Stressed as well. If the player chooses to become Stressed, they gain a benny.&lt;br /&gt;
&lt;br /&gt;
A Stressed character subtracts 1 from all Smarts- and Spirit-based Trait rolls, and cannot spend bennies to unshake - they must succeed on a Spirit roll to do so. &lt;br /&gt;
&lt;br /&gt;
If a character would become Stressed when they already have the Stressed status, they instead gain a temporary hindrance appropriate to the situation and their personality. This hindrance persists until removed; see below.&lt;br /&gt;
&lt;br /&gt;
Stressed is a special status effect in that it does not fade naturally; instead, a character must make a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; to clear it. This roll can be made only once per day, after a period of rest (typically in the morning after a night’s sleep).&lt;br /&gt;
&lt;br /&gt;
There is a second way to clear Stress: with the help of a friend. Another character (who is not Distrusted) can spend time with the Stressed character, helping them relax and work through their issue. This can take a variety of forms, from a conversation to guided meditation to recreation of various sorts, and takes about an hour. At the end of this time the Stressed character makes a &#039;&#039;&#039;Spirit roll at -2&#039;&#039;&#039; while their friend rolls to &#039;&#039;&#039;Support.&#039;&#039;&#039; This can only be attempted once per 24 hours. If the Spirit roll is a critical failure, the Stressed character gains a temporary hindrance if they did not already have one!&lt;br /&gt;
&lt;br /&gt;
If a character is afflicted with both Stress and a temporary hindrance, a success on the Spirit roll removes the Stressed condition but not the hindrance; a raise removes both. If the Stressed condition is removed, the hindrance can be removed the same way (but not until the next normal opportunity). The hindrance remains until removed, and if the character becomes Stressed again, that status must be cleared before they can attempt to remove the hindrance.&lt;br /&gt;
&lt;br /&gt;
===Trust and Distrust===&lt;br /&gt;
The characters in Neon Xtinction may work together, but that doesn’t mean they always like or trust each other. The heroes are emotional teenagers figuring out how things work, and relationships can be important. To reflect this, each character may decide which of their teammates and colleagues they trust, distrust, or have no strong opinions on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trust:&#039;&#039;&#039; When you trust another character, you feel positively disposed toward them. In general, you will prefer to spend time with them, value their opinions, and trust them with your secrets.&lt;br /&gt;
&lt;br /&gt;
When someone you trust makes a test to Support you, or any Intimidation, Persuasion or Taunt roll to influence you, they add 1 to the Trait roll. In addition, a character you trust can give you bennies as if they had the Common Bond edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral:&#039;&#039;&#039; The default state, with no bonuses, penalties, or special rules. Unless otherwise noted, all characters are assumed to be Neutral toward one another.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Distrust:&#039;&#039;&#039; When you distrust another character you are negatively disposed toward them. You prefer to avoid them and have little faith in their opinions or abilities; you certainly won’t share your secrets with them. &lt;br /&gt;
&lt;br /&gt;
You gain no benefit from Support tests by a character you Distrust, cannot accept bennies from them (even if they have Common Bond), and they subtract 2 from all Persuasion rolls made to influence you.&lt;br /&gt;
&lt;br /&gt;
Note that the choice to trust or distrust someone is wholly up to the individual, and can be changed for any reason or none. Note also that trust is not automatically reciprocated; it is entirely possible for one hero to trust another, but the second hero regards them neutrally or even distrusts them.&lt;br /&gt;
&lt;br /&gt;
A character may decide to change their opinion on another character at any time, but not more than once per day.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485547</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485547"/>
		<updated>2026-03-02T04:52:28Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* The Curse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan01.jpg|400px]][[File:HDDeepOne01.png|450px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Shift into a primordial, wet, tentacled creature with heavy, round eyeballs, a wide gaping mouth, and needle teeth with an impulse for fear. Act to impose at least 1 injury and the Terrified status effect on a victim able to fight back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Your affinity for finding what people need allows you to trade them their fondest wish. Once per session when seeking to acquire an item, you can bleed 1 curse dice to give yourself extra dots of Resources equal to half your Entanglement (rounded up). Resources represents not just money, but whatever it is the person desires, including information, dreams, and other esoteric wants. You may apply your Resources bonus to all influence actions against the person, even if they wouldn’t be readily appropriate. Further, you gain +1 Enhancement to Close and Ranged Combat within the Flooding and Underwater area effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Fury:&#039;&#039;&#039; Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or  interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039; Vocalize the inevitable worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| Nightmares&lt;br /&gt;
| Bleed 1&lt;br /&gt;
| Psychic, Shared (Poltergeists)&lt;br /&gt;
| Artistry or Persuasion + Manipulation with double 9s to put the target in a nightmare-filled sleep (Taken Out) for one turn.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Agitation&lt;br /&gt;
| Bleed 1&lt;br /&gt;
| Emotional, Liminal, Ruin&lt;br /&gt;
| Disturbing area effect in your Area for the rest of the scene. Characters who fail to buy off its Complication suffer your choice of the Crestfallen, Ennui, or Frayed Temper status effects.&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Silver Tongue&lt;br /&gt;
| Bleed 1&lt;br /&gt;
| Emotional, Shared (Outcasts)&lt;br /&gt;
| You tell a lie that is impossible to discern from the truth. Magical lie detection provokes a clash using Enigmas against your Larceny.&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485546</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485546"/>
		<updated>2026-03-02T04:18:29Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Henry Dorgan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan01.jpg|400px]][[File:HDDeepOne01.png|450px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Shift into a primordial, wet, tentacled creature with heavy, round eyeballs, a wide gaping mouth, and needle teeth with an impulse for fear. Act to impose at least 1 injury and the Terrified status effect on a victim able to fight back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Your affinity for finding what people need allows you to trade them their fondest wish. Once per session when seeking to acquire an item, you can bleed 1 curse dice to give yourself extra dots of Resources equal to half your Entanglement (rounded up). Resources represents not just money, but whatever it is the person desires, including information, dreams, and other esoteric wants. You may apply your Resources bonus to all influence actions against the person, even if they wouldn’t be readily appropriate. Further, you gain +1 Enhancement to Close and Ranged Combat within the Flooding and Underwater area effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Fury:&#039;&#039;&#039; Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or  interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039; Vocalize the inevitable worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485543</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485543"/>
		<updated>2026-03-02T02:56:06Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan01.jpg|400px]][[File:HDDeepOne01.png|400px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Shift into a primordial, wet, tentacled creature with heavy, round eyeballs, a wide gaping mouth, and needle teeth with an impulse for fear. Act to impose at least 1 injury and the Terrified status effect on a victim able to fight back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Your affinity for finding what people need allows you to trade them their fondest wish. Once per session when seeking to acquire an item, you can bleed 1 curse dice to give yourself extra dots of Resources equal to half your Entanglement (rounded up). Resources represents not just money, but whatever it is the person desires, including information, dreams, and other esoteric wants. You may apply your Resources bonus to all influence actions against the person, even if they wouldn’t be readily appropriate. Further, you gain +1 Enhancement to Close and Ranged Combat within the Flooding and Underwater area effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Fury:&#039;&#039;&#039; Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or  interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039; Vocalize the inevitable worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HDDeepOne01.png&amp;diff=485542</id>
		<title>File:HDDeepOne01.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HDDeepOne01.png&amp;diff=485542"/>
		<updated>2026-03-02T02:54:49Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:HenryDorgan01.jpg&amp;diff=485541</id>
		<title>File:HenryDorgan01.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:HenryDorgan01.jpg&amp;diff=485541"/>
		<updated>2026-03-02T02:53:50Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485527</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485527"/>
		<updated>2026-03-01T02:06:41Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Torments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Shift into a primordial, wet, tentacled creature with heavy, round eyeballs, a wide gaping mouth, and needle teeth with an impulse for fear. Act to impose at least 1 injury and the Terrified status effect on a victim able to fight back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Your affinity for finding what people need allows you to trade them their fondest wish. Once per session when seeking to acquire an item, you can bleed 1 curse dice to give yourself extra dots of Resources equal to half your Entanglement (rounded up). Resources represents not just money, but whatever it is the person desires, including information, dreams, and other esoteric wants. You may apply your Resources bonus to all influence actions against the person, even if they wouldn’t be readily appropriate. Further, you gain +1 Enhancement to Close and Ranged Combat within the Flooding and Underwater area effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Fury:&#039;&#039;&#039; Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or  interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039; Vocalize the inevitable worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485526</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485526"/>
		<updated>2026-03-01T01:45:28Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Shift into a primordial, wet, tentacled creature with heavy, round eyeballs, a wide gaping mouth, and needle teeth with an impulse for fear. Act to impose at least 1 injury and the Terrified status effect on a victim able to fight back.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Your affinity for finding what people need allows you to trade them their fondest wish. Once per session when seeking to acquire an item, you can bleed 1 curse dice to give yourself extra dots of Resources equal to half your Entanglement (rounded up). Resources represents not just money, but whatever it is the person desires, including information, dreams, and other esoteric wants. You may apply your Resources bonus to all influence actions against the person, even if they wouldn’t be readily appropriate. Further, you gain +1 Enhancement to Close and Ranged Combat within the Flooding and Underwater area effect.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Fury:&#039;&#039;&#039; Primal are thunder, earthquakes, and hurricanes given form. They are rage at an elemental level. Nature does not respect self-control and human codes of loyalty. It destroys. When the character is in combat, they can trigger this torment. The Primal hyper-focuses on the biggest, most deadly target in the area, preventing her from assisting or  interacting with allies unless they’re in the way, in which case she gruffly orders or throws them aside.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;4&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485525</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485525"/>
		<updated>2026-02-28T23:54:53Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:HenryDorgan.jpg|300px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accursed Torment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485524</id>
		<title>Henry Dorgan - Curseborne</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Henry_Dorgan_-_Curseborne&amp;diff=485524"/>
		<updated>2026-02-28T23:54:18Z</updated>

		<summary type="html">&lt;p&gt;Talisman: Created page with &amp;quot;=Henry Dorgan=  &amp;#039;&amp;#039;&amp;#039;Concept:&amp;#039;&amp;#039;&amp;#039; Gloomy psychic Deep One hybrid avenger.  300px  == Aspirations == &amp;#039;&amp;#039;&amp;#039;Short-Term Aspiration:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Short-Term Aspiration:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Long-Term Aspiration:&amp;#039;&amp;#039;&amp;#039;  == The Curse ==  &amp;#039;&amp;#039;&amp;#039;Entanglement:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Curse Dice:&amp;#039;&amp;#039;&amp;#039;  ===Damnation=== &amp;#039;&amp;#039;Description&amp;#039;&amp;#039;  ===Inheritance=== &amp;#039;&amp;#039;Description&amp;#039;&amp;#039;  ===Torments===  &amp;#039;&amp;#039;&amp;#039;Accursed Torment&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Personal Torment&amp;#039;&amp;#039;&amp;#039;  ===Spells=== {| class=&amp;quot;wikitable&amp;quot;  |- ! Spell ! Cost ! Attunements ! Ef...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Henry Dorgan=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concept:&#039;&#039;&#039; Gloomy psychic Deep One hybrid avenger.&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
&lt;br /&gt;
== Aspirations ==&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long-Term Aspiration:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Curse ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Entanglement:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curse Dice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Damnation===&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Inheritance===&lt;br /&gt;
&#039;&#039;Description&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Torments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accursed Torment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personal Torment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! Spell&lt;br /&gt;
! Cost&lt;br /&gt;
! Attunements&lt;br /&gt;
! Effect&lt;br /&gt;
! Advances&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Lineage/Family Special Traits===&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
&lt;br /&gt;
Intellect: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cunning: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Resolve: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Might:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dexterity:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Stamina: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Presence: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Manipulation:  &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Composure: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
Artistry: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Athletics: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Close Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Culture: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Empathy: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enigmas: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Esoterica: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Larceny: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Leadership: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medicine: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Persuasion: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pilot: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranged Combat: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Science: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Survival: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Technology: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Other Traits ==&lt;br /&gt;
&#039;&#039;&#039;Defense&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrity&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
===Injuries===&lt;br /&gt;
Armor ---&lt;br /&gt;
&lt;br /&gt;
Bloodied &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wounded &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Maimed &#039;&#039;&#039;OO&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Near Death &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Taken Out &#039;&#039;&#039;O&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Edges===&lt;br /&gt;
&#039;&#039;&#039;Edge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&#039;&#039;&#039;Contact&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Bonds===&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; - 0 &#039;&#039;notes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&#039;&#039;&#039;Item&#039;&#039;&#039; &#039;&#039;tags&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Paths ==&lt;br /&gt;
===Lineage===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Family===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
===Role===&lt;br /&gt;
Path Skills: ()&lt;br /&gt;
&lt;br /&gt;
Path Attributes: ()&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
stuff&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Talisman&amp;diff=485523</id>
		<title>User:Talisman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Talisman&amp;diff=485523"/>
		<updated>2026-02-28T23:47:17Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?account/ &#039;&#039;&#039;RPG.net account&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
=== My Campaigns and Settings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Mighty Mutants of Mirage City]]&lt;br /&gt;
&lt;br /&gt;
[[Nameless Things]]&lt;br /&gt;
&lt;br /&gt;
[[Neon Xtinction]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Hand of Doom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Hiatus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Wee Heroes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Axes of the Northlands]]&lt;br /&gt;
&lt;br /&gt;
[[Demon Hunters of Eldorn]]&lt;br /&gt;
&lt;br /&gt;
[[Forever Young]]&lt;br /&gt;
&lt;br /&gt;
[[The Green Post-Apoc Fantasy Horror|The Green]]&lt;br /&gt;
&lt;br /&gt;
[[Happily Never After]]&lt;br /&gt;
&lt;br /&gt;
[[Land of the Seasons]]&lt;br /&gt;
&lt;br /&gt;
[[On Barbarous Coasts]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Justifiers]]&lt;br /&gt;
&lt;br /&gt;
[[The Savage Sun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Project Beta]]&lt;br /&gt;
&lt;br /&gt;
[[Cold as Bone]]&lt;br /&gt;
&lt;br /&gt;
[[Comes the World-Breaker]]&lt;br /&gt;
&lt;br /&gt;
[[Freeport 5e]]&lt;br /&gt;
&lt;br /&gt;
[[The Impossibility Seekers]]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Talismans_Red_Hand Red Hand of Doom]&lt;br /&gt;
&lt;br /&gt;
[[Rosewood]]&lt;br /&gt;
&lt;br /&gt;
[[The Strays of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Trouble Bruin]]&lt;br /&gt;
&lt;br /&gt;
[[The Wild Hunt]]&lt;br /&gt;
&lt;br /&gt;
=== My Characters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Aiden LaVey]]&lt;br /&gt;
&lt;br /&gt;
[[Henry Dorgan - Curseborne]]&lt;br /&gt;
&lt;br /&gt;
Efthymos&lt;br /&gt;
&lt;br /&gt;
Shadoweye&lt;br /&gt;
&lt;br /&gt;
The Squire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Abraham Boone]]&lt;br /&gt;
&lt;br /&gt;
Borgar Silverfist (Savage Tide)&lt;br /&gt;
&lt;br /&gt;
Burl Oakroot (The Broken Crown)&lt;br /&gt;
&lt;br /&gt;
Cathal Arthmael (Hairs to the Republic)&lt;br /&gt;
&lt;br /&gt;
[[Ezekiel &amp;quot;Zeke&amp;quot; Morgenthau]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11j7i9ha5ShDZ_fn2qk9fAH3YVoqfz6inntgkMz8c90s/edit?usp=sharing Finn MacReady, the Silver Fang] (Storm Shadows)&lt;br /&gt;
&lt;br /&gt;
[[Henry Dorgan]]&lt;br /&gt;
&lt;br /&gt;
[[Hrokr the Rock-Handed]]&lt;br /&gt;
&lt;br /&gt;
[[Infernus, Lord of Fire]]&lt;br /&gt;
&lt;br /&gt;
[[Jinnian the Dust Mystic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jonnalyn Silver]]&lt;br /&gt;
&lt;br /&gt;
[[Kav Wildspeaker]]&lt;br /&gt;
&lt;br /&gt;
Kreelis (Children of the Sea)&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/ToG_Necessary_Evil_-_Lord_Gryphon| Lord Gryphon]&lt;br /&gt;
&lt;br /&gt;
Lossewen (The Sunless Citadel)&lt;br /&gt;
&lt;br /&gt;
[[Nember]]&lt;br /&gt;
&lt;br /&gt;
Ouko (Your Sandaled Stride)&lt;br /&gt;
&lt;br /&gt;
Siid (The Wild Beyond the Witchlight)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Strum&amp;quot; (The Isle of Storms)&lt;br /&gt;
&lt;br /&gt;
[[T&#039;lurra Grace-of-Mind]]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/IPC:T%27lurra_Grace-of-Mind| T&#039;lurra Grace-of-Mind (IPC)]&lt;br /&gt;
&lt;br /&gt;
[[Ursula Annika Stella Re-Kentaros]]&lt;br /&gt;
&lt;br /&gt;
=== Other Useful Stuff ===&lt;br /&gt;
&lt;br /&gt;
[[SWADE Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D 5e Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[DnD 5e charsheet 2]]&lt;br /&gt;
&lt;br /&gt;
[[3e/PF Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[Talisman&#039;s Scratch Pad Do Not Eat]]&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=485262</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=485262"/>
		<updated>2026-01-28T16:33:50Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Da Diabolo quod suum est]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Alteration 3&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge I (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484977</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484977"/>
		<updated>2025-12-22T02:22:14Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Da Diabolo quod suum est]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Alteration 3&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge I (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484950</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484950"/>
		<updated>2025-12-19T20:26:27Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Alteration 3&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 0&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge I (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484949</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484949"/>
		<updated>2025-12-19T20:13:14Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 3&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge I (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484948</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484948"/>
		<updated>2025-12-19T20:12:56Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills&#039; offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 3&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge I (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484947</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484947"/>
		<updated>2025-12-19T20:11:56Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills&#039; offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* Sharp dresser, always wears expensive clothing and accessories&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 3&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484946</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484946"/>
		<updated>2025-12-19T20:09:55Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills&#039; offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
* &#039;&#039;Attribute Points:&#039;&#039; 3&lt;br /&gt;
* &#039;&#039;Feat points:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484945</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484945"/>
		<updated>2025-12-19T19:53:27Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills&#039; offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP:&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484942</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484942"/>
		<updated>2025-12-19T19:47:17Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aiden is a young scion of the infamous LaVey family. The LaVeys are an old clan, dating back centuries, and while they&#039;re numerous and wealthy, they&#039;ve never achieved the level of influence of the Five Families. Part of the reason for this is that the LaVeys are infernalists, specializing in demon-summoning and dark knowledge; there are even tales that some LaVey ancestor coupled with a demon and the whole bloodline is tainted. Nothing has ever been proven, and the LaVeys seem to be completely human, but the rumors persists. Whatever their origin, they are consummate bargainers, equally quick to chase after wealth, power, and influence. The LaVeys bargain fairly but always stick to the exact letter of agreements, and always seek some advantage.&lt;br /&gt;
&lt;br /&gt;
Aiden is perhaps less ruthless than some of his family, but he&#039;s still an ambitious, silver-tongued bargainer, here to advance both his own standing and that of the Family. And if Brakebills&#039; offers him a chance to make some useful friends and contacts (business, romantic and otherwise), so much the better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484941</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484941"/>
		<updated>2025-12-19T19:27:40Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* Refers to others by their last names&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484940</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484940"/>
		<updated>2025-12-19T18:57:31Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|450px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484939</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484939"/>
		<updated>2025-12-19T18:03:48Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|500px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Wealth 3&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484938</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484938"/>
		<updated>2025-12-19T18:02:36Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|500px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* Energy 2&lt;br /&gt;
* Entropy 1&lt;br /&gt;
* Movement 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Toughness:&#039;&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guard:&#039;&#039;&#039; 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resolve:&#039;&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit Points:&#039;&#039;&#039; 24 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484937</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484937"/>
		<updated>2025-12-19T17:32:21Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|500px|right|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484936</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484936"/>
		<updated>2025-12-19T17:30:22Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AidenLaVey.jpg|frame|Diabolo Suo Da]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:AidenLaVey.jpg&amp;diff=484935</id>
		<title>File:AidenLaVey.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:AidenLaVey.jpg&amp;diff=484935"/>
		<updated>2025-12-19T17:30:00Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484934</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484934"/>
		<updated>2025-12-19T17:08:43Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:example.png|frame|quote here]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Age 18, cishet male&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484932</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484932"/>
		<updated>2025-12-19T05:37:41Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:example.png|frame|quote here]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age 18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;Upper Class&#039;&#039; - Being of high birth, old money, or otherwise given access to resources beyond the common citizen, you are treated as a benefactor by the lower classes. They will trust and help you in the hopes of being rewarded for their efforts. You are also treated as a peer by those of similar or slightly higher social standing and can typically request an audience with them. In addition, representatives of the law generally assume you to be beyond reproach unless they are presented with compelling evidence to the contrary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039;&lt;br /&gt;
* &#039;&#039;Proud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484931</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484931"/>
		<updated>2025-12-19T05:35:00Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:example.png|frame|quote here]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age 18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039; - &lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Indomitable Resolve I&#039;&#039; - For each tier you possess in this feat, your Resolve defense is increased by 1.&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484930</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484930"/>
		<updated>2025-12-19T05:22:52Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:example.png|frame|quote here]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age 18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039; - &lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484929</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484929"/>
		<updated>2025-12-19T05:22:19Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:example.png|quote here]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age 18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039; - &lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484928</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484928"/>
		<updated>2025-12-19T05:22:04Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[File:example.png|quote here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Age 18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039; - &lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484927</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484927"/>
		<updated>2025-12-19T05:19:37Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[File:example.png|quote here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* Has actual demon ancestry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* Fortitude 2, Might 4, &lt;br /&gt;
* Learning 1, Perception 2, Will 3&lt;br /&gt;
* Deception 2, Persuasion 3, Presence 2&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
points spent 35&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Silver Tongue&#039;&#039; - You have practiced the ways of sneaking hidden charms and subliminal messages within everyday conversation. Once per session, when you converse with an intelligent creature for at least five minutes, you will learn one useful secret of the GM&#039;s choosing about the creature.&lt;br /&gt;
* &#039;&#039;TBD&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Bad Reputation&#039;&#039; - &lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* &#039;&#039;Knowledge 1 (demonology)&#039;&#039; - You automatically succeed on any action roll related to your chosen sphere of knowledge with a CR of 16 or lower. For higher CRs, your Learning attribute is considered to be 3 for the action roll unless your Learning score is already 3 or higher, in which case you gain advantage 1 on the roll.&lt;br /&gt;
* &#039;&#039;Wealthy&#039;&#039; - Your wealth score is increased by 1&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484926</id>
		<title>Aiden LaVey</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aiden_LaVey&amp;diff=484926"/>
		<updated>2025-12-19T04:39:56Z</updated>

		<summary type="html">&lt;p&gt;Talisman: Created page with &amp;quot;[File:example.png|quote here]  &amp;#039;&amp;#039;&amp;#039;*18, cishet male&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;&amp;#039;6&amp;#039;, pale, handsome, black hair and brown eyes&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Background&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Exceptional Physical Traits&amp;#039;&amp;#039;&amp;#039; * Eyes glow red when he is especially angry or upset * TBD  &amp;#039;&amp;#039;&amp;#039;Defining Social Traits&amp;#039;&amp;#039;&amp;#039; * Sees interactions in terms of bargains * TBD  &amp;#039;&amp;#039;&amp;#039;Secret&amp;#039;&amp;#039;&amp;#039; * TBD  &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; * 1 * 2 * 3 * 4  &amp;#039;&amp;#039;&amp;#039;Perks&amp;#039;&amp;#039;&amp;#039; * 1 * 2  &amp;#039;&amp;#039;&amp;#039;Flaws&amp;#039;&amp;#039;&amp;#039; * 1 * 2  &amp;#039;&amp;#039;&amp;#039;Feats&amp;#039;&amp;#039;&amp;#039; * 1 * 2 * 3&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[File:example.png|quote here]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*18, cishet male&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;6&#039;, pale, handsome, black hair and brown eyes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exceptional Physical Traits&#039;&#039;&#039;&lt;br /&gt;
* Eyes glow red when he is especially angry or upset&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defining Social Traits&#039;&#039;&#039;&lt;br /&gt;
* Sees interactions in terms of bargains&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
* TBD&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* 2&lt;br /&gt;
* 3&lt;br /&gt;
* 4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
* 1&lt;br /&gt;
* 2&lt;br /&gt;
* 3&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Talisman&amp;diff=484925</id>
		<title>User:Talisman</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Talisman&amp;diff=484925"/>
		<updated>2025-12-19T04:27:52Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* My Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/index.php?account/ &#039;&#039;&#039;RPG.net account&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
=== My Campaigns and Settings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Mighty Mutants of Mirage City]]&lt;br /&gt;
&lt;br /&gt;
[[Nameless Things]]&lt;br /&gt;
&lt;br /&gt;
[[Neon Xtinction]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Hand of Doom]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Hiatus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Wee Heroes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Axes of the Northlands]]&lt;br /&gt;
&lt;br /&gt;
[[Demon Hunters of Eldorn]]&lt;br /&gt;
&lt;br /&gt;
[[Forever Young]]&lt;br /&gt;
&lt;br /&gt;
[[The Green Post-Apoc Fantasy Horror|The Green]]&lt;br /&gt;
&lt;br /&gt;
[[Happily Never After]]&lt;br /&gt;
&lt;br /&gt;
[[Land of the Seasons]]&lt;br /&gt;
&lt;br /&gt;
[[On Barbarous Coasts]]&lt;br /&gt;
&lt;br /&gt;
[[Savage Justifiers]]&lt;br /&gt;
&lt;br /&gt;
[[The Savage Sun]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Project Beta]]&lt;br /&gt;
&lt;br /&gt;
[[Cold as Bone]]&lt;br /&gt;
&lt;br /&gt;
[[Comes the World-Breaker]]&lt;br /&gt;
&lt;br /&gt;
[[Freeport 5e]]&lt;br /&gt;
&lt;br /&gt;
[[The Impossibility Seekers]]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/Talismans_Red_Hand Red Hand of Doom]&lt;br /&gt;
&lt;br /&gt;
[[Rosewood]]&lt;br /&gt;
&lt;br /&gt;
[[The Strays of Heaven]]&lt;br /&gt;
&lt;br /&gt;
[[Trouble Bruin]]&lt;br /&gt;
&lt;br /&gt;
[[The Wild Hunt]]&lt;br /&gt;
&lt;br /&gt;
=== My Characters ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Aiden LaVey]]&lt;br /&gt;
&lt;br /&gt;
Efthymos&lt;br /&gt;
&lt;br /&gt;
Shadoweye&lt;br /&gt;
&lt;br /&gt;
The Squire&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Retired&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Abraham Boone]]&lt;br /&gt;
&lt;br /&gt;
Borgar Silverfist (Savage Tide)&lt;br /&gt;
&lt;br /&gt;
Burl Oakroot (The Broken Crown)&lt;br /&gt;
&lt;br /&gt;
Cathal Arthmael (Hairs to the Republic)&lt;br /&gt;
&lt;br /&gt;
[[Ezekiel &amp;quot;Zeke&amp;quot; Morgenthau]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11j7i9ha5ShDZ_fn2qk9fAH3YVoqfz6inntgkMz8c90s/edit?usp=sharing Finn MacReady, the Silver Fang] (Storm Shadows)&lt;br /&gt;
&lt;br /&gt;
[[Henry Dorgan]]&lt;br /&gt;
&lt;br /&gt;
[[Hrokr the Rock-Handed]]&lt;br /&gt;
&lt;br /&gt;
[[Infernus, Lord of Fire]]&lt;br /&gt;
&lt;br /&gt;
[[Jinnian the Dust Mystic]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Jonnalyn Silver]]&lt;br /&gt;
&lt;br /&gt;
[[Kav Wildspeaker]]&lt;br /&gt;
&lt;br /&gt;
Kreelis (Children of the Sea)&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/ToG_Necessary_Evil_-_Lord_Gryphon| Lord Gryphon]&lt;br /&gt;
&lt;br /&gt;
Lossewen (The Sunless Citadel)&lt;br /&gt;
&lt;br /&gt;
[[Nember]]&lt;br /&gt;
&lt;br /&gt;
Ouko (Your Sandaled Stride)&lt;br /&gt;
&lt;br /&gt;
Siid (The Wild Beyond the Witchlight)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Strum&amp;quot; (The Isle of Storms)&lt;br /&gt;
&lt;br /&gt;
[[T&#039;lurra Grace-of-Mind]]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/IPC:T%27lurra_Grace-of-Mind| T&#039;lurra Grace-of-Mind (IPC)]&lt;br /&gt;
&lt;br /&gt;
[[Ursula Annika Stella Re-Kentaros]]&lt;br /&gt;
&lt;br /&gt;
=== Other Useful Stuff ===&lt;br /&gt;
&lt;br /&gt;
[[SWADE Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D 5e Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[DnD 5e charsheet 2]]&lt;br /&gt;
&lt;br /&gt;
[[3e/PF Charsheet]]&lt;br /&gt;
&lt;br /&gt;
[[Talisman&#039;s Scratch Pad Do Not Eat]]&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=NT_PC02&amp;diff=483677</id>
		<title>NT PC02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=NT_PC02&amp;diff=483677"/>
		<updated>2025-09-17T22:56:07Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Halfast Overhill=&lt;br /&gt;
[[File:Sample.jpg|frame|Title]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Male Hobbit of Leisure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Agility: d6&lt;br /&gt;
*Sanity: d6&lt;br /&gt;
*Smarts: d8&lt;br /&gt;
*Spirit: d8&lt;br /&gt;
*Strength: d6&lt;br /&gt;
*Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
*Rank: Novice&lt;br /&gt;
*Bennies: 3/3&lt;br /&gt;
*Parry: 3&lt;br /&gt;
*Toughness: 5&lt;br /&gt;
*Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Melee: Knife d4, Str + d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
*Curious&lt;br /&gt;
*Elderly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
*Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Academics (History): d6&lt;br /&gt;
*Athletics (Throwing):    d4&lt;br /&gt;
*C. Knowledge    d4&lt;br /&gt;
*Fighting (Knives): d4&lt;br /&gt;
*Healing (First Aid):    d6&lt;br /&gt;
*Language   &lt;br /&gt;
**Adunaic d6&lt;br /&gt;
**Quenya d6&lt;br /&gt;
*Rohirric d6&lt;br /&gt;
**Sindarin d6&lt;br /&gt;
**Westron d8&lt;br /&gt;
*Notice (Scrutinize):    d8&lt;br /&gt;
*Performance (Storytelling):    d6&lt;br /&gt;
*Persuasion (Charm, Fast-Talk):    d6&lt;br /&gt;
*Research    d8&lt;br /&gt;
*Riding (Pony):    d4&lt;br /&gt;
*Science (Botany): d6&lt;br /&gt;
*Stealth:    d6&lt;br /&gt;
*Survival (Herblore, Tracking):    d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
*Gear1&lt;br /&gt;
*Gear2&lt;br /&gt;
*Gear3&lt;br /&gt;
*Gear4&lt;br /&gt;
*Gear5&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=NT_PC02&amp;diff=483676</id>
		<title>NT PC02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=NT_PC02&amp;diff=483676"/>
		<updated>2025-09-17T22:55:54Z</updated>

		<summary type="html">&lt;p&gt;Talisman: Created page with &amp;quot;=Halfast Overhill+ Title  &amp;#039;&amp;#039;Male Hobbit of Leisure&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; *Agility: d6 *Sanity: d6 *Smarts: d8 *Spirit: d8 *Strength: d6 *Vigor: d6  &amp;#039;&amp;#039;&amp;#039;Derived Attributes&amp;#039;&amp;#039;&amp;#039; *Rank: Novice *Bennies: 3/3 *Parry: 3 *Toughness: 5 *Pace: 6  &amp;#039;&amp;#039;&amp;#039;Attacks&amp;#039;&amp;#039;&amp;#039; *Melee: Knife d4, Str + d4   &amp;#039;&amp;#039;&amp;#039;Hindrances&amp;#039;&amp;#039;&amp;#039; *Curious *Elderly  &amp;#039;&amp;#039;&amp;#039;Edges&amp;#039;&amp;#039;&amp;#039; *Investigator  &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; *Academics (History): d6 *Athletics (Throwing):    d4 *C. Knowledge    d4 *Fighting (Knives): d4...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Halfast Overhill+&lt;br /&gt;
[[File:Sample.jpg|frame|Title]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Male Hobbit of Leisure&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Agility: d6&lt;br /&gt;
*Sanity: d6&lt;br /&gt;
*Smarts: d8&lt;br /&gt;
*Spirit: d8&lt;br /&gt;
*Strength: d6&lt;br /&gt;
*Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
*Rank: Novice&lt;br /&gt;
*Bennies: 3/3&lt;br /&gt;
*Parry: 3&lt;br /&gt;
*Toughness: 5&lt;br /&gt;
*Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Melee: Knife d4, Str + d4&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
*Curious&lt;br /&gt;
*Elderly&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
*Investigator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Academics (History): d6&lt;br /&gt;
*Athletics (Throwing):    d4&lt;br /&gt;
*C. Knowledge    d4&lt;br /&gt;
*Fighting (Knives): d4&lt;br /&gt;
*Healing (First Aid):    d6&lt;br /&gt;
*Language   &lt;br /&gt;
**Adunaic d6&lt;br /&gt;
**Quenya d6&lt;br /&gt;
*Rohirric d6&lt;br /&gt;
**Sindarin d6&lt;br /&gt;
**Westron d8&lt;br /&gt;
*Notice (Scrutinize):    d8&lt;br /&gt;
*Performance (Storytelling):    d6&lt;br /&gt;
*Persuasion (Charm, Fast-Talk):    d6&lt;br /&gt;
*Research    d8&lt;br /&gt;
*Riding (Pony):    d4&lt;br /&gt;
*Science (Botany): d6&lt;br /&gt;
*Stealth:    d6&lt;br /&gt;
*Survival (Herblore, Tracking):    d6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
*Gear1&lt;br /&gt;
*Gear2&lt;br /&gt;
*Gear3&lt;br /&gt;
*Gear4&lt;br /&gt;
*Gear5&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=NT_PC01&amp;diff=483675</id>
		<title>NT PC01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=NT_PC01&amp;diff=483675"/>
		<updated>2025-09-17T22:50:49Z</updated>

		<summary type="html">&lt;p&gt;Talisman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Meinir Thrift=&lt;br /&gt;
[[File:Sample.jpg|frame|Title]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Female human&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Agility: d6&lt;br /&gt;
*Sanity: d6&lt;br /&gt;
*Smarts: d8&lt;br /&gt;
*Spirit: d8&lt;br /&gt;
*Strength: d6&lt;br /&gt;
*Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
*Rank: Novice&lt;br /&gt;
*Bennies: 3/3&lt;br /&gt;
*Parry: 5&lt;br /&gt;
*Toughness: 5&lt;br /&gt;
*Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Melee: Sword d6, damage Str + d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
*Curious&lt;br /&gt;
*Impulsive&lt;br /&gt;
*Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
*Elan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Athletics (Climbing):    d6&lt;br /&gt;
*C. Knowledge    d6&lt;br /&gt;
*Fighting (Swords):    d6&lt;br /&gt;
*Intimidation (Brag):    d6&lt;br /&gt;
*Language    &lt;br /&gt;
**Adunaic d6&lt;br /&gt;
**Haradic d6&lt;br /&gt;
**Rohirric d6&lt;br /&gt;
**Sindarin d6&lt;br /&gt;
**Westron d8&lt;br /&gt;
*Notice (Scrutiny, Insight):    d8&lt;br /&gt;
*Persuasion (Charm):    d6&lt;br /&gt;
*Riding (Horse):    d6&lt;br /&gt;
*Stealth:    d4&lt;br /&gt;
*Survival (Tracking):    d6&lt;br /&gt;
*Taunt:    d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
*Gear1&lt;br /&gt;
*Gear2&lt;br /&gt;
*Gear3&lt;br /&gt;
*Gear4&lt;br /&gt;
*Gear5&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=NT_PC01&amp;diff=483674</id>
		<title>NT PC01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=NT_PC01&amp;diff=483674"/>
		<updated>2025-09-17T22:44:20Z</updated>

		<summary type="html">&lt;p&gt;Talisman: Created page with &amp;quot;=Meinir Thrift= Title  &amp;#039;&amp;#039;Female human&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Attributes&amp;#039;&amp;#039;&amp;#039; *Agility: d6 *Sanity: d6 *Smarts: d8 *Spirit: d8 *Strength: d6 *Vigor: d6  &amp;#039;&amp;#039;&amp;#039;Derived Attributes&amp;#039;&amp;#039;&amp;#039; *Rank: Novice *Bennies: 3/3 *Parry: 5 *Toughness: 5 *Pace: 6  &amp;#039;&amp;#039;&amp;#039;Attacks&amp;#039;&amp;#039;&amp;#039; *Melee: Knife d6, damage Str + d4  &amp;#039;&amp;#039;&amp;#039;Hindrances&amp;#039;&amp;#039;&amp;#039; *Curious *Impulsive *Loyal  &amp;#039;&amp;#039;&amp;#039;Edges&amp;#039;&amp;#039;&amp;#039; *Elan  &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; *Athletics (Climbing):    d6 *C. Knowledge    d6 *Fighting (Swords):    d6 *Intimidation (Brag):    d6...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Meinir Thrift=&lt;br /&gt;
[[File:Sample.jpg|frame|Title]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Female human&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
*Agility: d6&lt;br /&gt;
*Sanity: d6&lt;br /&gt;
*Smarts: d8&lt;br /&gt;
*Spirit: d8&lt;br /&gt;
*Strength: d6&lt;br /&gt;
*Vigor: d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Derived Attributes&#039;&#039;&#039;&lt;br /&gt;
*Rank: Novice&lt;br /&gt;
*Bennies: 3/3&lt;br /&gt;
*Parry: 5&lt;br /&gt;
*Toughness: 5&lt;br /&gt;
*Pace: 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
*Melee: Knife d6, damage Str + d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hindrances&#039;&#039;&#039;&lt;br /&gt;
*Curious&lt;br /&gt;
*Impulsive&lt;br /&gt;
*Loyal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edges&#039;&#039;&#039;&lt;br /&gt;
*Elan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
*Athletics (Climbing):    d6&lt;br /&gt;
*C. Knowledge    d6&lt;br /&gt;
*Fighting (Swords):    d6&lt;br /&gt;
*Intimidation (Brag):    d6&lt;br /&gt;
*Language    &lt;br /&gt;
**Adunaic d6&lt;br /&gt;
**Haradic d6&lt;br /&gt;
**Rohirric d6&lt;br /&gt;
**Sindarin d6&lt;br /&gt;
**Westron d8&lt;br /&gt;
*Notice (Scrutiny, Insight):    d8&lt;br /&gt;
*Persuasion (Charm):    d6&lt;br /&gt;
*Riding (Horse):    d6&lt;br /&gt;
*Stealth:    d4&lt;br /&gt;
*Survival (Tracking):    d6&lt;br /&gt;
*Taunt:    d4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
*Gear1&lt;br /&gt;
*Gear2&lt;br /&gt;
*Gear3&lt;br /&gt;
*Gear4&lt;br /&gt;
*Gear5&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483673</id>
		<title>Nameless Things</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483673"/>
		<updated>2025-09-17T22:28:20Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* The Investigators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NamelessThings01.jpg|center|1000px]]&lt;br /&gt;
&lt;br /&gt;
== Cosmic Horror in Middle-earth ==&lt;br /&gt;
&lt;br /&gt;
Welcome to &#039;&#039;Nameless Things&#039;&#039;, a small, strange crossover between the bucolic countryside of Tolkien’s Middle-earth and the unspeakable eldritch horrors of H. P. Lovecraft. Middle-earth is already ripe with horrors, from the “nameless things” that gnaw the depths of the world, to the undead Barrow-Wights and Nazgul, to primordial spirits such as Ungoliant and her descendants. Likewise, the idealized vision of the English countryside that is the Shire is easy to reimagine as a place of secrets and decay, with insular and suspicious hobbits peering out of noisome holes, corrupt and degenerate families falling from nobility into shocking ignorance and monstrous habits, and seekers after lore and power whose minds are blasted by what they find.&lt;br /&gt;
&lt;br /&gt;
Nameless Things is set in Middle-earth several hundred years after the events of The Lord of the Rings. Great names such as King Elessar are the stuff of legend, the Elves are all vanished and only half-believed in, and the world is a dark and fallen place.&lt;br /&gt;
&lt;br /&gt;
Nameless Things uses the Savage Worlds Adventure Edition rules, with alterations as noted here.&lt;br /&gt;
&lt;br /&gt;
=== Setting Rules ===&lt;br /&gt;
[[File:StandingStone.png|right|225px]]&lt;br /&gt;
The following setting rules are in play:&lt;br /&gt;
*&#039;&#039;&#039;Abstract Wealth:&#039;&#039;&#039; Characters roll a Wealth die instead of counting coins.&lt;br /&gt;
*&#039;&#039;&#039;Civilized Folks:&#039;&#039;&#039; Wearing armor or carrying a large weapon where it’s considered inappropriate imposes a Persuasion penalty (½ armor value, -2 for a weapon).&lt;br /&gt;
*&#039;&#039;&#039;Difficult Healing (Horror Companion):&#039;&#039;&#039; Only one healing roll per Wound.&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Backlash:&#039;&#039;&#039; A critical failure on an arcane skill roll forces a player to roll on a special table.&lt;br /&gt;
*&#039;&#039;&#039;Gritty Damage:&#039;&#039;&#039; When Wild Cards take a wound, they roll on the Injury table and apply the result.&lt;br /&gt;
*&#039;&#039;&#039;Hard Choices:&#039;&#039;&#039; The GM’s characters only get bennies when the players spend theirs. Jokers no longer generate bennies.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Multiple Languages:&#039;&#039;&#039; Characters know half their Smarts die type in different languages at d6.&lt;br /&gt;
*&#039;&#039;&#039;No Power Points:&#039;&#039;&#039; Those casting spells don’t track Power Points but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further arcane skill rolls.&lt;br /&gt;
*&#039;&#039;&#039;Skill Specializations:&#039;&#039;&#039; Characters choose a specialization when taking each skill and subtract 2 when using other variations.&lt;br /&gt;
*&#039;&#039;&#039;Unarmored Hero:&#039;&#039;&#039; Wild cards without armor add +2 to their Soak rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wild Cards (Horror Companion):&#039;&#039;&#039; Most characters and monsters are Wild Cards.&lt;br /&gt;
&lt;br /&gt;
=== The Investigators ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; &amp;lt;br&amp;gt; player name ||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC01| &#039;&#039;&#039;Meinir Thrift&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;human adventuress&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 5 || 5 ||Elan || Curious &amp;lt;br&amp;gt; Impulsive &amp;lt;br&amp;gt; Loyal || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC02| &#039;&#039;&#039;Halfast Overhill&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;gentlehobbit of leisure&#039;&#039; &amp;lt;br&amp;gt; UnknownCorrespondent || 3 || 5 ||Investigator || Curious &amp;lt;br&amp;gt; Elderly || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC03| &#039;&#039;&#039;Old &#039;Tatty&#039; Tamsin&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;The Crone in the Corner&#039;&#039; &amp;lt;br&amp;gt; ferretribution|| 2 || 6 ||Brave&amp;lt;br&amp;gt; Strong Willed&amp;lt;br&amp;gt; || Doubting Thomas&amp;lt;br&amp;gt; Elderly &amp;lt;br&amp;gt; Stubborn|| Agility d4 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d8 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC04| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC05| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC06| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tobold&#039;s Old Manuscript &amp;amp; Ephemera Society===&lt;br /&gt;
&lt;br /&gt;
No one can quite agree whether Tobold Hornblower (known as &amp;quot;Tobold the Younger, a descendant of the famous Old Toby) was born in Bree, Staddle, or somewhere further afield — he claimed all three at different times, depending on who was buying the next round. He was a stocky, affable hobbit with a knack for growing things that ought not grow together, and for finding things other folk had long since lost.&lt;br /&gt;
&lt;br /&gt;
Tobold came back from one of his “little wanderings” — which may have gone no farther than the Old Forest or as far as the southern vales of Anduin, depending on which version you hear — with two things that set the course of his later years:&lt;br /&gt;
&lt;br /&gt;
A battered satchel full of papers and trinkets — maps with no place-names, faded letters in strange hands, seeds no gardener could identify.&lt;br /&gt;
&lt;br /&gt;
A fondness for telling long, winding stories about how he came by them, each more unlikely than the last.&lt;br /&gt;
&lt;br /&gt;
At first, Tobold invited a few friends to meet in a side-room at &#039;&#039;The Prancing Pony&#039;&#039; to help identify the seeds, swap cuttings of rare plants, and argue over whether certain herbs were better dried or fresh. Soon, papers and artifacts from his satchel became part of the gatherings, and the talk wandered from gardening to genealogy, from old songs to curious stones dug up in gardens.&lt;br /&gt;
&lt;br /&gt;
Somewhere along the way, the &#039;&#039;Old Manuscript &amp;amp; Ephemera Society&#039;&#039; was born — though none of its members remember deciding on a name. Tobold simply began calling it “the Society” and insisted on keeping a “register of proceedings” in a heavy, leather-bound ledger.&lt;br /&gt;
&lt;br /&gt;
When Tobold passed on — some say in his bed, some say on the Greenway, still chasing a rumor of a giant’s footprint — the Society carried on. Its members still meet in quiet corners, still bring in the oddest things they find, and still tell long, improbable tales in his memory.&lt;br /&gt;
&lt;br /&gt;
Some Bree-folk say the Society’s nothing more than a bunch of harmless old gardeners and gossipers. But there are others — a very few — who know the ledger Tobold kept hides stranger accounts, and that some of the “antiquities” in the Society’s keeping are better left undisturbed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important NPCs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!Character !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====The Lost and the Fallen ====&lt;br /&gt;
&lt;br /&gt;
== More Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Peoples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Men (Big Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
[[File:ICRPG_Axe_and_Blades.png|right|200px]]&lt;br /&gt;
Some Men dwell in the Bree-land, though many more hail from the lands beyond. Men stand between five and six feet tall with a variety of hair and skin tones. Some claim descent from the Dunedain, the Rangers of the North.&lt;br /&gt;
*&#039;&#039;&#039;Adaptable:&#039;&#039;&#039; Men start with a free bonus edge, which may be any edge they qualify for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hobbits (Little Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Shire, though many Hobbits live in Bree-land as well.&lt;br /&gt;
&lt;br /&gt;
Most Hobbits stand a little over three feet tall, with curly brown hair on their heads and feet. They favor green and yellow clothing, and six meals a day when they can get them.&lt;br /&gt;
*&#039;&#039;&#039;Plucky:&#039;&#039;&#039; Hobbits start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Quick and Quiet:&#039;&#039;&#039; Hobbits excel at moving quietly, and start with a d6 in Stealth instead of d4.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; Hobbits average three feet in height and weigh 40 to 50 pounds. Their Size is -1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarves (Bearded Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves may hail from the Blue Mountains, Khazad-dûm, or even far distant Erebor or the Iron Hills. Though few make their homes near Bree, they are often seen on the road passing through on business of their own. Dwarf merchants are popular and respected, and their wares are of the highest quality.&lt;br /&gt;
&lt;br /&gt;
Dwarves average four feet tall and are very broad. Their long beards (sometimes forked) are often brown or black, and sometimes yellow, red or even blue. They favor hooded cloaks.&lt;br /&gt;
*&#039;&#039;&#039;Make Light of Burdens:&#039;&#039;&#039; Dwarves start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Born Crafter:&#039;&#039;&#039; Dwarves start with a d4 in Repair.&lt;br /&gt;
*&#039;&#039;&#039;Outsider:&#039;&#039;&#039; Dwarves are reclusive and insular, and both Men and Hobbits are never quite comfortable around them. Dwarves subtract 2 from Persuasion rolls except with other Dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Notes on Wealth and Gear ====&lt;br /&gt;
&lt;br /&gt;
*The Wealth Die is being used. Characters have a starting Wealth of d6 unless they take the Poverty hindrance (d4), or the Rich edge (d8) or Filthy Rich (d10)&lt;br /&gt;
*Standard medieval gear is available for purchase, although armor and large weapons are rare and may not be readily available. &lt;br /&gt;
*Bronze and plate armor does not exist.&lt;br /&gt;
*Chain armor is uncommon and generally possessed by professional soldiers or Dwarves.&lt;br /&gt;
*Black powder weapons are uncommon but they do exist; a recent innovation of the Dwarves. The cost is doubled for non-Dwarf characters.&lt;br /&gt;
&lt;br /&gt;
=== Skill and Languages ===&lt;br /&gt;
[[File:NamelessThings03.jpg|right|400px]]&lt;br /&gt;
Most skills now have &#039;&#039;&#039;Specializations,&#039;&#039;&#039; each of which represents a specific usage of that skill. A character picks one specialization when they gain their first rank in the skill; additional specializations can be acquired by spending skill points or Advances. Gaining a new specialization counts as raising a Skill below its linked Attribute, and so costs 1 skill point or half an Advance.&lt;br /&gt;
&lt;br /&gt;
When you use a skill in a manner you lack Specialization in, subtract 2 from your roll.&lt;br /&gt;
&lt;br /&gt;
The following skills do not have specializations: &#039;&#039;&#039;Battle, Common Knowledge, Gambling, Language, Research, Stealth, Taunt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following skill specializations are available. This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academics:&#039;&#039;&#039;	History, Law, Culture (specific), Elf-Magic, Dark Sorcery&lt;br /&gt;
*&#039;&#039;&#039;Athletics:&#039;&#039;&#039;	Climbing, Wrestling, Swimming, Throwing&lt;br /&gt;
*&#039;&#039;&#039;Boating:&#039;&#039;&#039;	Small Craft, Ships, Navigation&lt;br /&gt;
*&#039;&#039;&#039;Fighting:&#039;&#039;&#039;	Blunt/Axes, Knives, Swords, Poles, Unarmed&lt;br /&gt;
*&#039;&#039;&#039;Healing:&#039;&#039;&#039;	Diagnose, First Aid, Disease, Anatomy, Veterinarian&lt;br /&gt;
*&#039;&#039;&#039;Intimidation:&#039;&#039;&#039;	Overawe, Brag, Threaten&lt;br /&gt;
*&#039;&#039;&#039;Notice:&#039;&#039;&#039;	Scrutiny, Insight, Vigilance&lt;br /&gt;
*&#039;&#039;&#039;Performance:&#039;&#039;&#039;	Sing, Dance, Instrument, Storytelling&lt;br /&gt;
*&#039;&#039;&#039;Persuasion:&#039;&#039;&#039;	Charm, Fast-Talk, Orate&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039;	Carpenter, Mason, Smith, Jeweler, Engineer&lt;br /&gt;
*&#039;&#039;&#039;Riding:&#039;&#039;&#039;	Horse, Pony, Teamster&lt;br /&gt;
*&#039;&#039;&#039;Science:&#039;&#039;&#039;	Geology, Biology, Botany, Chemistry&lt;br /&gt;
*&#039;&#039;&#039;Shooting:&#039;&#039;&#039;	Bow, Crossbow, Rifle&lt;br /&gt;
*&#039;&#039;&#039;Survival:&#039;&#039;&#039;	Herblore, Hunting, Tracking&lt;br /&gt;
*&#039;&#039;&#039;Thievery:&#039;&#039;&#039;	Sleight of Hand, Pick Pockets, Lockpicking.&lt;br /&gt;
&lt;br /&gt;
===== New Skill: Morgal =====&lt;br /&gt;
&#039;&#039;Morgal&#039;&#039; replaces the Occult skill. Unlike most skills, Morgal has no governing Attribute. Also unlike most skills, Morgal cannot be bought normally; the Morgal skill can only be increased by reading certain ancient tomes, or through direct interactions with certain creatures.&lt;br /&gt;
&lt;br /&gt;
Morgal reflects knowledge and experience with the paranormal and unnatural, and an awareness of a side of reality most people could not fathom. It can be used to decipher strange pictograms, recall information about unnatural creatures, understand strange and alien spells, or perform dark rituals.&lt;br /&gt;
&lt;br /&gt;
A character can gain their first rank in Morgal in one of two ways: either by reading from certain blasphemous, forbidden tomes, or by encountering a strange and alien creature whose very presence fractures their sanity. The first time a character critically fails a Sanity roll, they gain one free rank in the Morgal skill. Subsequent increases require research into dark and sinister lore.&lt;br /&gt;
&lt;br /&gt;
Increased knowledge of Morgal comes at a cost: for every rank a character has in Morgal, their maximum Sanity is reduced by 1 rank. Upon gaining their first rank in Morgal (d4), the character’s maximum Sanity is reduced to d10, and so on. If the character’s current Sanity is above their new limit, their Sanity is immediately reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idea Rolls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Veteran Call of Cthulhu players may be familiar with the Idea roll. An Idea roll may be requested by the player or called for by the GM, and represents the character piecing together known information, noticing something the player may have overlooked, or otherwise being made aware of information the character has but the player may not. Idea rolls are useful when an investigator feels stuck or a GM feels the players are overlooking something significant.&lt;br /&gt;
&lt;br /&gt;
An Idea roll is a Smarts roll. Idea rolls can be rerolled with a benny, but cannot otherwise be tried multiple times.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
Languages are very important, both to the world of Arda and to delvers after ancient lore. What languages you can read or speak, and how well you understand it, can mean the difference between a vital clue and a meaningless mess of gibberish.&lt;br /&gt;
&lt;br /&gt;
All characters start with d8 fluency in the Westron (common) tongue. Dwarves have d8 in Khuzdûl and d6 in Westron. In addition, characters have d6 fluency in a number of languages equal to ½ their Smarts die.&lt;br /&gt;
&lt;br /&gt;
The following languages exist in Middle-earth:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adûnaic:&#039;&#039;&#039; Language of the Edain and downfallen Numenor. A dialect is known to have been used by Black Numenoreans.&lt;br /&gt;
*&#039;&#039;&#039;Black Speech:&#039;&#039;&#039; The language of old Mordor.&lt;br /&gt;
*&#039;&#039;&#039;Drûadan:&#039;&#039;&#039; The guttural, throaty language of the Wild Men, the Drûedain. It is rarely written down and even more rarely taught to others, and shares almost nothing with other Mannish tongues.&lt;br /&gt;
*&#039;&#039;&#039;Old Entish:&#039;&#039;&#039; A long, slow, rumbling language attributed to the legendary tree-herders.&lt;br /&gt;
*&#039;&#039;&#039;Haradric:&#039;&#039;&#039; The people of Harad and the East have many languages, the majority of which are unknown in Western lands. Haradric is the one most used by those who trade with Gondor.&lt;br /&gt;
*&#039;&#039;&#039;Khuzdûl:&#039;&#039;&#039; The secret tongue of the Dwarves, which they do not teach to outsiders.&lt;br /&gt;
*&#039;&#039;&#039;Orcish:&#039;&#039;&#039; A debased form of the Black Speech mixed with Westron words. There are many Orcish dialects, some of which function as separate languages.&lt;br /&gt;
*&#039;&#039;&#039;Quenya:&#039;&#039;&#039; Tongue of the Noldor, the High Elves of the West.&lt;br /&gt;
*&#039;&#039;&#039;Rohirric:&#039;&#039;&#039; Language of the Horse-Lords of Rohan. The Men of the northern land of Dale speak a variant of this tongue.&lt;br /&gt;
*&#039;&#039;&#039;Silvan Elvish:&#039;&#039;&#039; Language of the Wood-elves, derived from the Teleri tongue.&lt;br /&gt;
*&#039;&#039;&#039;Sindarin:&#039;&#039;&#039; Tongue of the Sindar elves.&lt;br /&gt;
*&#039;&#039;&#039;Valarin:&#039;&#039;&#039; Language of legendary Valinor; very obscure&lt;br /&gt;
*&#039;&#039;&#039;Westron:&#039;&#039;&#039; The “common tongue” of the Western lands, with many dialects&lt;br /&gt;
&lt;br /&gt;
=== Sanity and Madness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Attribute: Sanity&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!Example Incident !! Sanity Roll&lt;br /&gt;
|-&lt;br /&gt;
|You see a particularly gruesome corpse || Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You experience a strong unnatural sensation such as deja vu, “missing time” or hallucinations ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You witness an act of torture ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity from a distance ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see dozens of mangled corpses ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You are tortured ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity up close ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You witness a clearly supernatural or impossible killing ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You speak with someone you know or later discover to be dead ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You kill someone innocent ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You see a friend, loved one, or ally killed ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You discover you have committed cannibalism ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You are possessed by some outside force but remain aware while it operates your body ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You witness a friend, loved one or ally killed in a particularly gruesome or unnatural way ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You are attacked by a single gigantic unnatural entity or a horde of smaller entities ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You kill a friend, loved one, or ally ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You witness a true cosmic horror, such as a Nameless Thing ||Sanity -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanity&#039;&#039;&#039; is an additional Attribute. All characters have a starting Sanity of d4, like all other Attributes. Since there are six Attributes rather than five, all characters have six points to distribute among them. Sanity can be raised normally.&lt;br /&gt;
&lt;br /&gt;
When you encounter something that challenges your understanding of how the world works, you must make a Sanity roll. On a success, you manage to rationalize what you have experienced and suffer no Sanity loss. On a failure, your mind fractures and you must roll on the Insanity table, gaining the indicated hindrance until you have a chance to rest and recuperate (at least a week or two of calm and low activity, or longer for Major hindrances).&lt;br /&gt;
&lt;br /&gt;
If the result of the Sanity die is a natural 1, regardless of the result of the wild die, your Sanity also drops by one rank. If the result is a critical failure (snake eyes), the hindrance gained as a result is permanent.&lt;br /&gt;
&lt;br /&gt;
Sanity lost in this manner may be recovered: for every week of rest and convalescence, you may roll Sanity, regaining one rank of lost Sanity on a success and two on a raise. In addition, notable successes in the face of cosmic horrors (saving innocent lives, destroying or banishing baneful entities) may allow a Sanity roll to recover.&lt;br /&gt;
&lt;br /&gt;
Should your Sanity ever drop below d4, you become indefinitely insane. Indefinitely insane characters are no longer viable as PCs, and often spend their last days as raving lunatics or demented cultists.&lt;br /&gt;
&lt;br /&gt;
=== Spells and Tomes ===&lt;br /&gt;
&lt;br /&gt;
====Spells and Spellcasting====&lt;br /&gt;
&#039;&#039;&#039;No Wizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Middle-earth is a world of magic, but magic was not meant for mortals. Gone are the Wizards, the legendary Istari, with their lore and knowledge. Gone also are the Elves, to whom the Art was a natural part of their lives and their society.&lt;br /&gt;
&lt;br /&gt;
No specific edges are required for spellcasting, nor are there any spellcasting-exclusive skills. Anyone with sufficient willpower, intelligence, and access to certain information may learn some spellcasting. True power, however, is reserved for the determined and the mad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spells are strange and singular. Although they use the standard rules for powers, each spell is unique; there is no general fireball or magic missile. Many spells have unusual trappings, require strange components, or come with weird drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Nameless Things,&#039;&#039; learning a spell is simply a matter of finding and studying it. Spells can be found in ancient grimoires, or carved on stone tablets, or etched into plates of metal buried in forgotten vaults. Analyzing and understanding a written spell requires a Morgal roll and, if successful, a Sanity roll as well; both rolls take a penalty equal to the spell’s rank. It takes time to comprehend and memorize the unhuman words, intricate gestures, and delicate manipulations of energies associated with spellcasting, typically a number of days equal to 1d6+1 per rank of the spell (2d6+2 for a Seasoned, spell, etc). If either roll is failed the potential spellcaster can try again, but must re-study the spell for the full duration. Only one person at a time can study a spell from a single source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellcasting follows the usual SWADE rules, using the Dynamic Backlash and No Power Points options. Morgal is the arcane skill.&lt;br /&gt;
&lt;br /&gt;
==== Tomes of Dark Lore ====&lt;br /&gt;
&lt;br /&gt;
[[File:Book_Table.jpg|left|500px]]&lt;br /&gt;
There exist certain tomes - they may be books or scrolls, clay tablets or thin metal plates - filled with dark lore and terrible truths about the world. These tomes can impart terrible knowledge and unnatural power to mortals who read them, but there is always a cost.&lt;br /&gt;
&lt;br /&gt;
A tome may be used in two ways: by &#039;&#039;&#039;skimming&#039;&#039;&#039; it, or by &#039;&#039;&#039;studying&#039;&#039;&#039; it. Both require the reader to be conversant with the language used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skimming&#039;&#039; a tome involves looking through it for relevant information and reading occasional passages. This process takes approximately four hours and requires a roll of either Research or the Language the tome is written in, whichever is lower. By default, a success provides a general overview of the tome’s topic; a raise also suggests what sort of spells it contains.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a tome may be skimmed for specific information. In this case, the reader must specify what information they are seeking, and they glean one useful fact about that topic per success and raise. On a failure they learn nothing. This presumes the information they seek is in the tome; if it is not this roll automatically fails. Rerolls are allowed, with additional time spent and more information gained only if it exists in the tome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Studying&#039;&#039; a tome requires a number of weeks, the exact duration listed with each tome. This assumes the reader can devote several hours each day to reading, taking notes, and otherwise analyzing the information in the tome. Studying a tome requires no rolls, but the reader must be fluent in the language used (d8 or higher in the relevant Language skill). If the reader’s Language is d6, the time required is doubled; it is tripled if the Language is only d4.&lt;br /&gt;
&lt;br /&gt;
At the end of this period of studying, the reader has absorbed and understood the information contained in the tome. Their Morgal skill increases by one rank (with a corresponding reduction of their maximum Sanity), and they are aware of any spells contained in the tome, although spells must be learned separately. Depending on the precise nature of the tome other information may be gained as well, such as a bonus or a reroll on certain Academics specializations.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483672</id>
		<title>Nameless Things</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483672"/>
		<updated>2025-09-17T22:24:55Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* The Investigators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NamelessThings01.jpg|center|1000px]]&lt;br /&gt;
&lt;br /&gt;
== Cosmic Horror in Middle-earth ==&lt;br /&gt;
&lt;br /&gt;
Welcome to &#039;&#039;Nameless Things&#039;&#039;, a small, strange crossover between the bucolic countryside of Tolkien’s Middle-earth and the unspeakable eldritch horrors of H. P. Lovecraft. Middle-earth is already ripe with horrors, from the “nameless things” that gnaw the depths of the world, to the undead Barrow-Wights and Nazgul, to primordial spirits such as Ungoliant and her descendants. Likewise, the idealized vision of the English countryside that is the Shire is easy to reimagine as a place of secrets and decay, with insular and suspicious hobbits peering out of noisome holes, corrupt and degenerate families falling from nobility into shocking ignorance and monstrous habits, and seekers after lore and power whose minds are blasted by what they find.&lt;br /&gt;
&lt;br /&gt;
Nameless Things is set in Middle-earth several hundred years after the events of The Lord of the Rings. Great names such as King Elessar are the stuff of legend, the Elves are all vanished and only half-believed in, and the world is a dark and fallen place.&lt;br /&gt;
&lt;br /&gt;
Nameless Things uses the Savage Worlds Adventure Edition rules, with alterations as noted here.&lt;br /&gt;
&lt;br /&gt;
=== Setting Rules ===&lt;br /&gt;
[[File:StandingStone.png|right|225px]]&lt;br /&gt;
The following setting rules are in play:&lt;br /&gt;
*&#039;&#039;&#039;Abstract Wealth:&#039;&#039;&#039; Characters roll a Wealth die instead of counting coins.&lt;br /&gt;
*&#039;&#039;&#039;Civilized Folks:&#039;&#039;&#039; Wearing armor or carrying a large weapon where it’s considered inappropriate imposes a Persuasion penalty (½ armor value, -2 for a weapon).&lt;br /&gt;
*&#039;&#039;&#039;Difficult Healing (Horror Companion):&#039;&#039;&#039; Only one healing roll per Wound.&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Backlash:&#039;&#039;&#039; A critical failure on an arcane skill roll forces a player to roll on a special table.&lt;br /&gt;
*&#039;&#039;&#039;Gritty Damage:&#039;&#039;&#039; When Wild Cards take a wound, they roll on the Injury table and apply the result.&lt;br /&gt;
*&#039;&#039;&#039;Hard Choices:&#039;&#039;&#039; The GM’s characters only get bennies when the players spend theirs. Jokers no longer generate bennies.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Multiple Languages:&#039;&#039;&#039; Characters know half their Smarts die type in different languages at d6.&lt;br /&gt;
*&#039;&#039;&#039;No Power Points:&#039;&#039;&#039; Those casting spells don’t track Power Points but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further arcane skill rolls.&lt;br /&gt;
*&#039;&#039;&#039;Skill Specializations:&#039;&#039;&#039; Characters choose a specialization when taking each skill and subtract 2 when using other variations.&lt;br /&gt;
*&#039;&#039;&#039;Unarmored Hero:&#039;&#039;&#039; Wild cards without armor add +2 to their Soak rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wild Cards (Horror Companion):&#039;&#039;&#039; Most characters and monsters are Wild Cards.&lt;br /&gt;
&lt;br /&gt;
=== The Investigators ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; &amp;lt;br&amp;gt; player name ||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC01| &#039;&#039;&#039;Meinir Thrift&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;human adventuress&#039;&#039; &amp;lt;br&amp;gt; Elfwine || 5 || 5 ||Elan || Curious &amp;lt;br&amp;gt; Impulsive &amp;lt;br&amp;gt; Loyal || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC02| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC03| &#039;&#039;&#039;Old &#039;Tatty&#039; Tamsin&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;The Crone in the Corner&#039;&#039; &amp;lt;br&amp;gt; ferretribution|| 2 || 6 ||Brave&amp;lt;br&amp;gt; Strong Willed&amp;lt;br&amp;gt; || Doubting Thomas&amp;lt;br&amp;gt; Elderly &amp;lt;br&amp;gt; Stubborn|| Agility d4 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d8 &amp;lt;br&amp;gt; Spirit d8 &amp;lt;br&amp;gt; Strength d4 &amp;lt;br&amp;gt; Vigor d8 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC04| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC05| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC06| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tobold&#039;s Old Manuscript &amp;amp; Ephemera Society===&lt;br /&gt;
&lt;br /&gt;
No one can quite agree whether Tobold Hornblower (known as &amp;quot;Tobold the Younger, a descendant of the famous Old Toby) was born in Bree, Staddle, or somewhere further afield — he claimed all three at different times, depending on who was buying the next round. He was a stocky, affable hobbit with a knack for growing things that ought not grow together, and for finding things other folk had long since lost.&lt;br /&gt;
&lt;br /&gt;
Tobold came back from one of his “little wanderings” — which may have gone no farther than the Old Forest or as far as the southern vales of Anduin, depending on which version you hear — with two things that set the course of his later years:&lt;br /&gt;
&lt;br /&gt;
A battered satchel full of papers and trinkets — maps with no place-names, faded letters in strange hands, seeds no gardener could identify.&lt;br /&gt;
&lt;br /&gt;
A fondness for telling long, winding stories about how he came by them, each more unlikely than the last.&lt;br /&gt;
&lt;br /&gt;
At first, Tobold invited a few friends to meet in a side-room at &#039;&#039;The Prancing Pony&#039;&#039; to help identify the seeds, swap cuttings of rare plants, and argue over whether certain herbs were better dried or fresh. Soon, papers and artifacts from his satchel became part of the gatherings, and the talk wandered from gardening to genealogy, from old songs to curious stones dug up in gardens.&lt;br /&gt;
&lt;br /&gt;
Somewhere along the way, the &#039;&#039;Old Manuscript &amp;amp; Ephemera Society&#039;&#039; was born — though none of its members remember deciding on a name. Tobold simply began calling it “the Society” and insisted on keeping a “register of proceedings” in a heavy, leather-bound ledger.&lt;br /&gt;
&lt;br /&gt;
When Tobold passed on — some say in his bed, some say on the Greenway, still chasing a rumor of a giant’s footprint — the Society carried on. Its members still meet in quiet corners, still bring in the oddest things they find, and still tell long, improbable tales in his memory.&lt;br /&gt;
&lt;br /&gt;
Some Bree-folk say the Society’s nothing more than a bunch of harmless old gardeners and gossipers. But there are others — a very few — who know the ledger Tobold kept hides stranger accounts, and that some of the “antiquities” in the Society’s keeping are better left undisturbed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important NPCs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!Character !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====The Lost and the Fallen ====&lt;br /&gt;
&lt;br /&gt;
== More Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Peoples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Men (Big Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
[[File:ICRPG_Axe_and_Blades.png|right|200px]]&lt;br /&gt;
Some Men dwell in the Bree-land, though many more hail from the lands beyond. Men stand between five and six feet tall with a variety of hair and skin tones. Some claim descent from the Dunedain, the Rangers of the North.&lt;br /&gt;
*&#039;&#039;&#039;Adaptable:&#039;&#039;&#039; Men start with a free bonus edge, which may be any edge they qualify for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hobbits (Little Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Shire, though many Hobbits live in Bree-land as well.&lt;br /&gt;
&lt;br /&gt;
Most Hobbits stand a little over three feet tall, with curly brown hair on their heads and feet. They favor green and yellow clothing, and six meals a day when they can get them.&lt;br /&gt;
*&#039;&#039;&#039;Plucky:&#039;&#039;&#039; Hobbits start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Quick and Quiet:&#039;&#039;&#039; Hobbits excel at moving quietly, and start with a d6 in Stealth instead of d4.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; Hobbits average three feet in height and weigh 40 to 50 pounds. Their Size is -1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarves (Bearded Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves may hail from the Blue Mountains, Khazad-dûm, or even far distant Erebor or the Iron Hills. Though few make their homes near Bree, they are often seen on the road passing through on business of their own. Dwarf merchants are popular and respected, and their wares are of the highest quality.&lt;br /&gt;
&lt;br /&gt;
Dwarves average four feet tall and are very broad. Their long beards (sometimes forked) are often brown or black, and sometimes yellow, red or even blue. They favor hooded cloaks.&lt;br /&gt;
*&#039;&#039;&#039;Make Light of Burdens:&#039;&#039;&#039; Dwarves start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Born Crafter:&#039;&#039;&#039; Dwarves start with a d4 in Repair.&lt;br /&gt;
*&#039;&#039;&#039;Outsider:&#039;&#039;&#039; Dwarves are reclusive and insular, and both Men and Hobbits are never quite comfortable around them. Dwarves subtract 2 from Persuasion rolls except with other Dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Notes on Wealth and Gear ====&lt;br /&gt;
&lt;br /&gt;
*The Wealth Die is being used. Characters have a starting Wealth of d6 unless they take the Poverty hindrance (d4), or the Rich edge (d8) or Filthy Rich (d10)&lt;br /&gt;
*Standard medieval gear is available for purchase, although armor and large weapons are rare and may not be readily available. &lt;br /&gt;
*Bronze and plate armor does not exist.&lt;br /&gt;
*Chain armor is uncommon and generally possessed by professional soldiers or Dwarves.&lt;br /&gt;
*Black powder weapons are uncommon but they do exist; a recent innovation of the Dwarves. The cost is doubled for non-Dwarf characters.&lt;br /&gt;
&lt;br /&gt;
=== Skill and Languages ===&lt;br /&gt;
[[File:NamelessThings03.jpg|right|400px]]&lt;br /&gt;
Most skills now have &#039;&#039;&#039;Specializations,&#039;&#039;&#039; each of which represents a specific usage of that skill. A character picks one specialization when they gain their first rank in the skill; additional specializations can be acquired by spending skill points or Advances. Gaining a new specialization counts as raising a Skill below its linked Attribute, and so costs 1 skill point or half an Advance.&lt;br /&gt;
&lt;br /&gt;
When you use a skill in a manner you lack Specialization in, subtract 2 from your roll.&lt;br /&gt;
&lt;br /&gt;
The following skills do not have specializations: &#039;&#039;&#039;Battle, Common Knowledge, Gambling, Language, Research, Stealth, Taunt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following skill specializations are available. This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academics:&#039;&#039;&#039;	History, Law, Culture (specific), Elf-Magic, Dark Sorcery&lt;br /&gt;
*&#039;&#039;&#039;Athletics:&#039;&#039;&#039;	Climbing, Wrestling, Swimming, Throwing&lt;br /&gt;
*&#039;&#039;&#039;Boating:&#039;&#039;&#039;	Small Craft, Ships, Navigation&lt;br /&gt;
*&#039;&#039;&#039;Fighting:&#039;&#039;&#039;	Blunt/Axes, Knives, Swords, Poles, Unarmed&lt;br /&gt;
*&#039;&#039;&#039;Healing:&#039;&#039;&#039;	Diagnose, First Aid, Disease, Anatomy, Veterinarian&lt;br /&gt;
*&#039;&#039;&#039;Intimidation:&#039;&#039;&#039;	Overawe, Brag, Threaten&lt;br /&gt;
*&#039;&#039;&#039;Notice:&#039;&#039;&#039;	Scrutiny, Insight, Vigilance&lt;br /&gt;
*&#039;&#039;&#039;Performance:&#039;&#039;&#039;	Sing, Dance, Instrument, Storytelling&lt;br /&gt;
*&#039;&#039;&#039;Persuasion:&#039;&#039;&#039;	Charm, Fast-Talk, Orate&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039;	Carpenter, Mason, Smith, Jeweler, Engineer&lt;br /&gt;
*&#039;&#039;&#039;Riding:&#039;&#039;&#039;	Horse, Pony, Teamster&lt;br /&gt;
*&#039;&#039;&#039;Science:&#039;&#039;&#039;	Geology, Biology, Botany, Chemistry&lt;br /&gt;
*&#039;&#039;&#039;Shooting:&#039;&#039;&#039;	Bow, Crossbow, Rifle&lt;br /&gt;
*&#039;&#039;&#039;Survival:&#039;&#039;&#039;	Herblore, Hunting, Tracking&lt;br /&gt;
*&#039;&#039;&#039;Thievery:&#039;&#039;&#039;	Sleight of Hand, Pick Pockets, Lockpicking.&lt;br /&gt;
&lt;br /&gt;
===== New Skill: Morgal =====&lt;br /&gt;
&#039;&#039;Morgal&#039;&#039; replaces the Occult skill. Unlike most skills, Morgal has no governing Attribute. Also unlike most skills, Morgal cannot be bought normally; the Morgal skill can only be increased by reading certain ancient tomes, or through direct interactions with certain creatures.&lt;br /&gt;
&lt;br /&gt;
Morgal reflects knowledge and experience with the paranormal and unnatural, and an awareness of a side of reality most people could not fathom. It can be used to decipher strange pictograms, recall information about unnatural creatures, understand strange and alien spells, or perform dark rituals.&lt;br /&gt;
&lt;br /&gt;
A character can gain their first rank in Morgal in one of two ways: either by reading from certain blasphemous, forbidden tomes, or by encountering a strange and alien creature whose very presence fractures their sanity. The first time a character critically fails a Sanity roll, they gain one free rank in the Morgal skill. Subsequent increases require research into dark and sinister lore.&lt;br /&gt;
&lt;br /&gt;
Increased knowledge of Morgal comes at a cost: for every rank a character has in Morgal, their maximum Sanity is reduced by 1 rank. Upon gaining their first rank in Morgal (d4), the character’s maximum Sanity is reduced to d10, and so on. If the character’s current Sanity is above their new limit, their Sanity is immediately reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idea Rolls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Veteran Call of Cthulhu players may be familiar with the Idea roll. An Idea roll may be requested by the player or called for by the GM, and represents the character piecing together known information, noticing something the player may have overlooked, or otherwise being made aware of information the character has but the player may not. Idea rolls are useful when an investigator feels stuck or a GM feels the players are overlooking something significant.&lt;br /&gt;
&lt;br /&gt;
An Idea roll is a Smarts roll. Idea rolls can be rerolled with a benny, but cannot otherwise be tried multiple times.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
Languages are very important, both to the world of Arda and to delvers after ancient lore. What languages you can read or speak, and how well you understand it, can mean the difference between a vital clue and a meaningless mess of gibberish.&lt;br /&gt;
&lt;br /&gt;
All characters start with d8 fluency in the Westron (common) tongue. Dwarves have d8 in Khuzdûl and d6 in Westron. In addition, characters have d6 fluency in a number of languages equal to ½ their Smarts die.&lt;br /&gt;
&lt;br /&gt;
The following languages exist in Middle-earth:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adûnaic:&#039;&#039;&#039; Language of the Edain and downfallen Numenor. A dialect is known to have been used by Black Numenoreans.&lt;br /&gt;
*&#039;&#039;&#039;Black Speech:&#039;&#039;&#039; The language of old Mordor.&lt;br /&gt;
*&#039;&#039;&#039;Drûadan:&#039;&#039;&#039; The guttural, throaty language of the Wild Men, the Drûedain. It is rarely written down and even more rarely taught to others, and shares almost nothing with other Mannish tongues.&lt;br /&gt;
*&#039;&#039;&#039;Old Entish:&#039;&#039;&#039; A long, slow, rumbling language attributed to the legendary tree-herders.&lt;br /&gt;
*&#039;&#039;&#039;Haradric:&#039;&#039;&#039; The people of Harad and the East have many languages, the majority of which are unknown in Western lands. Haradric is the one most used by those who trade with Gondor.&lt;br /&gt;
*&#039;&#039;&#039;Khuzdûl:&#039;&#039;&#039; The secret tongue of the Dwarves, which they do not teach to outsiders.&lt;br /&gt;
*&#039;&#039;&#039;Orcish:&#039;&#039;&#039; A debased form of the Black Speech mixed with Westron words. There are many Orcish dialects, some of which function as separate languages.&lt;br /&gt;
*&#039;&#039;&#039;Quenya:&#039;&#039;&#039; Tongue of the Noldor, the High Elves of the West.&lt;br /&gt;
*&#039;&#039;&#039;Rohirric:&#039;&#039;&#039; Language of the Horse-Lords of Rohan. The Men of the northern land of Dale speak a variant of this tongue.&lt;br /&gt;
*&#039;&#039;&#039;Silvan Elvish:&#039;&#039;&#039; Language of the Wood-elves, derived from the Teleri tongue.&lt;br /&gt;
*&#039;&#039;&#039;Sindarin:&#039;&#039;&#039; Tongue of the Sindar elves.&lt;br /&gt;
*&#039;&#039;&#039;Valarin:&#039;&#039;&#039; Language of legendary Valinor; very obscure&lt;br /&gt;
*&#039;&#039;&#039;Westron:&#039;&#039;&#039; The “common tongue” of the Western lands, with many dialects&lt;br /&gt;
&lt;br /&gt;
=== Sanity and Madness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Attribute: Sanity&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!Example Incident !! Sanity Roll&lt;br /&gt;
|-&lt;br /&gt;
|You see a particularly gruesome corpse || Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You experience a strong unnatural sensation such as deja vu, “missing time” or hallucinations ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You witness an act of torture ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity from a distance ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see dozens of mangled corpses ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You are tortured ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity up close ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You witness a clearly supernatural or impossible killing ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You speak with someone you know or later discover to be dead ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You kill someone innocent ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You see a friend, loved one, or ally killed ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You discover you have committed cannibalism ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You are possessed by some outside force but remain aware while it operates your body ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You witness a friend, loved one or ally killed in a particularly gruesome or unnatural way ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You are attacked by a single gigantic unnatural entity or a horde of smaller entities ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You kill a friend, loved one, or ally ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You witness a true cosmic horror, such as a Nameless Thing ||Sanity -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanity&#039;&#039;&#039; is an additional Attribute. All characters have a starting Sanity of d4, like all other Attributes. Since there are six Attributes rather than five, all characters have six points to distribute among them. Sanity can be raised normally.&lt;br /&gt;
&lt;br /&gt;
When you encounter something that challenges your understanding of how the world works, you must make a Sanity roll. On a success, you manage to rationalize what you have experienced and suffer no Sanity loss. On a failure, your mind fractures and you must roll on the Insanity table, gaining the indicated hindrance until you have a chance to rest and recuperate (at least a week or two of calm and low activity, or longer for Major hindrances).&lt;br /&gt;
&lt;br /&gt;
If the result of the Sanity die is a natural 1, regardless of the result of the wild die, your Sanity also drops by one rank. If the result is a critical failure (snake eyes), the hindrance gained as a result is permanent.&lt;br /&gt;
&lt;br /&gt;
Sanity lost in this manner may be recovered: for every week of rest and convalescence, you may roll Sanity, regaining one rank of lost Sanity on a success and two on a raise. In addition, notable successes in the face of cosmic horrors (saving innocent lives, destroying or banishing baneful entities) may allow a Sanity roll to recover.&lt;br /&gt;
&lt;br /&gt;
Should your Sanity ever drop below d4, you become indefinitely insane. Indefinitely insane characters are no longer viable as PCs, and often spend their last days as raving lunatics or demented cultists.&lt;br /&gt;
&lt;br /&gt;
=== Spells and Tomes ===&lt;br /&gt;
&lt;br /&gt;
====Spells and Spellcasting====&lt;br /&gt;
&#039;&#039;&#039;No Wizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Middle-earth is a world of magic, but magic was not meant for mortals. Gone are the Wizards, the legendary Istari, with their lore and knowledge. Gone also are the Elves, to whom the Art was a natural part of their lives and their society.&lt;br /&gt;
&lt;br /&gt;
No specific edges are required for spellcasting, nor are there any spellcasting-exclusive skills. Anyone with sufficient willpower, intelligence, and access to certain information may learn some spellcasting. True power, however, is reserved for the determined and the mad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spells are strange and singular. Although they use the standard rules for powers, each spell is unique; there is no general fireball or magic missile. Many spells have unusual trappings, require strange components, or come with weird drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Nameless Things,&#039;&#039; learning a spell is simply a matter of finding and studying it. Spells can be found in ancient grimoires, or carved on stone tablets, or etched into plates of metal buried in forgotten vaults. Analyzing and understanding a written spell requires a Morgal roll and, if successful, a Sanity roll as well; both rolls take a penalty equal to the spell’s rank. It takes time to comprehend and memorize the unhuman words, intricate gestures, and delicate manipulations of energies associated with spellcasting, typically a number of days equal to 1d6+1 per rank of the spell (2d6+2 for a Seasoned, spell, etc). If either roll is failed the potential spellcaster can try again, but must re-study the spell for the full duration. Only one person at a time can study a spell from a single source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellcasting follows the usual SWADE rules, using the Dynamic Backlash and No Power Points options. Morgal is the arcane skill.&lt;br /&gt;
&lt;br /&gt;
==== Tomes of Dark Lore ====&lt;br /&gt;
&lt;br /&gt;
[[File:Book_Table.jpg|left|500px]]&lt;br /&gt;
There exist certain tomes - they may be books or scrolls, clay tablets or thin metal plates - filled with dark lore and terrible truths about the world. These tomes can impart terrible knowledge and unnatural power to mortals who read them, but there is always a cost.&lt;br /&gt;
&lt;br /&gt;
A tome may be used in two ways: by &#039;&#039;&#039;skimming&#039;&#039;&#039; it, or by &#039;&#039;&#039;studying&#039;&#039;&#039; it. Both require the reader to be conversant with the language used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skimming&#039;&#039; a tome involves looking through it for relevant information and reading occasional passages. This process takes approximately four hours and requires a roll of either Research or the Language the tome is written in, whichever is lower. By default, a success provides a general overview of the tome’s topic; a raise also suggests what sort of spells it contains.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a tome may be skimmed for specific information. In this case, the reader must specify what information they are seeking, and they glean one useful fact about that topic per success and raise. On a failure they learn nothing. This presumes the information they seek is in the tome; if it is not this roll automatically fails. Rerolls are allowed, with additional time spent and more information gained only if it exists in the tome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Studying&#039;&#039; a tome requires a number of weeks, the exact duration listed with each tome. This assumes the reader can devote several hours each day to reading, taking notes, and otherwise analyzing the information in the tome. Studying a tome requires no rolls, but the reader must be fluent in the language used (d8 or higher in the relevant Language skill). If the reader’s Language is d6, the time required is doubled; it is tripled if the Language is only d4.&lt;br /&gt;
&lt;br /&gt;
At the end of this period of studying, the reader has absorbed and understood the information contained in the tome. Their Morgal skill increases by one rank (with a corresponding reduction of their maximum Sanity), and they are aware of any spells contained in the tome, although spells must be learned separately. Depending on the precise nature of the tome other information may be gained as well, such as a bonus or a reroll on certain Academics specializations.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483628</id>
		<title>Nameless Things</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Nameless_Things&amp;diff=483628"/>
		<updated>2025-09-12T02:52:51Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Cosmic Horror in Middle-earth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:NamelessThings01.jpg|center|1000px]]&lt;br /&gt;
&lt;br /&gt;
== Cosmic Horror in Middle-earth ==&lt;br /&gt;
&lt;br /&gt;
Welcome to &#039;&#039;Nameless Things&#039;&#039;, a small, strange crossover between the bucolic countryside of Tolkien’s Middle-earth and the unspeakable eldritch horrors of H. P. Lovecraft. Middle-earth is already ripe with horrors, from the “nameless things” that gnaw the depths of the world, to the undead Barrow-Wights and Nazgul, to primordial spirits such as Ungoliant and her descendants. Likewise, the idealized vision of the English countryside that is the Shire is easy to reimagine as a place of secrets and decay, with insular and suspicious hobbits peering out of noisome holes, corrupt and degenerate families falling from nobility into shocking ignorance and monstrous habits, and seekers after lore and power whose minds are blasted by what they find.&lt;br /&gt;
&lt;br /&gt;
Nameless Things is set in Middle-earth several hundred years after the events of The Lord of the Rings. Great names such as King Elessar are the stuff of legend, the Elves are all vanished and only half-believed in, and the world is a dark and fallen place.&lt;br /&gt;
&lt;br /&gt;
Nameless Things uses the Savage Worlds Adventure Edition rules, with alterations as noted here.&lt;br /&gt;
&lt;br /&gt;
=== Setting Rules ===&lt;br /&gt;
[[File:StandingStone.png|right|225px]]&lt;br /&gt;
The following setting rules are in play:&lt;br /&gt;
*&#039;&#039;&#039;Abstract Wealth:&#039;&#039;&#039; Characters roll a Wealth die instead of counting coins.&lt;br /&gt;
*&#039;&#039;&#039;Civilized Folks:&#039;&#039;&#039; Wearing armor or carrying a large weapon where it’s considered inappropriate imposes a Persuasion penalty (½ armor value, -2 for a weapon).&lt;br /&gt;
*&#039;&#039;&#039;Difficult Healing (Horror Companion):&#039;&#039;&#039; Only one healing roll per Wound.&lt;br /&gt;
*&#039;&#039;&#039;Dynamic Backlash:&#039;&#039;&#039; A critical failure on an arcane skill roll forces a player to roll on a special table.&lt;br /&gt;
*&#039;&#039;&#039;Gritty Damage:&#039;&#039;&#039; When Wild Cards take a wound, they roll on the Injury table and apply the result.&lt;br /&gt;
*&#039;&#039;&#039;Hard Choices:&#039;&#039;&#039; The GM’s characters only get bennies when the players spend theirs. Jokers no longer generate bennies.&lt;br /&gt;
*&#039;&#039;&#039;More Skill Points:&#039;&#039;&#039; Start with 15 skill points instead of 12.&lt;br /&gt;
*&#039;&#039;&#039;Multiple Languages:&#039;&#039;&#039; Characters know half their Smarts die type in different languages at d6.&lt;br /&gt;
*&#039;&#039;&#039;No Power Points:&#039;&#039;&#039; Those casting spells don’t track Power Points but instead subtract half the listed Power Point cost (round up) from their skill roll to activate the ability. Powers may be maintained as desired at a −1 penalty to all further arcane skill rolls.&lt;br /&gt;
*&#039;&#039;&#039;Skill Specializations:&#039;&#039;&#039; Characters choose a specialization when taking each skill and subtract 2 when using other variations.&lt;br /&gt;
*&#039;&#039;&#039;Unarmored Hero:&#039;&#039;&#039; Wild cards without armor add +2 to their Soak rolls.&lt;br /&gt;
*&#039;&#039;&#039;Wild Cards (Horror Companion):&#039;&#039;&#039; Most characters and monsters are Wild Cards.&lt;br /&gt;
&lt;br /&gt;
=== The Investigators ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; &amp;lt;br&amp;gt; player name ||&#039;&#039;&#039;Parry&#039;&#039;&#039; || &#039;&#039;&#039;Toughness&#039;&#039;&#039; || &#039;&#039;&#039;Edges&#039;&#039;&#039;  || &#039;&#039;&#039;Hindrances&#039;&#039;&#039; || &#039;&#039;&#039;Attributes&#039;&#039;&#039; || &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC01| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC02| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC03| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC04| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC05| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|[[NT_PC06| &#039;&#039;&#039;Name&#039;&#039;&#039;]] &amp;lt;br&amp;gt; &#039;&#039;people role&#039;&#039; &amp;lt;br&amp;gt; Player || 5 || 5 ||Edge01 &amp;lt;br&amp;gt; Edge02 &amp;lt;br&amp;gt; Edge03 &amp;lt;br&amp;gt; Edge04 &amp;lt;br&amp;gt; || Hindrance01 &amp;lt;br&amp;gt; Hindrance02 &amp;lt;br&amp;gt; Hindrance03 &amp;lt;br&amp;gt; Hindrance04 || Agility d6 &amp;lt;br&amp;gt; Sanity d6 &amp;lt;br&amp;gt; Smarts d6 &amp;lt;br&amp;gt; Spirit d6 &amp;lt;br&amp;gt; Strength d6 &amp;lt;br&amp;gt; Vigor d6 ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tobold&#039;s Old Manuscript &amp;amp; Ephemera Society===&lt;br /&gt;
&lt;br /&gt;
No one can quite agree whether Tobold Hornblower (known as &amp;quot;Tobold the Younger, a descendant of the famous Old Toby) was born in Bree, Staddle, or somewhere further afield — he claimed all three at different times, depending on who was buying the next round. He was a stocky, affable hobbit with a knack for growing things that ought not grow together, and for finding things other folk had long since lost.&lt;br /&gt;
&lt;br /&gt;
Tobold came back from one of his “little wanderings” — which may have gone no farther than the Old Forest or as far as the southern vales of Anduin, depending on which version you hear — with two things that set the course of his later years:&lt;br /&gt;
&lt;br /&gt;
A battered satchel full of papers and trinkets — maps with no place-names, faded letters in strange hands, seeds no gardener could identify.&lt;br /&gt;
&lt;br /&gt;
A fondness for telling long, winding stories about how he came by them, each more unlikely than the last.&lt;br /&gt;
&lt;br /&gt;
At first, Tobold invited a few friends to meet in a side-room at &#039;&#039;The Prancing Pony&#039;&#039; to help identify the seeds, swap cuttings of rare plants, and argue over whether certain herbs were better dried or fresh. Soon, papers and artifacts from his satchel became part of the gatherings, and the talk wandered from gardening to genealogy, from old songs to curious stones dug up in gardens.&lt;br /&gt;
&lt;br /&gt;
Somewhere along the way, the &#039;&#039;Old Manuscript &amp;amp; Ephemera Society&#039;&#039; was born — though none of its members remember deciding on a name. Tobold simply began calling it “the Society” and insisted on keeping a “register of proceedings” in a heavy, leather-bound ledger.&lt;br /&gt;
&lt;br /&gt;
When Tobold passed on — some say in his bed, some say on the Greenway, still chasing a rumor of a giant’s footprint — the Society carried on. Its members still meet in quiet corners, still bring in the oddest things they find, and still tell long, improbable tales in his memory.&lt;br /&gt;
&lt;br /&gt;
Some Bree-folk say the Society’s nothing more than a bunch of harmless old gardeners and gossipers. But there are others — a very few — who know the ledger Tobold kept hides stranger accounts, and that some of the “antiquities” in the Society’s keeping are better left undisturbed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Important NPCs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!Character !! Appearance !! Personality !! Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;  &amp;lt;br&amp;gt; &#039;&#039;people and role&#039;&#039; ||  description || personality || notes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====The Lost and the Fallen ====&lt;br /&gt;
&lt;br /&gt;
== More Rules ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Peoples ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Men (Big Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
[[File:ICRPG_Axe_and_Blades.png|right|200px]]&lt;br /&gt;
Some Men dwell in the Bree-land, though many more hail from the lands beyond. Men stand between five and six feet tall with a variety of hair and skin tones. Some claim descent from the Dunedain, the Rangers of the North.&lt;br /&gt;
*&#039;&#039;&#039;Adaptable:&#039;&#039;&#039; Men start with a free bonus edge, which may be any edge they qualify for.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Hobbits (Little Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Shire, though many Hobbits live in Bree-land as well.&lt;br /&gt;
&lt;br /&gt;
Most Hobbits stand a little over three feet tall, with curly brown hair on their heads and feet. They favor green and yellow clothing, and six meals a day when they can get them.&lt;br /&gt;
*&#039;&#039;&#039;Plucky:&#039;&#039;&#039; Hobbits start with a d6 in Spirit instead of a d4. This increases maximum Spirit to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Quick and Quiet:&#039;&#039;&#039; Hobbits excel at moving quietly, and start with a d6 in Stealth instead of d4.&lt;br /&gt;
*&#039;&#039;&#039;Small:&#039;&#039;&#039; Hobbits average three feet in height and weigh 40 to 50 pounds. Their Size is -1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Dwarves (Bearded Folk)&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves may hail from the Blue Mountains, Khazad-dûm, or even far distant Erebor or the Iron Hills. Though few make their homes near Bree, they are often seen on the road passing through on business of their own. Dwarf merchants are popular and respected, and their wares are of the highest quality.&lt;br /&gt;
&lt;br /&gt;
Dwarves average four feet tall and are very broad. Their long beards (sometimes forked) are often brown or black, and sometimes yellow, red or even blue. They favor hooded cloaks.&lt;br /&gt;
*&#039;&#039;&#039;Make Light of Burdens:&#039;&#039;&#039; Dwarves start with a d6 in Strength instead of a d4. This increases maximum Strength to d12+1.&lt;br /&gt;
*&#039;&#039;&#039;Born Crafter:&#039;&#039;&#039; Dwarves start with a d4 in Repair.&lt;br /&gt;
*&#039;&#039;&#039;Outsider:&#039;&#039;&#039; Dwarves are reclusive and insular, and both Men and Hobbits are never quite comfortable around them. Dwarves subtract 2 from Persuasion rolls except with other Dwarves.&lt;br /&gt;
&lt;br /&gt;
==== Notes on Wealth and Gear ====&lt;br /&gt;
&lt;br /&gt;
*The Wealth Die is being used. Characters have a starting Wealth of d6 unless they take the Poverty hindrance (d4), or the Rich edge (d8) or Filthy Rich (d10)&lt;br /&gt;
*Standard medieval gear is available for purchase, although armor and large weapons are rare and may not be readily available. &lt;br /&gt;
*Bronze and plate armor does not exist.&lt;br /&gt;
*Chain armor is uncommon and generally possessed by professional soldiers or Dwarves.&lt;br /&gt;
*Black powder weapons are uncommon but they do exist; a recent innovation of the Dwarves. The cost is doubled for non-Dwarf characters.&lt;br /&gt;
&lt;br /&gt;
=== Skill and Languages ===&lt;br /&gt;
[[File:NamelessThings03.jpg|right|400px]]&lt;br /&gt;
Most skills now have &#039;&#039;&#039;Specializations,&#039;&#039;&#039; each of which represents a specific usage of that skill. A character picks one specialization when they gain their first rank in the skill; additional specializations can be acquired by spending skill points or Advances. Gaining a new specialization counts as raising a Skill below its linked Attribute, and so costs 1 skill point or half an Advance.&lt;br /&gt;
&lt;br /&gt;
When you use a skill in a manner you lack Specialization in, subtract 2 from your roll.&lt;br /&gt;
&lt;br /&gt;
The following skills do not have specializations: &#039;&#039;&#039;Battle, Common Knowledge, Gambling, Language, Research, Stealth, Taunt.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following skill specializations are available. This list is not exhaustive.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Academics:&#039;&#039;&#039;	History, Law, Culture (specific), Elf-Magic, Dark Sorcery&lt;br /&gt;
*&#039;&#039;&#039;Athletics:&#039;&#039;&#039;	Climbing, Wrestling, Swimming, Throwing&lt;br /&gt;
*&#039;&#039;&#039;Boating:&#039;&#039;&#039;	Small Craft, Ships, Navigation&lt;br /&gt;
*&#039;&#039;&#039;Fighting:&#039;&#039;&#039;	Blunt/Axes, Knives, Swords, Poles, Unarmed&lt;br /&gt;
*&#039;&#039;&#039;Healing:&#039;&#039;&#039;	Diagnose, First Aid, Disease, Anatomy, Veterinarian&lt;br /&gt;
*&#039;&#039;&#039;Intimidation:&#039;&#039;&#039;	Overawe, Brag, Threaten&lt;br /&gt;
*&#039;&#039;&#039;Notice:&#039;&#039;&#039;	Scrutiny, Insight, Vigilance&lt;br /&gt;
*&#039;&#039;&#039;Performance:&#039;&#039;&#039;	Sing, Dance, Instrument, Storytelling&lt;br /&gt;
*&#039;&#039;&#039;Persuasion:&#039;&#039;&#039;	Charm, Fast-Talk, Orate&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039;	Carpenter, Mason, Smith, Jeweler, Engineer&lt;br /&gt;
*&#039;&#039;&#039;Riding:&#039;&#039;&#039;	Horse, Pony, Teamster&lt;br /&gt;
*&#039;&#039;&#039;Science:&#039;&#039;&#039;	Geology, Biology, Botany, Chemistry&lt;br /&gt;
*&#039;&#039;&#039;Shooting:&#039;&#039;&#039;	Bow, Crossbow, Rifle&lt;br /&gt;
*&#039;&#039;&#039;Survival:&#039;&#039;&#039;	Herblore, Hunting, Tracking&lt;br /&gt;
*&#039;&#039;&#039;Thievery:&#039;&#039;&#039;	Sleight of Hand, Pick Pockets, Lockpicking.&lt;br /&gt;
&lt;br /&gt;
===== New Skill: Morgal =====&lt;br /&gt;
&#039;&#039;Morgal&#039;&#039; replaces the Occult skill. Unlike most skills, Morgal has no governing Attribute. Also unlike most skills, Morgal cannot be bought normally; the Morgal skill can only be increased by reading certain ancient tomes, or through direct interactions with certain creatures.&lt;br /&gt;
&lt;br /&gt;
Morgal reflects knowledge and experience with the paranormal and unnatural, and an awareness of a side of reality most people could not fathom. It can be used to decipher strange pictograms, recall information about unnatural creatures, understand strange and alien spells, or perform dark rituals.&lt;br /&gt;
&lt;br /&gt;
A character can gain their first rank in Morgal in one of two ways: either by reading from certain blasphemous, forbidden tomes, or by encountering a strange and alien creature whose very presence fractures their sanity. The first time a character critically fails a Sanity roll, they gain one free rank in the Morgal skill. Subsequent increases require research into dark and sinister lore.&lt;br /&gt;
&lt;br /&gt;
Increased knowledge of Morgal comes at a cost: for every rank a character has in Morgal, their maximum Sanity is reduced by 1 rank. Upon gaining their first rank in Morgal (d4), the character’s maximum Sanity is reduced to d10, and so on. If the character’s current Sanity is above their new limit, their Sanity is immediately reduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idea Rolls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Veteran Call of Cthulhu players may be familiar with the Idea roll. An Idea roll may be requested by the player or called for by the GM, and represents the character piecing together known information, noticing something the player may have overlooked, or otherwise being made aware of information the character has but the player may not. Idea rolls are useful when an investigator feels stuck or a GM feels the players are overlooking something significant.&lt;br /&gt;
&lt;br /&gt;
An Idea roll is a Smarts roll. Idea rolls can be rerolled with a benny, but cannot otherwise be tried multiple times.&lt;br /&gt;
&lt;br /&gt;
==== Languages ====&lt;br /&gt;
Languages are very important, both to the world of Arda and to delvers after ancient lore. What languages you can read or speak, and how well you understand it, can mean the difference between a vital clue and a meaningless mess of gibberish.&lt;br /&gt;
&lt;br /&gt;
All characters start with d8 fluency in the Westron (common) tongue. Dwarves have d8 in Khuzdûl and d6 in Westron. In addition, characters have d6 fluency in a number of languages equal to ½ their Smarts die.&lt;br /&gt;
&lt;br /&gt;
The following languages exist in Middle-earth:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adûnaic:&#039;&#039;&#039; Language of the Edain and downfallen Numenor. A dialect is known to have been used by Black Numenoreans.&lt;br /&gt;
*&#039;&#039;&#039;Black Speech:&#039;&#039;&#039; The language of old Mordor.&lt;br /&gt;
*&#039;&#039;&#039;Drûadan:&#039;&#039;&#039; The guttural, throaty language of the Wild Men, the Drûedain. It is rarely written down and even more rarely taught to others, and shares almost nothing with other Mannish tongues.&lt;br /&gt;
*&#039;&#039;&#039;Old Entish:&#039;&#039;&#039; A long, slow, rumbling language attributed to the legendary tree-herders.&lt;br /&gt;
*&#039;&#039;&#039;Haradric:&#039;&#039;&#039; The people of Harad and the East have many languages, the majority of which are unknown in Western lands. Haradric is the one most used by those who trade with Gondor.&lt;br /&gt;
*&#039;&#039;&#039;Khuzdûl:&#039;&#039;&#039; The secret tongue of the Dwarves, which they do not teach to outsiders.&lt;br /&gt;
*&#039;&#039;&#039;Orcish:&#039;&#039;&#039; A debased form of the Black Speech mixed with Westron words. There are many Orcish dialects, some of which function as separate languages.&lt;br /&gt;
*&#039;&#039;&#039;Quenya:&#039;&#039;&#039; Tongue of the Noldor, the High Elves of the West.&lt;br /&gt;
*&#039;&#039;&#039;Rohirric:&#039;&#039;&#039; Language of the Horse-Lords of Rohan. The Men of the northern land of Dale speak a variant of this tongue.&lt;br /&gt;
*&#039;&#039;&#039;Silvan Elvish:&#039;&#039;&#039; Language of the Wood-elves, derived from the Teleri tongue.&lt;br /&gt;
*&#039;&#039;&#039;Sindarin:&#039;&#039;&#039; Tongue of the Sindar elves.&lt;br /&gt;
*&#039;&#039;&#039;Valarin:&#039;&#039;&#039; Language of legendary Valinor; very obscure&lt;br /&gt;
*&#039;&#039;&#039;Westron:&#039;&#039;&#039; The “common tongue” of the Western lands, with many dialects&lt;br /&gt;
&lt;br /&gt;
=== Sanity and Madness ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;New Attribute: Sanity&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
!Example Incident !! Sanity Roll&lt;br /&gt;
|-&lt;br /&gt;
|You see a particularly gruesome corpse || Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You experience a strong unnatural sensation such as deja vu, “missing time” or hallucinations ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You witness an act of torture ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity from a distance ||Sanity (Rattled)&lt;br /&gt;
|-&lt;br /&gt;
|You see dozens of mangled corpses ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You are tortured ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You see an unnatural entity up close ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You witness a clearly supernatural or impossible killing ||Sanity&lt;br /&gt;
|-&lt;br /&gt;
|You speak with someone you know or later discover to be dead ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You kill someone innocent ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You see a friend, loved one, or ally killed ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You discover you have committed cannibalism ||Sanity -1&lt;br /&gt;
|-&lt;br /&gt;
|You are possessed by some outside force but remain aware while it operates your body ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You witness a friend, loved one or ally killed in a particularly gruesome or unnatural way ||Sanity -2&lt;br /&gt;
|-&lt;br /&gt;
|You are attacked by a single gigantic unnatural entity or a horde of smaller entities ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You kill a friend, loved one, or ally ||Sanity -4&lt;br /&gt;
|-&lt;br /&gt;
|You witness a true cosmic horror, such as a Nameless Thing ||Sanity -4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanity&#039;&#039;&#039; is an additional Attribute. All characters have a starting Sanity of d4, like all other Attributes. Since there are six Attributes rather than five, all characters have six points to distribute among them. Sanity can be raised normally.&lt;br /&gt;
&lt;br /&gt;
When you encounter something that challenges your understanding of how the world works, you must make a Sanity roll. On a success, you manage to rationalize what you have experienced and suffer no Sanity loss. On a failure, your mind fractures and you must roll on the Insanity table, gaining the indicated hindrance until you have a chance to rest and recuperate (at least a week or two of calm and low activity, or longer for Major hindrances).&lt;br /&gt;
&lt;br /&gt;
If the result of the Sanity die is a natural 1, regardless of the result of the wild die, your Sanity also drops by one rank. If the result is a critical failure (snake eyes), the hindrance gained as a result is permanent.&lt;br /&gt;
&lt;br /&gt;
Sanity lost in this manner may be recovered: for every week of rest and convalescence, you may roll Sanity, regaining one rank of lost Sanity on a success and two on a raise. In addition, notable successes in the face of cosmic horrors (saving innocent lives, destroying or banishing baneful entities) may allow a Sanity roll to recover.&lt;br /&gt;
&lt;br /&gt;
Should your Sanity ever drop below d4, you become indefinitely insane. Indefinitely insane characters are no longer viable as PCs, and often spend their last days as raving lunatics or demented cultists.&lt;br /&gt;
&lt;br /&gt;
=== Spells and Tomes ===&lt;br /&gt;
&lt;br /&gt;
====Spells and Spellcasting====&lt;br /&gt;
&#039;&#039;&#039;No Wizards&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Middle-earth is a world of magic, but magic was not meant for mortals. Gone are the Wizards, the legendary Istari, with their lore and knowledge. Gone also are the Elves, to whom the Art was a natural part of their lives and their society.&lt;br /&gt;
&lt;br /&gt;
No specific edges are required for spellcasting, nor are there any spellcasting-exclusive skills. Anyone with sufficient willpower, intelligence, and access to certain information may learn some spellcasting. True power, however, is reserved for the determined and the mad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spells are strange and singular. Although they use the standard rules for powers, each spell is unique; there is no general fireball or magic missile. Many spells have unusual trappings, require strange components, or come with weird drawbacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Learning Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;Nameless Things,&#039;&#039; learning a spell is simply a matter of finding and studying it. Spells can be found in ancient grimoires, or carved on stone tablets, or etched into plates of metal buried in forgotten vaults. Analyzing and understanding a written spell requires a Morgal roll and, if successful, a Sanity roll as well; both rolls take a penalty equal to the spell’s rank. It takes time to comprehend and memorize the unhuman words, intricate gestures, and delicate manipulations of energies associated with spellcasting, typically a number of days equal to 1d6+1 per rank of the spell (2d6+2 for a Seasoned, spell, etc). If either roll is failed the potential spellcaster can try again, but must re-study the spell for the full duration. Only one person at a time can study a spell from a single source.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Casting Spells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spellcasting follows the usual SWADE rules, using the Dynamic Backlash and No Power Points options. Morgal is the arcane skill.&lt;br /&gt;
&lt;br /&gt;
==== Tomes of Dark Lore ====&lt;br /&gt;
&lt;br /&gt;
[[File:Book_Table.jpg|left|500px]]&lt;br /&gt;
There exist certain tomes - they may be books or scrolls, clay tablets or thin metal plates - filled with dark lore and terrible truths about the world. These tomes can impart terrible knowledge and unnatural power to mortals who read them, but there is always a cost.&lt;br /&gt;
&lt;br /&gt;
A tome may be used in two ways: by &#039;&#039;&#039;skimming&#039;&#039;&#039; it, or by &#039;&#039;&#039;studying&#039;&#039;&#039; it. Both require the reader to be conversant with the language used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skimming&#039;&#039; a tome involves looking through it for relevant information and reading occasional passages. This process takes approximately four hours and requires a roll of either Research or the Language the tome is written in, whichever is lower. By default, a success provides a general overview of the tome’s topic; a raise also suggests what sort of spells it contains.&lt;br /&gt;
&lt;br /&gt;
Alternatively, a tome may be skimmed for specific information. In this case, the reader must specify what information they are seeking, and they glean one useful fact about that topic per success and raise. On a failure they learn nothing. This presumes the information they seek is in the tome; if it is not this roll automatically fails. Rerolls are allowed, with additional time spent and more information gained only if it exists in the tome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Studying&#039;&#039; a tome requires a number of weeks, the exact duration listed with each tome. This assumes the reader can devote several hours each day to reading, taking notes, and otherwise analyzing the information in the tome. Studying a tome requires no rolls, but the reader must be fluent in the language used (d8 or higher in the relevant Language skill). If the reader’s Language is d6, the time required is doubled; it is tripled if the Language is only d4.&lt;br /&gt;
&lt;br /&gt;
At the end of this period of studying, the reader has absorbed and understood the information contained in the tome. Their Morgal skill increases by one rank (with a corresponding reduction of their maximum Sanity), and they are aware of any spells contained in the tome, although spells must be learned separately. Depending on the precise nature of the tome other information may be gained as well, such as a bonus or a reroll on certain Academics specializations.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483627</id>
		<title>Happily Never After</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483627"/>
		<updated>2025-09-12T02:41:47Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Red */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Land =&lt;br /&gt;
&lt;br /&gt;
The Land is a patchwork realm where fairy tales, nursery rhymes, and legends coexist. Though it appears whimsical at first glance, the Land hides deep dangers and cruel twists, for magic is unpredictable and often perilous. Heroes summoned into the Land are strangers, outsiders tasked with navigating its wonders and horrors alike.&lt;br /&gt;
&lt;br /&gt;
== The Enchanted Forest ==&lt;br /&gt;
The Enchanted Forest is the heart of the Land. It is vast, dark, and shifting, with paths that refuse to stay straight and clearings that appear where none were before. Nearly every trail eventually leads to something strange, whether a witch’s cottage, a giant’s castle, or a meadow where time runs differently. The Forest is home to beasts, witches, tricksters, and things that cannot easily be named.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable Geography&#039;&#039;&#039; – Roads twist back on themselves; rivers vanish underground only to surface elsewhere. Maps are useless, save to those born of the Forest.&lt;br /&gt;
* &#039;&#039;&#039;Home of Fables&#039;&#039;&#039; – Classic stories take shape here, from Red Riding Hood’s path to Hansel and Gretel’s breadcrumbs.&lt;br /&gt;
* &#039;&#039;&#039;Peril and Wonder&#039;&#039;&#039; – Treasure and terror are never far apart; mortals who wander too deep seldom return unchanged.&lt;br /&gt;
&lt;br /&gt;
= The People of the Land =&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Land resemble those of other worlds, yet carry fairy-tale qualities that set them apart. They live in villages, towns, and castles, and are often drawn into the web of stories that shapes the Land itself.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are the most numerous people of the Land. Some have dwelt in the Land for ages beyond count, while others are the descendants of Wanderers from other worlds. They are as varied as the tales that describe them: noble kings, cruel stepmothers, valiant knights, or humble peasants. In the Land, destiny often clings to humans more tightly than to others, and many of the greatest heroes and villains are of human stock.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humans can have a variety of skin and hair colors, and vary in height from five feet or less to over six feet tall.&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Adaptability, resilience, the ability to cross between roles and rise above station.&lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Vulnerable to trickery, often entangled in curses or enchantments.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
Elves of the Land are beings of grace and longevity. They embody beauty, artistry, and connection to the magical essence of the Land. Cousins to the Fae, elves carry an air of otherness, and mortals sometimes view them with suspicion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, fair, with pointed ears, luminous eyes, and delicate antennae. Their hair can be any number of odd colors.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Fond of song, craftsmanship, and subtle magics.&lt;br /&gt;
* &#039;&#039;&#039;Disposition:&#039;&#039;&#039; Often aloof, but some integrate into mortal courts as advisors, sorcerers, or wanderers.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
Fauna are people who carry the traits of animals—humanlike in form, yet marked with ears, tails, eyes, or other features that reveal their beastly kinship. They are fully people, recognized as such, though many mortals view them as liminal beings poised between humanity and the wild. Fauna come in many species, often with personalities and physical traits related to the animals they resemble.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humanoid with distinct animal traits, usually including ears, tails, eyes, and sometimes paws.&lt;br /&gt;
* &#039;&#039;&#039;Examples:&#039;&#039;&#039; Fox-eared tricksters, wolf-blooded hunters, catlike courtiers.&lt;br /&gt;
* &#039;&#039;&#039;Role in Tales:&#039;&#039;&#039; Often cast as clever guides, loyal companions, or deceptive rogues.&lt;br /&gt;
&lt;br /&gt;
= Other Creatures =&lt;br /&gt;
&lt;br /&gt;
Beyond the ordinary people of the Land dwell stranger beings—forces of story and legend that embody magic, mystery, and peril.&lt;br /&gt;
&lt;br /&gt;
== The Fae ==&lt;br /&gt;
&lt;br /&gt;
The fae are a diverse and ancient people native to the Land. Though they share a humanoid form, every fae bears some trace of insectlike features—slender antennae, compound eyes, chitinous skin, or delicate wings. They are bound by curious rules of their nature: iron is anathema to them, and while they may twist words, speak in riddles, or omit truths, they cannot—or will not—tell a direct lie.  &lt;br /&gt;
&lt;br /&gt;
All fae possess some measure of magic, often tied to illusions or subtle enchantments. Their abilities vary as widely as their forms, and their power is not measured by appearance alone. The smallest pixies and sprites are nearly feral, living more as wild creatures than thinking folk. Brownies, redcaps, and elves stand closer to humans in intelligence, culture, and craft. At the highest tier are the Lords and Ladies, towering figures of strange beauty and terrible majesty, who command magics that lesser fae can scarcely comprehend.  &lt;br /&gt;
&lt;br /&gt;
The fae are whimsical, capricious, and dangerous, but they are also woven into the very fabric of the Land, shaping its forests, its paths, and its secret rules.&lt;br /&gt;
&lt;br /&gt;
== Talking Beasts ==&lt;br /&gt;
&lt;br /&gt;
Talking Beasts are animals touched by magic or fate, born with the gift of speech and humanlike thought. They appear outwardly identical to mundane animals of their kind, but possess intelligence, memory, and often cunning beyond their mortal kin. Some are unique individuals—one talking wolf among a pack of ordinary wolves—while others form entire lineages of enchanted creatures who pass their gift to their young.  &lt;br /&gt;
&lt;br /&gt;
Despite their voices and wits, Talking Beasts remain bound to their instincts. A fox still favors slyness, a bear still values strength, and a cat still stalks with predatory grace. Many possess minor magical powers, though rarely to the extent of the fae. They are as varied in temperament as humans: loyal companions, clever tricksters, selfish cowards, or cruel predators.&lt;br /&gt;
&lt;br /&gt;
== Fairies ==&lt;br /&gt;
&lt;br /&gt;
The Fairies are not a people but a sisterhood of unique, singular beings. Unlike the myriad fae races, there are only ever a handful of Fairies in the Land at one time, each embodying a distinct nature and wielding power that even the Lords and Ladies respect.  &lt;br /&gt;
&lt;br /&gt;
Fairies are immortal in spirit but fragile in body, their magic tied to balance and the stories of the Land itself. They are not bound by the usual fae rules—though iron still wounds them deeply, and most dislike falsehoods. Each Fairy is a force of personality and archetype: some kind and gentle, others stern and implacable, still others whimsical or cryptic.  &lt;br /&gt;
&lt;br /&gt;
They do not rule kingdoms or armies, but their influence runs deep, and the fate of mortals and fae alike often bends around their choices. To encounter a Fairy is to brush against the raw essence of the Land, for better or worse.&lt;br /&gt;
&lt;br /&gt;
= Riding Hood Guild =&lt;br /&gt;
&lt;br /&gt;
The Riding Hood Guild is one of the most respected—and feared—organizations in the Land. Neither kingdom nor court holds their loyalty; instead, they answer only to their oaths and to their leader, the mysterious woman known as &#039;&#039;&#039;Red&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
== Role in the Land ==&lt;br /&gt;
The Riding Hoods are professional couriers who will deliver nearly anything: messages, goods, or even people. They are famed for their reliability, and for the claim that they can travel anywhere in the Land—even through the perilous paths of the Enchanted Forest.  &lt;br /&gt;
&lt;br /&gt;
To betray a Riding Hood, or to attack one on duty, is to invite the wrath of the Guild. Even kings tread carefully, for the Riding Hoods hold the secrets of correspondence, trade, and diplomacy in their hands.  &lt;br /&gt;
&lt;br /&gt;
== The Cloak System ==&lt;br /&gt;
Every Riding Hood wears a hooded cloak whose color denotes rank within the Guild. Advancement is earned through merit and trial, not birth or favor.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yellow Hood&#039;&#039;&#039; – Novices and new initiates, learning the trade and tested for reliability.  &lt;br /&gt;
* &#039;&#039;&#039;Green Hood&#039;&#039;&#039; – Proven couriers who can be trusted with common deliveries.  &lt;br /&gt;
* &#039;&#039;&#039;Blue Hood&#039;&#039;&#039; – Experienced messengers skilled at navigating dangerous roads.  &lt;br /&gt;
* &#039;&#039;&#039;Indigo Hood&#039;&#039;&#039; – Elites who take the most perilous and vital assignments.  &lt;br /&gt;
* &#039;&#039;&#039;Red Hood&#039;&#039;&#039; – A rank held only by the Guild’s leader.  &lt;br /&gt;
&lt;br /&gt;
There are whispered rumors of a secret order of &#039;&#039;&#039;Violet Hoods&#039;&#039;&#039;, who take on missions so strange and esoteric that even most members of the Guild do not know of their existence.  &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
The Guild is led by the woman known only as &#039;&#039;&#039;Red&#039;&#039;&#039;. A wanderer from another world, she is middle-aged, gray-haired, and utterly without patience for nonsense. Despite her age, she remains one of the most capable figures in the Land: clever, relentless, and unyielding.  &lt;br /&gt;
&lt;br /&gt;
Red holds many secrets, and many powerful beings owe her favors. She is, in her way, a queen of a kingdom without borders—her couriers are its people, its roads are its lands, and its strength lies in trust and reputation.&lt;br /&gt;
&lt;br /&gt;
== The Kingdoms of the Land ==&lt;br /&gt;
Beyond the Forest lie several Kingdoms, each with its own nature and ruler. These kingdoms border one another but are separated by stretches of the Forest, ensuring they remain distinct and isolated.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Roses ===&lt;br /&gt;
A realm of beauty and enchantment, where palaces rise like crystalline blossoms and every garden blooms year-round. Yet its splendor hides vanity, decadence, and cruel courtly intrigues.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Rose Queen, both radiant and ruthless.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Beauty, vanity, hidden cruelty.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Beasts ===&lt;br /&gt;
A wild and primal land where animal-lords rule in tangled forests and vast plains. Civilization here is fragile, survival harsh, and the line between man and beast blurred.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Beast-King, a predator in regal guise.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Strength, survival, untamed nature.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Shadows ===&lt;br /&gt;
A brooding realm of twilight and gloom, where cobblestone streets wind beneath crooked towers. Superstitions reign, monsters stalk the night, and bargains with darker powers are commonplace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Shadow Duke, a figure of dread authority.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Fear, secrecy, forbidden knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Crowns ===&lt;br /&gt;
A more traditional fairy-tale kingdom, with knights, castles, and fields of golden wheat. Outwardly the most “normal,” but it is riddled with ambitious princes, scheming nobles, and fragile peace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The High King, though his authority is often contested.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Tradition, ambition, fragile order.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483626</id>
		<title>Happily Never After</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483626"/>
		<updated>2025-09-12T02:41:31Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Fairies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Land =&lt;br /&gt;
&lt;br /&gt;
The Land is a patchwork realm where fairy tales, nursery rhymes, and legends coexist. Though it appears whimsical at first glance, the Land hides deep dangers and cruel twists, for magic is unpredictable and often perilous. Heroes summoned into the Land are strangers, outsiders tasked with navigating its wonders and horrors alike.&lt;br /&gt;
&lt;br /&gt;
== The Enchanted Forest ==&lt;br /&gt;
The Enchanted Forest is the heart of the Land. It is vast, dark, and shifting, with paths that refuse to stay straight and clearings that appear where none were before. Nearly every trail eventually leads to something strange, whether a witch’s cottage, a giant’s castle, or a meadow where time runs differently. The Forest is home to beasts, witches, tricksters, and things that cannot easily be named.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable Geography&#039;&#039;&#039; – Roads twist back on themselves; rivers vanish underground only to surface elsewhere. Maps are useless, save to those born of the Forest.&lt;br /&gt;
* &#039;&#039;&#039;Home of Fables&#039;&#039;&#039; – Classic stories take shape here, from Red Riding Hood’s path to Hansel and Gretel’s breadcrumbs.&lt;br /&gt;
* &#039;&#039;&#039;Peril and Wonder&#039;&#039;&#039; – Treasure and terror are never far apart; mortals who wander too deep seldom return unchanged.&lt;br /&gt;
&lt;br /&gt;
= The People of the Land =&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Land resemble those of other worlds, yet carry fairy-tale qualities that set them apart. They live in villages, towns, and castles, and are often drawn into the web of stories that shapes the Land itself.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are the most numerous people of the Land. Some have dwelt in the Land for ages beyond count, while others are the descendants of Wanderers from other worlds. They are as varied as the tales that describe them: noble kings, cruel stepmothers, valiant knights, or humble peasants. In the Land, destiny often clings to humans more tightly than to others, and many of the greatest heroes and villains are of human stock.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humans can have a variety of skin and hair colors, and vary in height from five feet or less to over six feet tall.&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Adaptability, resilience, the ability to cross between roles and rise above station.&lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Vulnerable to trickery, often entangled in curses or enchantments.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
Elves of the Land are beings of grace and longevity. They embody beauty, artistry, and connection to the magical essence of the Land. Cousins to the Fae, elves carry an air of otherness, and mortals sometimes view them with suspicion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, fair, with pointed ears, luminous eyes, and delicate antennae. Their hair can be any number of odd colors.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Fond of song, craftsmanship, and subtle magics.&lt;br /&gt;
* &#039;&#039;&#039;Disposition:&#039;&#039;&#039; Often aloof, but some integrate into mortal courts as advisors, sorcerers, or wanderers.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
Fauna are people who carry the traits of animals—humanlike in form, yet marked with ears, tails, eyes, or other features that reveal their beastly kinship. They are fully people, recognized as such, though many mortals view them as liminal beings poised between humanity and the wild. Fauna come in many species, often with personalities and physical traits related to the animals they resemble.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humanoid with distinct animal traits, usually including ears, tails, eyes, and sometimes paws.&lt;br /&gt;
* &#039;&#039;&#039;Examples:&#039;&#039;&#039; Fox-eared tricksters, wolf-blooded hunters, catlike courtiers.&lt;br /&gt;
* &#039;&#039;&#039;Role in Tales:&#039;&#039;&#039; Often cast as clever guides, loyal companions, or deceptive rogues.&lt;br /&gt;
&lt;br /&gt;
= Other Creatures =&lt;br /&gt;
&lt;br /&gt;
Beyond the ordinary people of the Land dwell stranger beings—forces of story and legend that embody magic, mystery, and peril.&lt;br /&gt;
&lt;br /&gt;
== The Fae ==&lt;br /&gt;
&lt;br /&gt;
The fae are a diverse and ancient people native to the Land. Though they share a humanoid form, every fae bears some trace of insectlike features—slender antennae, compound eyes, chitinous skin, or delicate wings. They are bound by curious rules of their nature: iron is anathema to them, and while they may twist words, speak in riddles, or omit truths, they cannot—or will not—tell a direct lie.  &lt;br /&gt;
&lt;br /&gt;
All fae possess some measure of magic, often tied to illusions or subtle enchantments. Their abilities vary as widely as their forms, and their power is not measured by appearance alone. The smallest pixies and sprites are nearly feral, living more as wild creatures than thinking folk. Brownies, redcaps, and elves stand closer to humans in intelligence, culture, and craft. At the highest tier are the Lords and Ladies, towering figures of strange beauty and terrible majesty, who command magics that lesser fae can scarcely comprehend.  &lt;br /&gt;
&lt;br /&gt;
The fae are whimsical, capricious, and dangerous, but they are also woven into the very fabric of the Land, shaping its forests, its paths, and its secret rules.&lt;br /&gt;
&lt;br /&gt;
== Talking Beasts ==&lt;br /&gt;
&lt;br /&gt;
Talking Beasts are animals touched by magic or fate, born with the gift of speech and humanlike thought. They appear outwardly identical to mundane animals of their kind, but possess intelligence, memory, and often cunning beyond their mortal kin. Some are unique individuals—one talking wolf among a pack of ordinary wolves—while others form entire lineages of enchanted creatures who pass their gift to their young.  &lt;br /&gt;
&lt;br /&gt;
Despite their voices and wits, Talking Beasts remain bound to their instincts. A fox still favors slyness, a bear still values strength, and a cat still stalks with predatory grace. Many possess minor magical powers, though rarely to the extent of the fae. They are as varied in temperament as humans: loyal companions, clever tricksters, selfish cowards, or cruel predators.&lt;br /&gt;
&lt;br /&gt;
== Fairies ==&lt;br /&gt;
&lt;br /&gt;
The Fairies are not a people but a sisterhood of unique, singular beings. Unlike the myriad fae races, there are only ever a handful of Fairies in the Land at one time, each embodying a distinct nature and wielding power that even the Lords and Ladies respect.  &lt;br /&gt;
&lt;br /&gt;
Fairies are immortal in spirit but fragile in body, their magic tied to balance and the stories of the Land itself. They are not bound by the usual fae rules—though iron still wounds them deeply, and most dislike falsehoods. Each Fairy is a force of personality and archetype: some kind and gentle, others stern and implacable, still others whimsical or cryptic.  &lt;br /&gt;
&lt;br /&gt;
They do not rule kingdoms or armies, but their influence runs deep, and the fate of mortals and fae alike often bends around their choices. To encounter a Fairy is to brush against the raw essence of the Land, for better or worse.&lt;br /&gt;
&lt;br /&gt;
= Riding Hood Guild =&lt;br /&gt;
&lt;br /&gt;
The Riding Hood Guild is one of the most respected—and feared—organizations in the Land. Neither kingdom nor court holds their loyalty; instead, they answer only to their oaths and to their leader, the mysterious woman known as &#039;&#039;&#039;Red&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
== Role in the Land ==&lt;br /&gt;
The Riding Hoods are professional couriers who will deliver nearly anything: messages, goods, or even people. They are famed for their reliability, and for the claim that they can travel anywhere in the Land—even through the perilous paths of the Enchanted Forest.  &lt;br /&gt;
&lt;br /&gt;
To betray a Riding Hood, or to attack one on duty, is to invite the wrath of the Guild. Even kings tread carefully, for the Riding Hoods hold the secrets of correspondence, trade, and diplomacy in their hands.  &lt;br /&gt;
&lt;br /&gt;
== The Cloak System ==&lt;br /&gt;
Every Riding Hood wears a hooded cloak whose color denotes rank within the Guild. Advancement is earned through merit and trial, not birth or favor.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yellow Hood&#039;&#039;&#039; – Novices and new initiates, learning the trade and tested for reliability.  &lt;br /&gt;
* &#039;&#039;&#039;Green Hood&#039;&#039;&#039; – Proven couriers who can be trusted with common deliveries.  &lt;br /&gt;
* &#039;&#039;&#039;Blue Hood&#039;&#039;&#039; – Experienced messengers skilled at navigating dangerous roads.  &lt;br /&gt;
* &#039;&#039;&#039;Indigo Hood&#039;&#039;&#039; – Elites who take the most perilous and vital assignments.  &lt;br /&gt;
* &#039;&#039;&#039;Red Hood&#039;&#039;&#039; – A rank held only by the Guild’s leader.  &lt;br /&gt;
&lt;br /&gt;
There are whispered rumors of a secret order of &#039;&#039;&#039;Violet Hoods&#039;&#039;&#039;, who take on missions so strange and esoteric that even most members of the Guild do not know of their existence.  &lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
The Guild is led by the woman known only as &#039;&#039;&#039;Red&#039;&#039;&#039;. A wanderer from another world, she is middle-aged, gray-haired, and utterly without patience for nonsense. Despite her age, she remains one of the most capable figures in the Land: clever, relentless, and unyielding.  &lt;br /&gt;
&lt;br /&gt;
Red holds many secrets, and many powerful beings owe her favors. She is, in her way, a queen of a kingdom without borders—her couriers are its people, its roads are its lands, and its strength lies in trust and reputation.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Kingdoms of the Land ==&lt;br /&gt;
Beyond the Forest lie several Kingdoms, each with its own nature and ruler. These kingdoms border one another but are separated by stretches of the Forest, ensuring they remain distinct and isolated.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Roses ===&lt;br /&gt;
A realm of beauty and enchantment, where palaces rise like crystalline blossoms and every garden blooms year-round. Yet its splendor hides vanity, decadence, and cruel courtly intrigues.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Rose Queen, both radiant and ruthless.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Beauty, vanity, hidden cruelty.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Beasts ===&lt;br /&gt;
A wild and primal land where animal-lords rule in tangled forests and vast plains. Civilization here is fragile, survival harsh, and the line between man and beast blurred.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Beast-King, a predator in regal guise.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Strength, survival, untamed nature.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Shadows ===&lt;br /&gt;
A brooding realm of twilight and gloom, where cobblestone streets wind beneath crooked towers. Superstitions reign, monsters stalk the night, and bargains with darker powers are commonplace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Shadow Duke, a figure of dread authority.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Fear, secrecy, forbidden knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Crowns ===&lt;br /&gt;
A more traditional fairy-tale kingdom, with knights, castles, and fields of golden wheat. Outwardly the most “normal,” but it is riddled with ambitious princes, scheming nobles, and fragile peace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The High King, though his authority is often contested.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Tradition, ambition, fragile order.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483625</id>
		<title>Happily Never After</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483625"/>
		<updated>2025-09-12T02:40:35Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* The Fairies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Land =&lt;br /&gt;
&lt;br /&gt;
The Land is a patchwork realm where fairy tales, nursery rhymes, and legends coexist. Though it appears whimsical at first glance, the Land hides deep dangers and cruel twists, for magic is unpredictable and often perilous. Heroes summoned into the Land are strangers, outsiders tasked with navigating its wonders and horrors alike.&lt;br /&gt;
&lt;br /&gt;
== The Enchanted Forest ==&lt;br /&gt;
The Enchanted Forest is the heart of the Land. It is vast, dark, and shifting, with paths that refuse to stay straight and clearings that appear where none were before. Nearly every trail eventually leads to something strange, whether a witch’s cottage, a giant’s castle, or a meadow where time runs differently. The Forest is home to beasts, witches, tricksters, and things that cannot easily be named.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable Geography&#039;&#039;&#039; – Roads twist back on themselves; rivers vanish underground only to surface elsewhere. Maps are useless, save to those born of the Forest.&lt;br /&gt;
* &#039;&#039;&#039;Home of Fables&#039;&#039;&#039; – Classic stories take shape here, from Red Riding Hood’s path to Hansel and Gretel’s breadcrumbs.&lt;br /&gt;
* &#039;&#039;&#039;Peril and Wonder&#039;&#039;&#039; – Treasure and terror are never far apart; mortals who wander too deep seldom return unchanged.&lt;br /&gt;
&lt;br /&gt;
= The People of the Land =&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Land resemble those of other worlds, yet carry fairy-tale qualities that set them apart. They live in villages, towns, and castles, and are often drawn into the web of stories that shapes the Land itself.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are the most numerous people of the Land. Some have dwelt in the Land for ages beyond count, while others are the descendants of Wanderers from other worlds. They are as varied as the tales that describe them: noble kings, cruel stepmothers, valiant knights, or humble peasants. In the Land, destiny often clings to humans more tightly than to others, and many of the greatest heroes and villains are of human stock.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humans can have a variety of skin and hair colors, and vary in height from five feet or less to over six feet tall.&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Adaptability, resilience, the ability to cross between roles and rise above station.&lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Vulnerable to trickery, often entangled in curses or enchantments.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
Elves of the Land are beings of grace and longevity. They embody beauty, artistry, and connection to the magical essence of the Land. Cousins to the Fae, elves carry an air of otherness, and mortals sometimes view them with suspicion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, fair, with pointed ears, luminous eyes, and delicate antennae. Their hair can be any number of odd colors.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Fond of song, craftsmanship, and subtle magics.&lt;br /&gt;
* &#039;&#039;&#039;Disposition:&#039;&#039;&#039; Often aloof, but some integrate into mortal courts as advisors, sorcerers, or wanderers.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
Fauna are people who carry the traits of animals—humanlike in form, yet marked with ears, tails, eyes, or other features that reveal their beastly kinship. They are fully people, recognized as such, though many mortals view them as liminal beings poised between humanity and the wild. Fauna come in many species, often with personalities and physical traits related to the animals they resemble.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humanoid with distinct animal traits, usually including ears, tails, eyes, and sometimes paws.&lt;br /&gt;
* &#039;&#039;&#039;Examples:&#039;&#039;&#039; Fox-eared tricksters, wolf-blooded hunters, catlike courtiers.&lt;br /&gt;
* &#039;&#039;&#039;Role in Tales:&#039;&#039;&#039; Often cast as clever guides, loyal companions, or deceptive rogues.&lt;br /&gt;
&lt;br /&gt;
= Other Creatures =&lt;br /&gt;
&lt;br /&gt;
Beyond the ordinary people of the Land dwell stranger beings—forces of story and legend that embody magic, mystery, and peril.&lt;br /&gt;
&lt;br /&gt;
== The Fae ==&lt;br /&gt;
&lt;br /&gt;
The fae are a diverse and ancient people native to the Land. Though they share a humanoid form, every fae bears some trace of insectlike features—slender antennae, compound eyes, chitinous skin, or delicate wings. They are bound by curious rules of their nature: iron is anathema to them, and while they may twist words, speak in riddles, or omit truths, they cannot—or will not—tell a direct lie.  &lt;br /&gt;
&lt;br /&gt;
All fae possess some measure of magic, often tied to illusions or subtle enchantments. Their abilities vary as widely as their forms, and their power is not measured by appearance alone. The smallest pixies and sprites are nearly feral, living more as wild creatures than thinking folk. Brownies, redcaps, and elves stand closer to humans in intelligence, culture, and craft. At the highest tier are the Lords and Ladies, towering figures of strange beauty and terrible majesty, who command magics that lesser fae can scarcely comprehend.  &lt;br /&gt;
&lt;br /&gt;
The fae are whimsical, capricious, and dangerous, but they are also woven into the very fabric of the Land, shaping its forests, its paths, and its secret rules.&lt;br /&gt;
&lt;br /&gt;
== Talking Beasts ==&lt;br /&gt;
&lt;br /&gt;
Talking Beasts are animals touched by magic or fate, born with the gift of speech and humanlike thought. They appear outwardly identical to mundane animals of their kind, but possess intelligence, memory, and often cunning beyond their mortal kin. Some are unique individuals—one talking wolf among a pack of ordinary wolves—while others form entire lineages of enchanted creatures who pass their gift to their young.  &lt;br /&gt;
&lt;br /&gt;
Despite their voices and wits, Talking Beasts remain bound to their instincts. A fox still favors slyness, a bear still values strength, and a cat still stalks with predatory grace. Many possess minor magical powers, though rarely to the extent of the fae. They are as varied in temperament as humans: loyal companions, clever tricksters, selfish cowards, or cruel predators.&lt;br /&gt;
&lt;br /&gt;
= Fairies =&lt;br /&gt;
&lt;br /&gt;
The Fairies are not a people but a sisterhood of unique, singular beings. Unlike the myriad fae races, there are only ever a handful of Fairies in the Land at one time, each embodying a distinct nature and wielding power that even the Lords and Ladies respect.  &lt;br /&gt;
&lt;br /&gt;
Fairies are immortal in spirit but fragile in body, their magic tied to balance and the stories of the Land itself. They are not bound by the usual fae rules—though iron still wounds them deeply, and most dislike falsehoods. Each Fairy is a force of personality and archetype: some kind and gentle, others stern and implacable, still others whimsical or cryptic.  &lt;br /&gt;
&lt;br /&gt;
They do not rule kingdoms or armies, but their influence runs deep, and the fate of mortals and fae alike often bends around their choices. To encounter a Fairy is to brush against the raw essence of the Land, for better or worse.&lt;br /&gt;
&lt;br /&gt;
= Riding Hood Guild =&lt;br /&gt;
&lt;br /&gt;
The Riding Hood Guild is one of the most respected—and feared—organizations in the Land. Neither kingdom nor court holds their loyalty; instead, they answer only to their oaths and to their leader, the mysterious woman known as &#039;&#039;&#039;Red&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
== Role in the Land ==&lt;br /&gt;
The Riding Hoods are professional couriers who will deliver nearly anything: messages, goods, or even people. They are famed for their reliability, and for the claim that they can travel anywhere in the Land—even through the perilous paths of the Enchanted Forest.  &lt;br /&gt;
&lt;br /&gt;
To betray a Riding Hood, or to attack one on duty, is to invite the wrath of the Guild. Even kings tread carefully, for the Riding Hoods hold the secrets of correspondence, trade, and diplomacy in their hands.  &lt;br /&gt;
&lt;br /&gt;
== The Cloak System ==&lt;br /&gt;
Every Riding Hood wears a hooded cloak whose color denotes rank within the Guild. Advancement is earned through merit and trial, not birth or favor.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yellow Hood&#039;&#039;&#039; – Novices and new initiates, learning the trade and tested for reliability.  &lt;br /&gt;
* &#039;&#039;&#039;Green Hood&#039;&#039;&#039; – Proven couriers who can be trusted with common deliveries.  &lt;br /&gt;
* &#039;&#039;&#039;Blue Hood&#039;&#039;&#039; – Experienced messengers skilled at navigating dangerous roads.  &lt;br /&gt;
* &#039;&#039;&#039;Indigo Hood&#039;&#039;&#039; – Elites who take the most perilous and vital assignments.  &lt;br /&gt;
* &#039;&#039;&#039;Red Hood&#039;&#039;&#039; – A rank held only by the Guild’s leader.  &lt;br /&gt;
&lt;br /&gt;
There are whispered rumors of a secret order of &#039;&#039;&#039;Violet Hoods&#039;&#039;&#039;, who take on missions so strange and esoteric that even most members of the Guild do not know of their existence.  &lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
The Guild is led by the woman known only as &#039;&#039;&#039;Red&#039;&#039;&#039;. A wanderer from another world, she is middle-aged, gray-haired, and utterly without patience for nonsense. Despite her age, she remains one of the most capable figures in the Land: clever, relentless, and unyielding.  &lt;br /&gt;
&lt;br /&gt;
Red holds many secrets, and many powerful beings owe her favors. She is, in her way, a queen of a kingdom without borders—her couriers are its people, its roads are its lands, and its strength lies in trust and reputation.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Kingdoms of the Land ==&lt;br /&gt;
Beyond the Forest lie several Kingdoms, each with its own nature and ruler. These kingdoms border one another but are separated by stretches of the Forest, ensuring they remain distinct and isolated.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Roses ===&lt;br /&gt;
A realm of beauty and enchantment, where palaces rise like crystalline blossoms and every garden blooms year-round. Yet its splendor hides vanity, decadence, and cruel courtly intrigues.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Rose Queen, both radiant and ruthless.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Beauty, vanity, hidden cruelty.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Beasts ===&lt;br /&gt;
A wild and primal land where animal-lords rule in tangled forests and vast plains. Civilization here is fragile, survival harsh, and the line between man and beast blurred.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Beast-King, a predator in regal guise.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Strength, survival, untamed nature.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Shadows ===&lt;br /&gt;
A brooding realm of twilight and gloom, where cobblestone streets wind beneath crooked towers. Superstitions reign, monsters stalk the night, and bargains with darker powers are commonplace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Shadow Duke, a figure of dread authority.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Fear, secrecy, forbidden knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Crowns ===&lt;br /&gt;
A more traditional fairy-tale kingdom, with knights, castles, and fields of golden wheat. Outwardly the most “normal,” but it is riddled with ambitious princes, scheming nobles, and fragile peace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The High King, though his authority is often contested.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Tradition, ambition, fragile order.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483624</id>
		<title>Happily Never After</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Happily_Never_After&amp;diff=483624"/>
		<updated>2025-09-12T02:39:51Z</updated>

		<summary type="html">&lt;p&gt;Talisman: /* Talking Beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Land =&lt;br /&gt;
&lt;br /&gt;
The Land is a patchwork realm where fairy tales, nursery rhymes, and legends coexist. Though it appears whimsical at first glance, the Land hides deep dangers and cruel twists, for magic is unpredictable and often perilous. Heroes summoned into the Land are strangers, outsiders tasked with navigating its wonders and horrors alike.&lt;br /&gt;
&lt;br /&gt;
== The Enchanted Forest ==&lt;br /&gt;
The Enchanted Forest is the heart of the Land. It is vast, dark, and shifting, with paths that refuse to stay straight and clearings that appear where none were before. Nearly every trail eventually leads to something strange, whether a witch’s cottage, a giant’s castle, or a meadow where time runs differently. The Forest is home to beasts, witches, tricksters, and things that cannot easily be named.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Unpredictable Geography&#039;&#039;&#039; – Roads twist back on themselves; rivers vanish underground only to surface elsewhere. Maps are useless, save to those born of the Forest.&lt;br /&gt;
* &#039;&#039;&#039;Home of Fables&#039;&#039;&#039; – Classic stories take shape here, from Red Riding Hood’s path to Hansel and Gretel’s breadcrumbs.&lt;br /&gt;
* &#039;&#039;&#039;Peril and Wonder&#039;&#039;&#039; – Treasure and terror are never far apart; mortals who wander too deep seldom return unchanged.&lt;br /&gt;
&lt;br /&gt;
= The People of the Land =&lt;br /&gt;
&lt;br /&gt;
The inhabitants of the Land resemble those of other worlds, yet carry fairy-tale qualities that set them apart. They live in villages, towns, and castles, and are often drawn into the web of stories that shapes the Land itself.&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
Humans are the most numerous people of the Land. Some have dwelt in the Land for ages beyond count, while others are the descendants of Wanderers from other worlds. They are as varied as the tales that describe them: noble kings, cruel stepmothers, valiant knights, or humble peasants. In the Land, destiny often clings to humans more tightly than to others, and many of the greatest heroes and villains are of human stock.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humans can have a variety of skin and hair colors, and vary in height from five feet or less to over six feet tall.&lt;br /&gt;
* &#039;&#039;&#039;Strengths:&#039;&#039;&#039; Adaptability, resilience, the ability to cross between roles and rise above station.&lt;br /&gt;
* &#039;&#039;&#039;Weaknesses:&#039;&#039;&#039; Vulnerable to trickery, often entangled in curses or enchantments.&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
Elves of the Land are beings of grace and longevity. They embody beauty, artistry, and connection to the magical essence of the Land. Cousins to the Fae, elves carry an air of otherness, and mortals sometimes view them with suspicion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, fair, with pointed ears, luminous eyes, and delicate antennae. Their hair can be any number of odd colors.&lt;br /&gt;
* &#039;&#039;&#039;Culture:&#039;&#039;&#039; Fond of song, craftsmanship, and subtle magics.&lt;br /&gt;
* &#039;&#039;&#039;Disposition:&#039;&#039;&#039; Often aloof, but some integrate into mortal courts as advisors, sorcerers, or wanderers.&lt;br /&gt;
&lt;br /&gt;
== Fauna ==&lt;br /&gt;
Fauna are people who carry the traits of animals—humanlike in form, yet marked with ears, tails, eyes, or other features that reveal their beastly kinship. They are fully people, recognized as such, though many mortals view them as liminal beings poised between humanity and the wild. Fauna come in many species, often with personalities and physical traits related to the animals they resemble.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Appearance:&#039;&#039;&#039; Humanoid with distinct animal traits, usually including ears, tails, eyes, and sometimes paws.&lt;br /&gt;
* &#039;&#039;&#039;Examples:&#039;&#039;&#039; Fox-eared tricksters, wolf-blooded hunters, catlike courtiers.&lt;br /&gt;
* &#039;&#039;&#039;Role in Tales:&#039;&#039;&#039; Often cast as clever guides, loyal companions, or deceptive rogues.&lt;br /&gt;
&lt;br /&gt;
= Other Creatures =&lt;br /&gt;
&lt;br /&gt;
Beyond the ordinary people of the Land dwell stranger beings—forces of story and legend that embody magic, mystery, and peril.&lt;br /&gt;
&lt;br /&gt;
== The Fae ==&lt;br /&gt;
&lt;br /&gt;
The fae are a diverse and ancient people native to the Land. Though they share a humanoid form, every fae bears some trace of insectlike features—slender antennae, compound eyes, chitinous skin, or delicate wings. They are bound by curious rules of their nature: iron is anathema to them, and while they may twist words, speak in riddles, or omit truths, they cannot—or will not—tell a direct lie.  &lt;br /&gt;
&lt;br /&gt;
All fae possess some measure of magic, often tied to illusions or subtle enchantments. Their abilities vary as widely as their forms, and their power is not measured by appearance alone. The smallest pixies and sprites are nearly feral, living more as wild creatures than thinking folk. Brownies, redcaps, and elves stand closer to humans in intelligence, culture, and craft. At the highest tier are the Lords and Ladies, towering figures of strange beauty and terrible majesty, who command magics that lesser fae can scarcely comprehend.  &lt;br /&gt;
&lt;br /&gt;
The fae are whimsical, capricious, and dangerous, but they are also woven into the very fabric of the Land, shaping its forests, its paths, and its secret rules.&lt;br /&gt;
&lt;br /&gt;
== Talking Beasts ==&lt;br /&gt;
&lt;br /&gt;
Talking Beasts are animals touched by magic or fate, born with the gift of speech and humanlike thought. They appear outwardly identical to mundane animals of their kind, but possess intelligence, memory, and often cunning beyond their mortal kin. Some are unique individuals—one talking wolf among a pack of ordinary wolves—while others form entire lineages of enchanted creatures who pass their gift to their young.  &lt;br /&gt;
&lt;br /&gt;
Despite their voices and wits, Talking Beasts remain bound to their instincts. A fox still favors slyness, a bear still values strength, and a cat still stalks with predatory grace. Many possess minor magical powers, though rarely to the extent of the fae. They are as varied in temperament as humans: loyal companions, clever tricksters, selfish cowards, or cruel predators.&lt;br /&gt;
&lt;br /&gt;
== The Fairies ==&lt;br /&gt;
Fairies are not part of the great Fae hierarchy but instead are unique magical individuals. They are few in number, each with their own distinct personality and powers, and often serve as guardians, helpers, or agents of fate in the Land.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rarity:&#039;&#039;&#039; Only a handful exist at any time.&lt;br /&gt;
* &#039;&#039;&#039;Sisterhood:&#039;&#039;&#039; Though not identical in nature, the Fairies regard one another as kin.&lt;br /&gt;
* &#039;&#039;&#039;Examples:&#039;&#039;&#039;  &lt;br /&gt;
** The Good Fairy – gentle and compassionate, slain by the Big Bad Wolf.  &lt;br /&gt;
** The Chaotic Fairy – ever-changing, impulsive, childlike in temperament.  &lt;br /&gt;
** The Stern Fairy – embodiment of rules and judgment.  &lt;br /&gt;
** The Silent Fairy – cryptic oracle who guides mortals in strange ways.&lt;br /&gt;
&lt;br /&gt;
= Riding Hood Guild =&lt;br /&gt;
&lt;br /&gt;
The Riding Hood Guild is one of the most respected—and feared—organizations in the Land. Neither kingdom nor court holds their loyalty; instead, they answer only to their oaths and to their leader, the mysterious woman known as &#039;&#039;&#039;Red&#039;&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
== Role in the Land ==&lt;br /&gt;
The Riding Hoods are professional couriers who will deliver nearly anything: messages, goods, or even people. They are famed for their reliability, and for the claim that they can travel anywhere in the Land—even through the perilous paths of the Enchanted Forest.  &lt;br /&gt;
&lt;br /&gt;
To betray a Riding Hood, or to attack one on duty, is to invite the wrath of the Guild. Even kings tread carefully, for the Riding Hoods hold the secrets of correspondence, trade, and diplomacy in their hands.  &lt;br /&gt;
&lt;br /&gt;
== The Cloak System ==&lt;br /&gt;
Every Riding Hood wears a hooded cloak whose color denotes rank within the Guild. Advancement is earned through merit and trial, not birth or favor.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yellow Hood&#039;&#039;&#039; – Novices and new initiates, learning the trade and tested for reliability.  &lt;br /&gt;
* &#039;&#039;&#039;Green Hood&#039;&#039;&#039; – Proven couriers who can be trusted with common deliveries.  &lt;br /&gt;
* &#039;&#039;&#039;Blue Hood&#039;&#039;&#039; – Experienced messengers skilled at navigating dangerous roads.  &lt;br /&gt;
* &#039;&#039;&#039;Indigo Hood&#039;&#039;&#039; – Elites who take the most perilous and vital assignments.  &lt;br /&gt;
* &#039;&#039;&#039;Red Hood&#039;&#039;&#039; – A rank held only by the Guild’s leader.  &lt;br /&gt;
&lt;br /&gt;
There are whispered rumors of a secret order of &#039;&#039;&#039;Violet Hoods&#039;&#039;&#039;, who take on missions so strange and esoteric that even most members of the Guild do not know of their existence.  &lt;br /&gt;
&lt;br /&gt;
== Red ==&lt;br /&gt;
The Guild is led by the woman known only as &#039;&#039;&#039;Red&#039;&#039;&#039;. A wanderer from another world, she is middle-aged, gray-haired, and utterly without patience for nonsense. Despite her age, she remains one of the most capable figures in the Land: clever, relentless, and unyielding.  &lt;br /&gt;
&lt;br /&gt;
Red holds many secrets, and many powerful beings owe her favors. She is, in her way, a queen of a kingdom without borders—her couriers are its people, its roads are its lands, and its strength lies in trust and reputation.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Kingdoms of the Land ==&lt;br /&gt;
Beyond the Forest lie several Kingdoms, each with its own nature and ruler. These kingdoms border one another but are separated by stretches of the Forest, ensuring they remain distinct and isolated.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Roses ===&lt;br /&gt;
A realm of beauty and enchantment, where palaces rise like crystalline blossoms and every garden blooms year-round. Yet its splendor hides vanity, decadence, and cruel courtly intrigues.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Rose Queen, both radiant and ruthless.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Beauty, vanity, hidden cruelty.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Beasts ===&lt;br /&gt;
A wild and primal land where animal-lords rule in tangled forests and vast plains. Civilization here is fragile, survival harsh, and the line between man and beast blurred.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Beast-King, a predator in regal guise.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Strength, survival, untamed nature.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Shadows ===&lt;br /&gt;
A brooding realm of twilight and gloom, where cobblestone streets wind beneath crooked towers. Superstitions reign, monsters stalk the night, and bargains with darker powers are commonplace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The Shadow Duke, a figure of dread authority.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Fear, secrecy, forbidden knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Kingdom of Crowns ===&lt;br /&gt;
A more traditional fairy-tale kingdom, with knights, castles, and fields of golden wheat. Outwardly the most “normal,” but it is riddled with ambitious princes, scheming nobles, and fragile peace.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ruler:&#039;&#039;&#039; The High King, though his authority is often contested.&lt;br /&gt;
* &#039;&#039;&#039;Themes:&#039;&#039;&#039; Tradition, ambition, fragile order.&lt;/div&gt;</summary>
		<author><name>Talisman</name></author>
	</entry>
</feed>