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	<updated>2026-05-15T17:25:58Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289946</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289946"/>
		<updated>2015-09-21T17:21:51Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Determined || +7 || Inquisitive || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Pious || +6 || Suspicious || +6&lt;br /&gt;
|-&lt;br /&gt;
| Righteous || +6 || Relentless || +6&lt;br /&gt;
|-&lt;br /&gt;
| Unnerving || +5 || Scary || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Of Course the Nearest Avestite Temple Knows I am Here || +7 || I would not have survived Leidenheim without The Eskatonic Yacob Zairson. He has since joined the Kalinthi || +7&lt;br /&gt;
|-&lt;br /&gt;
| Horton Babcock is a Charioteer I have hired many times for transport during investigations || +6 || Indira Kohut is a Gjarti Enthusiast. She is wrong, but she has helped me find and destroy someone much more wrong || +6&lt;br /&gt;
|-&lt;br /&gt;
| Renzo Selesio Badilon Hazat, whose fief I saved from the Manja heresy || +6 || Michael Wait is a local porter &amp;amp; yeoman. A good and simple man || +6 &lt;br /&gt;
|-&lt;br /&gt;
| I exonerated the penitent psychic Aaron Moonmist because he was innocent of heresy. Should have done otherwise? || +5 || The Ukari sword master Kreshill helped me destroy a cell of manja cultists. He knows justice well, but refuses to turn to the light || +5&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Theurgy&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Survivor of the Leidenhusk Horror&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Scent of Evil || +8 || They Will Not Find Me, For I Am As Still And Silent As The True Dead || +8&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Holy Blessing || +7 || Stay Here; I Shall Find Provisions || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Censure || +7 || I Will Strike it Down Before it can Harm Another || +7&lt;br /&gt;
|-&lt;br /&gt;
| Fault of the Soulless || +6 || We Shall Make Weapons From The SImplest of Things || +6&lt;br /&gt;
|-&lt;br /&gt;
| Calm of the Desert Fathers || +6 || ...We Are Not Alone... || +6&lt;br /&gt;
|-&lt;br /&gt;
| Torchbearing || +6 ||  Traps Have Been Set, We Can Sleep Tonight|| +6 &lt;br /&gt;
|-&lt;br /&gt;
| Connected to the Empyrean || +5 || They Shall Not Catch Me, For I Am As Fast As The Living|| +5&lt;br /&gt;
|-&lt;br /&gt;
| Padre Pontius Cciardi&#039;s Touch of Fire || +5 || I WIll Make A Diversion || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Stoic || +7 || I Will Feel Pain When I Can Afford To || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Awe-Inspiring || +6 || I Did What Was Necessary And Would Again || +6&lt;br /&gt;
|-&lt;br /&gt;
| Brooding || +6 || Through Faith, I Remained Human In The Face Of Horror || +6&lt;br /&gt;
|-&lt;br /&gt;
| Fervent || +5 || I Will Help You If I Can And Always Will || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| I learned Avestite theurgy with Roger Sandalstrap || +7 || I Survived. No, I&#039;m The Other One || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Pancreator Is The God Of Us All, Even If Some Do Not Know It|| +6 || I Am Still Friends With Some Eskatonics || +6&lt;br /&gt;
|-&lt;br /&gt;
| If You Do Not Cooperate, I Will Contact Brother Ulrich Butzer, And You Will Enjoy His Demeanor Much Less || +6 || I Consider The Munstersens Family, And They Me || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Do Not Know Your Name, But There Is A Darkness Within The Locksley Domain, And I Can Smell It On You. Confess And Do So Quickly, For Your Own Sake|| +5 || The Kalinthi Remember Me, But Would Not Let Me Join || +5&lt;br /&gt;
|-&lt;br /&gt;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| Prone To Hubris || +6 || Haunted By Leidenheim || +6&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Individuality&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| They Trained Me To Investigate, Not Just To Interrogate || +8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| First Aid || +7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| I Can Uncover Secrets From Records, Not Just People || +7 || || &lt;br /&gt;
|-&lt;br /&gt;
| Esoteric Psychology || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Speak To Commoners Without Speaking Down || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;You&#039;re More Reasonable Than I Was Expecting&amp;quot; || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +5 || || &lt;br /&gt;
|-&lt;br /&gt;
| Hasn&#039;t Driven In A While, But Knows How || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
| Advocate For Peasantry || +7 || Become The Chartophylax Of The Holy Library Of The Cathedra Vesti || +? &lt;br /&gt;
|-&lt;br /&gt;
| Loves Knowledge As A Tool || +6 || Protect Commoners || +?&lt;br /&gt;
|-&lt;br /&gt;
| His Smile Is Rare But Worth It || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Hates The Corrupt || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| I Have Introduced Myself To The Elders In The Country Towns. They Appreciated The Fact Someone Remembered Commoners Are At Least As Human As The Nobles And Guildsmen || +7 || Too Academic To Be Trusted By His Fellow Avestites || +6&lt;br /&gt;
|-&lt;br /&gt;
| My Family Is Full Of Reeves. Despite Everything, We&#039;re Still Family || +6 || Defensive About Negative Avestite Stereotypes || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Could Ask The Vagabonds And Beggars. They Tend To Know Things || +6 || Prone To Hubris || +6 &lt;br /&gt;
|-&lt;br /&gt;
| Garsea Goodwill Is A Commoner Renowned Locally For Work In Religious Festivals. A Pious Entertainer || +5 || Haunted By Leidenheim || +6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Stuff, Notes etc==&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289945</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289945"/>
		<updated>2015-09-21T17:21:16Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Determined || +7 || Inquisitive || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Pious || +6 || Suspicious || +6&lt;br /&gt;
|-&lt;br /&gt;
| Righteous || +6 || Relentless || +6&lt;br /&gt;
|-&lt;br /&gt;
| Unnerving || +5 || Scary || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Of Course the Nearest Avestite Temple Knows I am Here || +7 || I would not have survived Leidenheim without The Eskatonic Yacob Zairson. He has since joined the Kalinthi || +7&lt;br /&gt;
|-&lt;br /&gt;
| Horton Babcock is a Charioteer I have hired many times for transport during investigations || +6 || Indira Kohut is a Gjarti Enthusiast. She is wrong, but she has helped me find and destroy someone much more wrong || +6&lt;br /&gt;
|-&lt;br /&gt;
| Renzo Selesio Badilon Hazat, whose fief I saved from the Manja heresy || +6 || Michael Wait is a local porter &amp;amp; yeoman. A good and simple man || +6 &lt;br /&gt;
|-&lt;br /&gt;
| I exonerated the penitent psychic Aaron Moonmist because he was innocent of heresy. Should have done otherwise? || +5 || The Ukari sword master Kreshill helped me destroy a cell of manja cultists. He knows justice well, but refuses to turn to the light || +5&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Theurgy&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Survivor of the Leidenhusk Horror&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Scent of Evil || +8 || They Will Not Find Me, For I Am As Still And Silent As The True Dead || +8&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Holy Blessing || +7 || Stay Here; I Shall Find Provisions || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Censure || +7 || I Will Strike it Down Before it can Harm Another || +7&lt;br /&gt;
|-&lt;br /&gt;
| Fault of the Soulless || +6 || We Shall Make Weapons From The SImplest of Things || +6&lt;br /&gt;
|-&lt;br /&gt;
| Calm of the Desert Fathers || +6 || ...We Are Not Alone... || +6&lt;br /&gt;
|-&lt;br /&gt;
| Torchbearing || +6 ||  Traps Have Been Set, We Can Sleep Tonight|| +6 &lt;br /&gt;
|-&lt;br /&gt;
| Connected to the Empyrean || +5 || They Shall Not Catch Me, For I Am As Fast As The Living|| +5&lt;br /&gt;
|-&lt;br /&gt;
| Padre Pontius Cciardi&#039;s Touch of Fire || +5 || I WIll Make A Diversion || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Stoic || +7 || I Will Feel Pain When I Can Afford To || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Awe-Inspiring || +6 || I Did What Was Necessary And Would Again || +6&lt;br /&gt;
|-&lt;br /&gt;
| Brooding || +6 || Through Faith, I Remained Human In The Face Of Horror || +6&lt;br /&gt;
|-&lt;br /&gt;
| Fervent || +5 || I Will Help You If I Can And Always Will || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| I learned Avestite theurgy with Roger Sandalstrap || +7 || I Survived. No, I&#039;m The Other One || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Pancreator Is The God Of Us All, Even If Some Do Not Know It|| +6 || I Am Still Friends With Some Eskatonics || +6&lt;br /&gt;
|-&lt;br /&gt;
| If You Do Not Cooperate, I Will Contact Brother Ulrich Butzer, And You Will Enjoy His Demeanor Much Less || +6 || I Consider The Munstersens Family, And They Me || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Do Not Know Your Name, But There Is A Darkness Within The Locksley Domain, And I Can Smell It On You. Confess And Do So Quickly, For Your Own Sake|| +5 || The Kalinthi Remember Me, But Would Not Let Me Join || +5&lt;br /&gt;
|-&lt;br /&gt;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| Prone To Hubris || +6 || Haunted By Leidenheim || +6&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Individuality&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| They Trained Me To Investigate, Not Just To Interrogate || +8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| First Aid || +7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| I Can Uncover Secrets From Records, Not Just People || +7 || || &lt;br /&gt;
|-&lt;br /&gt;
| Esoteric Psychology || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Speak To Commoners Without Speaking Down || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;You&#039;re More Reasonable Than I Was Expecting&amp;quot; || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +5 || || &lt;br /&gt;
|-&lt;br /&gt;
| Hasn&#039;t Driven In A While, But Knows How || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
| Advocate For Peasantry || +7 || Become The Chartophylax Of The Holy Library Of The Cathedra Vesti || +? &lt;br /&gt;
|-&lt;br /&gt;
| Loves Knowledge As A Tool || +6 || Protect Commoners || +?&lt;br /&gt;
|-&lt;br /&gt;
| His Smile Is Rare But Worth It || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Hates The Corrupt || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| I Have Introduced Myself To The Elders In The Country Towns. They Appreciated The Fact Someone Remembered Commoners Are At Least As Human As The Nobles And Guildsmen || +7 || Too Academic To Be Trusted By His Fellow Avestites || +6&lt;br /&gt;
|-&lt;br /&gt;
| My Family Is Full Of Reeves. Despite Everything, We&#039;re Still Family || +6 || Defensive About Negative Avestite Stereotypes || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Could Ask The Vagabonds And Beggars. They Tend To Know Things || +6 || Prone To Hubris || +6 &lt;br /&gt;
|-&lt;br /&gt;
| Garsea Goodwill Is A Commoner Renowned Locally For Work In Religious Festivals. A Pious Entertainer || +5 || Haunted By Leidenheim || +6&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289944</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289944"/>
		<updated>2015-09-21T17:16:29Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Determined || +7 || Inquisitive || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Pious || +6 || Suspicious || +6&lt;br /&gt;
|-&lt;br /&gt;
| Righteous || +6 || Relentless || +6&lt;br /&gt;
|-&lt;br /&gt;
| Unnerving || +5 || Scary || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Of Course the Nearest Avestite Temple Knows I am Here || +7 || I would not have survived Leidenheim without The Eskatonic Yacob Zairson. He has since joined the Kalinthi || +7&lt;br /&gt;
|-&lt;br /&gt;
| Horton Babcock is a Charioteer I have hired many times for transport during investigations || +6 || Indira Kohut is a Gjarti Enthusiast. She is wrong, but she has helped me find and destroy someone much more wrong || +6&lt;br /&gt;
|-&lt;br /&gt;
| Renzo Selesio Badilon Hazat, whose fief I saved from the Manja heresy || +6 || Michael Wait is a local porter &amp;amp; yeoman. A good and simple man || +6 &lt;br /&gt;
|-&lt;br /&gt;
| I exonerated the penitent psychic Aaron Moonmist because he was innocent of heresy. Should have done otherwise? || +5 || The Ukari sword master Kreshill helped me destroy a cell of manja cultists. He knows justice well, but refuses to turn to the light || +5&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Theurgy&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Survivor of the Leidenhusk Horror&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Scent of Evil || +8 || They Will Not Find Me, For I Am As Still And Silent As The True Dead || +8&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Holy Blessing || +7 || Stay Here; I Shall Find Provisions || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Censure || +7 || I Will Strike it Down Before it can Harm Another || +7&lt;br /&gt;
|-&lt;br /&gt;
| Fault of the Soulless || +6 || We Shall Make Weapons From The SImplest of Things || +6&lt;br /&gt;
|-&lt;br /&gt;
| Calm of the Desert Fathers || +6 || ...We Are Not Alone... || +6&lt;br /&gt;
|-&lt;br /&gt;
| Torchbearing || +6 ||  Traps Have Been Set, We Can Sleep Tonight|| +6 &lt;br /&gt;
|-&lt;br /&gt;
| Connected to the Empyrean || +5 || They Shall Not Catch Me, For I Am As Fast As The Living|| +5&lt;br /&gt;
|-&lt;br /&gt;
| Padre Pontius Cciardi&#039;s Touch of Fire || +5 || I WIll Make A Diversion || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Stoic || +7 || I Will Feel Pain When I Can Afford To || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Awe-Inspiring || +6 || I Did What Was Necessary And Would Again || +6&lt;br /&gt;
|-&lt;br /&gt;
| Brooding || +6 || Through Faith, I Remained Human In The Face Of Horror || +6&lt;br /&gt;
|-&lt;br /&gt;
| Fervent || +5 || I Will Help You If I Can And Always Will || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| I learned Avestite theurgy with Roger Sandalstrap || +7 || I Survived. No, I&#039;m The Other One || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Pancreator Is The God Of Us All, Even If Some Do Not Know It|| +6 || I Am Still Friends With Some Eskatonics || +6&lt;br /&gt;
|-&lt;br /&gt;
| If You Do Not Cooperate, I Will Contact Brother Ulrich Butzer, And You Will Enjoy His Demeanor Much Less || +6 || I Consider The Munstersens Family, And They Me || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Do Not Know Your Name, But There Is A Darkness Within The Locksley Domain, And I Can Smell It On You. Confess And Do So Quickly, For Your Own Sake|| +5 || The Kalinthi Remember Me, But Would Not Let Me Join || +5&lt;br /&gt;
|-&lt;br /&gt;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| Prone To Hubris || +6 || Haunted By Leidenheim || +6&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Individuality&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| They Trained Me To Investigate, Not Just To Interrogate || +8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| First Aid || +7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| I Can Uncover Secrets From Records, Not Just People || +7 || || &lt;br /&gt;
|-&lt;br /&gt;
| Esoteric Psychology || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Speak To Commoners Without Speaking Down || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;You&#039;re More Reasonable Than I Was Expecting&amp;quot; || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +5 || || &lt;br /&gt;
|-&lt;br /&gt;
| Hasn&#039;t Driven In A While, But Knows How || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
| Advocate For Peasantry || +7 || Become The Chartophylax Of The Holy Library Of The Cathedra Vesti || +? &lt;br /&gt;
|-&lt;br /&gt;
| Loves Knowledge As A Tool || +6 || Protect Commoners || +?&lt;br /&gt;
|-&lt;br /&gt;
| His Smile Is Rare But Worth It || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Hates The Corrupt || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| I Have Introduced Myself To The Elders In The Country Towns. They Appreciated The Fact Someone Remembered Commoners Are At Least As Human As The Nobles And Guildsmen || +7 || Too Academic To Be Trusted By His Fellow Avestites || +6&lt;br /&gt;
|-&lt;br /&gt;
| My Family Is Full Of Reeves. Despite Everything, We&#039;re Still Family || +6 || Defensive About Negative Avestite Stereotypes || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Could Ask The Vagabonds And Beggars. They Tend To Know Things || +6 || || &lt;br /&gt;
|-&lt;br /&gt;
| Garsea Goodwill Is A Commoner Renowned Locally For Work In Religious Festivals. A Pious Entertainer || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289943</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289943"/>
		<updated>2015-09-21T17:15:38Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Determined || +7 || Inquisitive || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Pious || +6 || Suspicious || +6&lt;br /&gt;
|-&lt;br /&gt;
| Righteous || +6 || Relentless || +6&lt;br /&gt;
|-&lt;br /&gt;
| Unnerving || +5 || Scary || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Of Course the Nearest Avestite Temple Knows I am Here || +7 || I would not have survived Leidenheim without The Eskatonic Yacob Zairson. He has since joined the Kalinthi || +7&lt;br /&gt;
|-&lt;br /&gt;
| Horton Babcock is a Charioteer I have hired many times for transport during investigations || +6 || Indira Kohut is a Gjarti Enthusiast. She is wrong, but she has helped me find and destroy someone much more wrong || +6&lt;br /&gt;
|-&lt;br /&gt;
| Renzo Selesio Badilon Hazat, whose fief I saved from the Manja heresy || +6 || Michael Wait is a local porter &amp;amp; yeoman. A good and simple man || +6 &lt;br /&gt;
|-&lt;br /&gt;
| I exonerated the penitent psychic Aaron Moonmist because he was innocent of heresy. Should have done otherwise? || +5 || The Ukari sword master Kreshill helped me destroy a cell of manja cultists. He knows justice well, but refuses to turn to the light || +5&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Theurgy&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Survivor of the Leidenhusk Horror&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Scent of Evil || +8 || They Will Not Find Me, For I Am As Still And Silent As The True Dead || +8&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Holy Blessing || +7 || Stay Here; I Shall Find Provisions || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Censure || +7 || I Will Strike it Down Before it can Harm Another || +7&lt;br /&gt;
|-&lt;br /&gt;
| Fault of the Soulless || +6 || We Shall Make Weapons From The SImplest of Things || +6&lt;br /&gt;
|-&lt;br /&gt;
| Calm of the Desert Fathers || +6 || ...We Are Not Alone... || +6&lt;br /&gt;
|-&lt;br /&gt;
| Torchbearing || +6 ||  Traps Have Been Set, We Can Sleep Tonight|| +6 &lt;br /&gt;
|-&lt;br /&gt;
| Connected to the Empyrean || +5 || They Shall Not Catch Me, For I Am As Fast As The Living|| +5&lt;br /&gt;
|-&lt;br /&gt;
| Padre Pontius Cciardi&#039;s Touch of Fire || +5 || I WIll Make A Diversion || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Stoic || +7 || I Will Feel Pain When I Can Afford To || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Awe-Inspiring || +6 || I Did What Was Necessary And Would Again || +6&lt;br /&gt;
|-&lt;br /&gt;
| Brooding || +6 || Through Faith, I Remained Human In The Face Of Horror || +6&lt;br /&gt;
|-&lt;br /&gt;
| Fervent || +5 || I Will Help You If I Can And Always Will || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| I learned Avestite theurgy with Roger Sandalstrap || +7 || I Survived. No, I&#039;m The Other One || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Pancreator Is The God Of Us All, Even If Some Do Not Know It|| +6 || I Am Still Friends With Some Eskatonics || +6&lt;br /&gt;
|-&lt;br /&gt;
| If You Do Not Cooperate, I Will Contact Brother Ulrich Butzer, And You Will Enjoy His Demeanor Much Less || +6 || I Consider The Munstersens Family, And They Me || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Do Not Know Your Name, But There Is A Darkness Within The Locksley Domain, And I Can Smell It On You. Confess And Do So Quickly, For Your Own Sake|| +5 || The Kalinthi Remember Me, But Would Not Let Me Join || +5&lt;br /&gt;
|-&lt;br /&gt;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| Prone To Hubris || +6 || Haunted By Leidenheim || +6&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Individuality&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| They Trained Me To Investigate, Not Just To Interrogate || +8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| First Aid || +7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| I Can Uncover Secrets From Records, Not Just People || +7 || || &lt;br /&gt;
|-&lt;br /&gt;
| Esoteric Psychology || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Speak To Commoners Without Speaking Down || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;You&#039;re More Reasonable Than I Was Expecting&amp;quot; || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +5 || || &lt;br /&gt;
|-&lt;br /&gt;
| Hasn&#039;t Driven In A While, But Knows How || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&lt;br /&gt;
|&lt;br /&gt;
| Advocate For Peasantry || +7 ||Become The Chartophylax Of The Holy Library Of The Cathedra Vesti || +? &lt;br /&gt;
|-&lt;br /&gt;
| Loves Knowledge As A Tool || +6 || Protect Commoners || +?&lt;br /&gt;
|-&lt;br /&gt;
| His Smile Is Rare But Worth It || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Hates The Corrupt || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| I Have Introduced Myself To The Elders In The Country Towns. They Appreciated The Fact Someone Remembered Commoners Are At Least As Human As The Nobles And Guildsmen || +7 || Too Academic To Be Trusted By His Fellow Avestites || +6&lt;br /&gt;
|-&lt;br /&gt;
| My Family Is Full Of Reeves. Despite Everything, We&#039;re Still Family || +6 || Defensive About Negative Avestite Stereotypes || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Could Ask The Vagabonds And Beggars. They Tend To Know Things || +6 || || &lt;br /&gt;
|-&lt;br /&gt;
| Garsea Goodwill Is A Commoner Renowned Locally For Work In Religious Festivals. A Pious Entertainer || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289942</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289942"/>
		<updated>2015-09-21T17:13:07Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Determined || +7 || Inquisitive || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Pious || +6 || Suspicious || +6&lt;br /&gt;
|-&lt;br /&gt;
| Righteous || +6 || Relentless || +6&lt;br /&gt;
|-&lt;br /&gt;
| Unnerving || +5 || Scary || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Of Course the Nearest Avestite Temple Knows I am Here || +7 || I would not have survived Leidenheim without The Eskatonic Yacob Zairson. He has since joined the Kalinthi || +7&lt;br /&gt;
|-&lt;br /&gt;
| Horton Babcock is a Charioteer I have hired many times for transport during investigations || +6 || Indira Kohut is a Gjarti Enthusiast. She is wrong, but she has helped me find and destroy someone much more wrong || +6&lt;br /&gt;
|-&lt;br /&gt;
| Renzo Selesio Badilon Hazat, whose fief I saved from the Manja heresy || +6 || Michael Wait is a local porter &amp;amp; yeoman. A good and simple man || +6 &lt;br /&gt;
|-&lt;br /&gt;
| I exonerated the penitent psychic Aaron Moonmist because he was innocent of heresy. Should have done otherwise? || +5 || The Ukari sword master Kreshill helped me destroy a cell of manja cultists. He knows justice well, but refuses to turn to the light | +5&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Theurgy&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Survivor of the Leidenhusk Horror&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Scent of Evil || +8 || They Will Not Find Me, For I Am As Still And Silent As The True Dead || +8&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Holy Blessing || +7 || Stay Here; I Shall Find Provisions || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Prophet&#039;s Censure || +7 || I Will Strike it Down Before it can Harm Another || +7&lt;br /&gt;
|-&lt;br /&gt;
| Fault of the Soulless || +6 || We Shall Make Weapons From The SImplest of Things || +6&lt;br /&gt;
|-&lt;br /&gt;
| Calm of the Desert Fathers || +6 || ...We Are Not Alone... || +6&lt;br /&gt;
|-&lt;br /&gt;
| Torchbearing || +6 ||  Traps Have Been Set, We Can Sleep Tonight|| +6 &lt;br /&gt;
|-&lt;br /&gt;
| Connected to the Empyrean || +5 || They Shall Not Catch Me, For I Am As Fast As The Living|| +5&lt;br /&gt;
|-&lt;br /&gt;
| Padre Pontius Cciardi&#039;s Touch of Fire || +5 || I WIll Make A Diversion || +5&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| Stoic || +7 || I Will Feel Pain When I Can Afford To || +7 &lt;br /&gt;
|-&lt;br /&gt;
| Awe-Inspiring || +6 || I Did What Was Necessary And Would Again || +6&lt;br /&gt;
|-&lt;br /&gt;
| Brooding || +6 || Through Faith, I Remained Human In The Face Of Horror || +6&lt;br /&gt;
|-&lt;br /&gt;
| Fervent || +5 || I Will Help You If I Can And Always Will || +5&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| I learned Avestite theurgy with Roger Sandalstrap || +7 || I Survived. No, I&#039;m The Other One || +7&lt;br /&gt;
|-&lt;br /&gt;
| The Pancreator Is The God Of Us All, Even If Some Do Not Know It|| +6 || I Am Still Friends With Some Eskatonics || +6&lt;br /&gt;
|-&lt;br /&gt;
| If You Do Not Cooperate, I Will Contact Brother Ulrich Butzer, And You Will Enjoy His Demeanor Much Less || +6 || I Consider The Munstersens Family, And They Me || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Do Not Know Your Name, But There Is A Darkness Within The Locksley Domain, And I Can Smell It On You. Confess And Do So Quickly, For Your Own Sake|| +5 || The Kalinthi Remember Me, But Would Not Let Me Join || +5&lt;br /&gt;
|-&lt;br /&gt;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| Prone To Hubris || +6 || Haunted By Leidenheim || +6&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Individuality&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Misc&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| They Trained Me To Investigate, Not Just To Interrogate || +8 || ||&lt;br /&gt;
|-&lt;br /&gt;
| First Aid || +7 || ||&lt;br /&gt;
|-&lt;br /&gt;
| I Can Uncover Secrets From Records, Not Just People || +7 || || &lt;br /&gt;
|-&lt;br /&gt;
| Esoteric Psychology || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Speak To Commoners Without Speaking Down || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| &amp;quot;You&#039;re More Reasonable Than I Was Expecting&amp;quot; || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Firearms || +5 || || &lt;br /&gt;
|-&lt;br /&gt;
| Hasn&#039;t Driven In A While, But Knows How || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&lt;br /&gt;
|&lt;br /&gt;
| Advocate For Peasantry || +7 ||Become The Chartophylax Of The Holy Library Of The Cathedra Vesti || +? &lt;br /&gt;
|-&lt;br /&gt;
| Loves Knowledge As A Tool || +6 || Protect Commoners || +?&lt;br /&gt;
|-&lt;br /&gt;
| His Smile Is Rare But Worth It || +6 || ||&lt;br /&gt;
|-&lt;br /&gt;
| Hates The Corrupt || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
! Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| I Have Introduced Myself To The Elders In The Country Towns. They Appreciated The Fact Someone Remembered Commoners Are At Least As Human As The Nobles And Guildsmen || +7 || Too Academic To Be Trusted By His Fellow Avestites || +6&lt;br /&gt;
|-&lt;br /&gt;
| My Family Is Full Of Reeves. Despite Everything, We&#039;re Still Family || +6 || Defensive About Negative Avestite Stereotypes || +6&lt;br /&gt;
|-&lt;br /&gt;
| I Could Ask The Vagabonds And Beggars. They Tend To Know Things || +6 || || &lt;br /&gt;
|-&lt;br /&gt;
| Garsea Goodwill Is A Commoner Renowned Locally For Work In Religious Festivals. A Pious Entertainer || +5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289941</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289941"/>
		<updated>2015-09-21T16:32:39Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Avestite Cultural Template&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Inquisitor Professional Template&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| Raised in an Enclosed Monastery || +8 || Protect the Innocent by any Means Necessary || +8 &lt;br /&gt;
|-&lt;br /&gt;
| A Thorough Knowledge of Metaphysics and Theology || +7 || Always Vigilant || +7&lt;br /&gt;
|-&lt;br /&gt;
| Cleanse with Fire || +7 || Unshakeable Faith || +7&lt;br /&gt;
|-&lt;br /&gt;
| Ever Patient || +6 || Conduct Interrogation || +6&lt;br /&gt;
|-&lt;br /&gt;
| Reads and Speaks Latin || +6 || Your Temperamental Mark IV Flamegun Is Your Best Ally || +6&lt;br /&gt;
|-&lt;br /&gt;
| Defend the Faithful from Heresy || +6 || Avestite Calisthenics Shaped You || +6&lt;br /&gt;
|-&lt;br /&gt;
| High Class Social Circle || +5 || Heresy Will Never Escape You || +5 &lt;br /&gt;
|-&lt;br /&gt;
| Ignorance is Purity || +5 || Ordained Priest || +5&lt;br /&gt;
|-&lt;br /&gt;
|  || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Anwar&amp;diff=289727</id>
		<title>Dear Darkness:Anwar</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Anwar&amp;diff=289727"/>
		<updated>2015-09-18T19:14:32Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;==Anwar Addae==  ==Scraver Xeno-Archaeologist==  Spotlight Points:  {|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; |-| ! width=&amp;quot;100&amp;quot; | Template Name ! width=&amp;quot;100&amp;quot; | ! width=&amp;quot;100&amp;quot; | Template N...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Anwar Addae==&lt;br /&gt;
&lt;br /&gt;
==Scraver Xeno-Archaeologist==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289726</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289726"/>
		<updated>2015-09-18T19:13:30Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [http://forum.rpg.net/member.php?1053-Nick-the-Nevermet  Nick the Nevermet]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [http://forum.rpg.net/member.php?115102-Advocate  Advocate]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Anwar | Anwar Addae]] , a Scraver Xeno-Archaeologist, played by [http://forum.rpg.net/member.php?142048-HN HN&#039;]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289725</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289725"/>
		<updated>2015-09-18T19:13:07Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [http://forum.rpg.net/member.php?1053-Nick-the-Nevermet  Nick the Nevermet]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [http://forum.rpg.net/member.php?115102-Advocate  Advocate]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Anwar | Answar Addae , a Scraver Xeno-Archaeologist, played by [http://forum.rpg.net/member.php?142048-HN HN&#039;]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Victoria&amp;diff=289151</id>
		<title>Dear Darkness:Victoria</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Victoria&amp;diff=289151"/>
		<updated>2015-09-09T20:19:59Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Victoria Youalahuan Santa Maria Zacatecas Hazat==&lt;br /&gt;
&lt;br /&gt;
==Hazat Duelist==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289150</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289150"/>
		<updated>2015-09-09T20:18:27Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bashter Evagrius==&lt;br /&gt;
&lt;br /&gt;
==Avestite Inquisitor==&lt;br /&gt;
&lt;br /&gt;
Spotlight Points: &lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Victoria&amp;diff=289149</id>
		<title>Dear Darkness:Victoria</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Victoria&amp;diff=289149"/>
		<updated>2015-09-09T19:32:12Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; |-| ! width=&amp;quot;100&amp;quot; | Template Name ! width=&amp;quot;100&amp;quot; | ! width=&amp;quot;100&amp;quot; | Template Name  ! width=&amp;quot;100&amp;quot; | |- ! Width=&amp;quot;100&amp;quot; | Cultural Template || || Prof...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289148</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289148"/>
		<updated>2015-09-09T19:29:17Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Trademark Template || || Trademark Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || Value || Flaw || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Individuality Template || || Misc Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Temporary Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Goals || Value&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;
! Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289147</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289147"/>
		<updated>2015-09-09T19:25:47Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
! Personality Abilities || Value || Personality Abilities || Value&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;
! Relationship Abilities || Value || Relationship Abilities || Value&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;
! Flaw || || Flaw ||&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&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;
! Personality Abilities || Value || Goals || Value&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;
|!Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289146</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289146"/>
		<updated>2015-09-09T19:22:54Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template || || Professional Template ||&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289145</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289145"/>
		<updated>2015-09-09T19:20:37Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template | | Professional Template |&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
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| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289144</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289144"/>
		<updated>2015-09-09T19:19:43Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name &lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289143</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289143"/>
		<updated>2015-09-09T19:18:03Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Template Name|&lt;br /&gt;
! width=&amp;quot;200&amp;quot; | Template Name &lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;200&amp;quot; | Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289142</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289142"/>
		<updated>2015-09-09T19:17:39Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name |&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name |&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template ||| Professional Template&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&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;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289141</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289141"/>
		<updated>2015-09-09T19:15:07Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;100&amp;quot; | Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;100&amp;quot; | Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&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;
| Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289140</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289140"/>
		<updated>2015-09-09T19:13:05Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;50&amp;quot; | Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;50&amp;quot; | Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities&lt;br /&gt;
! width=&amp;quot;25 &amp;quot;| Value &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | General Abilities &lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Flaws || Value&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;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289139</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289139"/>
		<updated>2015-09-09T19:03:28Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Template Name&lt;br /&gt;
! width=&amp;quot;25&amp;quot; | Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Width=&amp;quot;25&amp;quot; | Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&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;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
| || || || &lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289136</id>
		<title>Dear Darkness:Bashter Evagrius</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Bashter_Evagrius&amp;diff=289136"/>
		<updated>2015-09-09T18:58:15Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; |-| ! Template Name ! Template Name |- | Cultural Template || Professional Template |-  | General Abilities || Value || General Abilities || Val...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Cultural Template || Professional Template&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
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|-&lt;br /&gt;
| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Trademark || Trademark&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || General Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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| Personality Abilities || Value || Personality Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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| Relationship Abilities || Value || Relationship Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Flaw || Flaw&lt;br /&gt;
|-|&lt;br /&gt;
! Template Name&lt;br /&gt;
! Template Name&lt;br /&gt;
|-&lt;br /&gt;
| Individuality Template || Misc&lt;br /&gt;
|- &lt;br /&gt;
| General Abilities || Value || Temporary Abilities || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| Personality Abilities || Value || Goals || Value&lt;br /&gt;
|-&lt;br /&gt;
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| Relationship Abilities || Value || Flaws || Value&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| || || ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289132</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289132"/>
		<updated>2015-09-09T18:07:31Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [http://forum.rpg.net/member.php?1053-Nick-the-Nevermet  Nick the Nevermet]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [http://forum.rpg.net/member.php?115102-Advocate  Advocate]&lt;br /&gt;
&lt;br /&gt;
???, a Charioteer Pilot, played by [http://forum.rpg.net/member.php?15458-Dawgstar  Dawgstar]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289131</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289131"/>
		<updated>2015-09-09T18:07:03Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [[http://forum.rpg.net/member.php?1053-Nick-the-Nevermet  Nick the Nevermet]]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [[http://forum.rpg.net/member.php?115102-Advocate  Advocate]]&lt;br /&gt;
&lt;br /&gt;
???, a Charioteer Pilot, played by [[http://forum.rpg.net/member.php?15458-Dawgstar  Dawgstar]]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289130</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289130"/>
		<updated>2015-09-09T18:06:31Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [[http://forum.rpg.net/member.php?1053-Nick-the-Nevermet | Nick the Nevermet]]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [[http://forum.rpg.net/member.php?115102-Advocate | Advocate]]&lt;br /&gt;
&lt;br /&gt;
???, a Charioteer Pilot, played by [[http://forum.rpg.net/member.php?15458-Dawgstar | Dawgstar]]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289129</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289129"/>
		<updated>2015-09-09T18:04:09Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [[User:Nick the Nevermet | Nick the Nevermet]]&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [[User:Advocate | Advocate]]&lt;br /&gt;
&lt;br /&gt;
???, a Charioteer Pilot, played by [[User:Dawgstar | Dawgstar]]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289128</id>
		<title>Dear Darkness:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dear_Darkness:Main_Page&amp;diff=289128"/>
		<updated>2015-09-09T18:02:50Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;=Dear Darkness=  A Fading Suns campaign using a basic and stripped down variant of Other Worlds.  ==Main Links==  [http://forum.rpg.net/showthread.php?764512-Interest-Recruitm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Dear Darkness=&lt;br /&gt;
&lt;br /&gt;
A Fading Suns campaign using a basic and stripped down variant of Other Worlds.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?764512-Interest-Recruitment-Fading-Suns-Epic-with-stripped-down-Other-Worlds-rules Recruitment Thread]&lt;br /&gt;
[IC Thread - coming soon]&lt;br /&gt;
[OOC Thread - coming soon]&lt;br /&gt;
[http://orokos.com Orokos - make all rolls here please]&lt;br /&gt;
[http://www.keepandshare.com/doc18/6281/fading-suns-templates Character Creation Stuff]&lt;br /&gt;
&lt;br /&gt;
For Orokos, please use either DD or Dear Darkness as the campaign name, and your character&#039;s preferred name. &lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Dear_Darkness:Bashter_Evagrius | Bashter Evagrius]], an Avestite Inquisitor played by [[User:Nick the Nevermet | Nick the Nevermet]]&lt;br /&gt;
[[Dear_Darkness:Victoria | Victoria Youalahuan Santa Maria Zacatecas Hazat]], a Hazat Duelist played by [[User:Advocate | Advocate]]&lt;br /&gt;
???, a Charioteer Pilot, played by [[User:Dawgstar | Dawgstar]]&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
To come.&lt;br /&gt;
&lt;br /&gt;
==How to Accomplish actions==&lt;br /&gt;
&lt;br /&gt;
When testing, roll 1D20 and add the value of the main ability you&#039;re using, add 1/2 the value of a secondary ability you are using that supports your action, add 1/3 the value of a third ability if it supports your action, and finally add 1/4 of the value of a fourth ability if it supports your action. Round up for each of these fractions. For example, you wish to sneak out of the inn you&#039;re staying at without alerting the suspicions of the enemy agents you know are watching you. Your Blend in to Surroundings +7 ability is the primary ability, to which you add half your Silent as a Sutek Mouse +6 ability and a third of your Generous to Servcie Staff +6 ability. You don&#039;t have a fourth ability which would help, otherwise you could add a quarter of that score too. This gives you +12 to your D20 roll. If you rolled a 13, you&#039;d have a total of 25. If you have any Flaws or abilities which would adversely affect your attempt, the value acts as a penalty to your roll. You briefly state how you&#039;re trying to to accomplish your action - Blending in is obvious, as is being silent; using your Generous to Service Staff Personality Ability is a little unorthodox, but being on good relations with them enables you to easily persuade one of the waiters to go and bug the agents (bring them some complimentary tea, perhaps), distracting them while you make your escape.&lt;br /&gt;
&lt;br /&gt;
Compare with the opposing roll. If you get a total more than 15 higher than the opposing roll, you score a critical success. If you get a total between 6 and 15, you get a normal success, and if you get a total between 1 and 5, you get a partial success (something untoward also happens). If you draw, then nothing happens. If you score -1 to -5, you get a partial failure (and your opponent gets a partial success); if you score between -6 and -15, you get a normal failure (and your opponent gets a normal success), and if you fail by more than 15, you get a critical failure (and your opponent gets a critical success). Continuing the example above, the enemy agents have Keep an Eye on You +6 and Not Easily Distracted +4, giving them +8 to their roll, which unfortunately for them is a 4, giving them a total of 12. Comparing your 25 to their 12, is a difference of +13 (almost a critical success, but not quite). You sneak out undetected. &lt;br /&gt;
&lt;br /&gt;
Possible examples of other results are as follows. For a Critical Success: As you sneak past, you hear one of the agents saying to the other &amp;quot;Boss Heddik is going to crucify us if we let them go,&amp;quot; thus revealing who the agents are working for. For a Partial Success: As you&#039;re leaving, one of the agents notices you, but too late, you&#039;re off and away and they can&#039;t catch you - they know you left but they have no idea where you went to. For a Partial Failure, just as you ae about to make your attempt, your nerve fails - these agents are just too good. You&#039;ll have to come up with some other plan for escape instead. For a Normal Failure, you make your move, but the agents spot you, and give chase, right on your heels. On a Critical Failure, not only do they spot you, but the guns come out, and they have the drop on you. &amp;quot;You&#039;re coming with us&amp;quot; they tell you as they call in back-up.&lt;br /&gt;
&lt;br /&gt;
==Combat System==&lt;br /&gt;
&lt;br /&gt;
All combat rolls are opposed rolls. If you are attacking an enemy goon from far away, armed with a pistol while he only has a wicked-looking machete, and so can&#039;t harm you, then your opponent isn&#039;t going to do any damage to you, but may gain some sort of advantage over you if his roll beats yours. Abilities which reward taking cover, evading, etc will be most useful in this situation. Otherwise, assuming two opponents able to harm each other, both you and the GM choose relevant abilities for the combat roll, and make rolls normally as above. Compare the results  to find the baseline damage inflicted by the winner on the loser. A critical success or failure results in a base of 6 damage being done to the loser, a normal success or failure results in a base of 4 damage, a partial success or failure in 2 damage, and a draw in neither side doing any damage. Think of a combat situation as taking place over a nebulous or variable amount of time as you both attack and counter-attack, etc, with one of you gaining the upper hand and inflicting damage on the other. &lt;br /&gt;
&lt;br /&gt;
When you know what baseline damage has been done, you can then make a second Wound roll, using abilities that protect you in some way from harm, whether those are abilities based on the use of armour, an innate toughness, or the mental fortitude to ignore wounds. Don&#039;t use evasion abilities for this stage - they&#039;re best used in the previous combat roll. The person inflicting damage will be able to use any abilities which reflect extra harm done - Armour Piercing Ammo perhaps, Monomolecular Blade, or even just Fucking Huge Machete might be useful here. The person inflicting damage also adds the baseline damage done to his or her roll. Compare rolls as usual, to see what the result is. A Draw means you will take the baseline damage; for each level of success, you will reduce the baseline damage done by 1 point, while for each level of failure, the baseline damage will increase by 1. Thus if you get shot by an enemy sniper, with a normal success, you&#039;ll have a baseline of 4 damage. Making your Wound roll, you end up with a normal success, which means you only end up taking 2 damage after all. Mark this in the Temporary Abilities section of your wiki page with a relevant description, such as &amp;quot;winged in the left arm +2.&amp;quot; Wounds of values of between +1 to +3 are flesh wounds, bruising, minor cuts, being a little winded etc. Wounds of +4 to +5 are more serious wounds (large bleeding cuts, broken ribs, nasty burns), and wounds of 6+ are major wounds - anything from broken legs to organ injuries, having a hand cut off or an eye put out. You&#039;ll need medical help for the latter ASAP, and they may lead to permanent Flaws being granted. &lt;br /&gt;
&lt;br /&gt;
You have a total of 12 Hits. If the sum of all the wounds you have taken reaches 12, you&#039;ll be unconscious and dying. Most mooks in the game will have fewer hits, and a single major wound will probably be enough to knock the fight out of them. Any Wounds you take are a form of Temporary Ability that will fade with time, healing, and medical intervention, though some may last for a while as you heal up. &lt;br /&gt;
&lt;br /&gt;
You have a lot of leeway when describing the wounds you&#039;re inflicting and taking - in both cases, once you know the level of damage inflicted, you can describe the wound inflicted, whether it&#039;s by you or to you. I&#039;ll sometimes be making combat rolls first, sometimes you&#039;ll be taking the inititative and attacking someone else, in which case I&#039;ll roll second; in either case, make two rolls when you&#039;re fighting; a Combat Roll and a Wound roll (for the wound roll, add bonuses for your armour in the event you take damage, and using the same D20 roll, add bonuses for any extra damage you&#039;re lkely to inflict in the event that you&#039;re successful). Once we know the results of both rolls, you can then describe the combat that took place and the damage inflicted.    &lt;br /&gt;
&lt;br /&gt;
==Temporary Abilities==  &lt;br /&gt;
&lt;br /&gt;
A Temporary Ability is one that you won&#039;t always have, and can be situational (while you&#039;re taking cover behiind the storage boxes in the warehouse, you can use the &amp;quot;Bulky Cover +6&amp;quot; Temporary Ability), or might reflect a one-time bonus (you have one use of &amp;quot;Self-Targeting Nano-Ammo +8,&amp;quot; which will be removed after you use it). Some Temporary Abilities may in fact be Flaws (like any Wounds you have), and again may be situational (Slippery Floor +4 when you&#039;re trying to run out of the base as the timer runs down for the self-destruct sequence). I&#039;ll tell you when you have a Temporary Ability open to you, and when to remove it.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=WMM:Map_of_Bangkok&amp;diff=277811</id>
		<title>WMM:Map of Bangkok</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=WMM:Map_of_Bangkok&amp;diff=277811"/>
		<updated>2015-02-12T03:41:17Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;File:BangkokMap1900s.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BangkokMap1900s.jpg]]&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:BangkokMap1900s.jpg&amp;diff=277810</id>
		<title>File:BangkokMap1900s.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:BangkokMap1900s.jpg&amp;diff=277810"/>
		<updated>2015-02-12T03:40:06Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Main_Page_WMM&amp;diff=273659</id>
		<title>Main Page WMM</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Main_Page_WMM&amp;diff=273659"/>
		<updated>2014-12-02T19:54:51Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Links to Maps and Clues */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Words That Maketh Murder=&lt;br /&gt;
&lt;br /&gt;
A freeform Cthulhu campaign based on the Endless Lies campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?712819-Interest-Recruitment-Freeform-Cthulhu-Campaign Recruitment thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?713358-The-Words-That-Maketh-Murder OOC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?713359-The-Words-That-Maketh-Murder&amp;amp;p=17513996#post17513996 IC thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[WMM:Albert Jacobs| Albert Jacobs]], Drifter played by [[User:Baeraad|Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Callum Harcourt|Callum Harcourt]], Author played by [[User:Mr. Kent| Mr. Kent]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Daniel Hawthorne|Daniel Hawthorne]], Military Veteran played by [[User:Advocate|Advocate]]&lt;br /&gt;
&lt;br /&gt;
==Former Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[WMM:Paul Black|Paul Black]], Occultist played by [[User:Yadal|Yadal]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[WMM:Randall C Arnold|Randall C Arnold]], Archaeologist played by [[User:UnknownCorrespondent|UnknownCorrespondent]]&lt;br /&gt;
&lt;br /&gt;
==Non Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Winston&#039;s original investigators===&lt;br /&gt;
&lt;br /&gt;
F.C. Kullman Wheelchair-bound occultist&lt;br /&gt;
&lt;br /&gt;
Vincent Stack - the muscle of the group&lt;br /&gt;
&lt;br /&gt;
Katherine Clark - photographer&lt;br /&gt;
&lt;br /&gt;
Henslowe and Winston - see Chicago and Savannah sections.&lt;br /&gt;
&lt;br /&gt;
===Chicago===&lt;br /&gt;
&lt;br /&gt;
[[WMM:Janet Winston-Rogers|Janet Winston-Rogers, your patron]] &lt;br /&gt;
&lt;br /&gt;
[[WMM:Walter Winston|Walter Winston, deceased occult investigator]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Frank Kearns|Frank Kearns, Ms Winston-Rogers&#039; pilot]]&lt;br /&gt;
&lt;br /&gt;
===Savannah, Georgia===&lt;br /&gt;
&lt;br /&gt;
[[WMM:Douglas Henslowe|Douglas Henslowe, a fellow investigator of Walter Winston, currently at Joy Grove asylum]] &lt;br /&gt;
&lt;br /&gt;
[[WMM:Doctor Keaton|Doctor Keaton, Henslowe&#039;s doctor at Joy Grove]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Edgar Job|Edgar Job, patient at Joy Grove and ex-cultist]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:John Currothers|John Currothers, servant in residence at the Henslowe Estate]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Old Mother Henslowe|Old Mother Henslowe, Douglas&#039; mother, at the Henslowe Estate]]&lt;br /&gt;
&lt;br /&gt;
===Los Angeles===&lt;br /&gt;
&lt;br /&gt;
[[WMM:Ramon Echevarria|Ramon Echevarria]] - cult leader&lt;br /&gt;
&lt;br /&gt;
[[WMM:George Ayers|George Ayers]] - UCLA Anthropologist, last heard of in Ethiopia&lt;br /&gt;
&lt;br /&gt;
[[WMM:Abraham Buchwald | Abraham Buchwald]] - accountant to the cult&lt;br /&gt;
&lt;br /&gt;
[[WMM:Richard Spend|Richard Spend / Ricardo Spenzel]] - Actor caught up in the cult&lt;br /&gt;
&lt;br /&gt;
[[WMM:Olivia Clarendon | Olivia Clarendon]] A List film star, peripheral part of the cult&lt;br /&gt;
&lt;br /&gt;
[[WMM:Yolanda Spenzel | Yolanda Spenzel]] - sister of Richard Spend&lt;br /&gt;
&lt;br /&gt;
[[WMM: Samson Trammel | Samson Trammel]] - Took over the remnants of the cult after Echevarria died in the farm ceremony incident?&lt;br /&gt;
&lt;br /&gt;
===Ethiopia===&lt;br /&gt;
&lt;br /&gt;
George Ayers - see Los Angeles&lt;br /&gt;
&lt;br /&gt;
Bartolo Acuna - leader of archaeological expedition that involved Ayers.&lt;br /&gt;
&lt;br /&gt;
==Links to Maps and Clues==&lt;br /&gt;
&lt;br /&gt;
[[WMM:Map of Chicago|Chicago]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Map of Savannah environs|Savannah Environs]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Map of Savannah|Savannah]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Map of Los Angeles|Los Angeles]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Map of Long Beach | Long Beach]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Henslowe&#039;s Letters to Winston|Henslowe&#039;s Letters to Winston]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Henslowe&#039;s Note|Henslowe&#039;s Note]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Picture of the Henslowe house|Photo of the back of the Henslowe estate house]]&lt;br /&gt;
&lt;br /&gt;
[[WMM: Plan of Henslowe graveyard|Plan of the Henslowe Graveyard]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Twine wrapped graveyard|Plan of Henslowe Graveyard with twine]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Contents of the box| Contents of the box hidden in the graveyard]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Henslowe&#039;s Letter to Winston|Henslowe&#039;s letter to Winston from the box]]&lt;br /&gt;
&lt;br /&gt;
[https://app.box.com/s/nauqcirjoemwne8tjz5u The journal within the box]&lt;br /&gt;
&lt;br /&gt;
[[WMM:LA Herald copy about Spend|LA Herald copy about Richard Spend&#039;s death]]&lt;br /&gt;
&lt;br /&gt;
[[WMM:Itinerary|Ayers&#039; itinerary to Ethiopia]]&lt;br /&gt;
&lt;br /&gt;
[https://dl.dropboxusercontent.com/u/12560087/Trammelsbook.pdf Trammel&#039;s book foun in his mansion]&lt;br /&gt;
&lt;br /&gt;
==Shocks==&lt;br /&gt;
&lt;br /&gt;
New thing I&#039;m going to introduce as things start to get more hairy - every now and then when you witness something shocking, I&#039;m going to make a roll to see if it hits your sanity. If so, I&#039;ll make a spoilered post like this one, with something like &amp;quot;Callum, as the man grabs your ankle, you suffer a minor shock.&amp;quot; When you next reply, please use that cue to relate how it affects you. There&#039;s 3 ranks of shock - minor shock is stuff like dropping what you were carrying (or possibly in the case of a gun, panicking and pulling the trigger at whatever&#039;s scared you), letting out an involuntary yelp and jumping, running in the opposite direction, cowering in fear, clutching at or lashing out at those around you, or losing control of your bowels or vomiting at the sight of whatever it is. For major shocks, fainting dead away, gaining a phobia (related to whatever you&#039;re seeing and which will affect you in the future when triggered - I can work with you on this one), having a psychotic break, or running screaming, heedless of your own safety or those of others. For massive shocks, there&#039;s really only one of two options - permanent and immediate insanity, or death from cardiac arrest. If you can come up with something along these lines that&#039;s equally horrible to suffer, then feel free to do so - these are only suggestions. Whatever it is, it should have negative effects though.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273581</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273581"/>
		<updated>2014-12-01T21:56:20Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* REP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Blow&#039;s Gang -1&lt;br /&gt;
&lt;br /&gt;
Ula Denier / Sanctuary Park +1&lt;br /&gt;
&lt;br /&gt;
==Spending XP and Nuyen==&lt;br /&gt;
&lt;br /&gt;
New rules on XP, nuyen and stuff:&lt;br /&gt;
&lt;br /&gt;
You get 1 XP for going on a run, another 1 XP if you&#039;re successful, and 1 XP if either your Motivation or Flaw comes up and affects you adversely. You will also get an amount of Nuyen for each run too. &lt;br /&gt;
&lt;br /&gt;
Weapons, armour, ammo, grenades etc can be bought with nuyen, but you&#039;ll need a contact for restricted or military grade equipment. That means gel rounds can be got fairly easily (as can normal ammo), but if you want to buy AP ammo, grenades other than tear gas etc, you&#039;ll need a relevant contact (Laredo has one) and I&#039;ll make a roll for availability. You can try through your other contacts for such gear, but there&#039;ll be a penalty to the roll. You can also use up an XP to get 1 item of gear (in the case of ammo, you get...er....a case of ammo). Basically, unrestricted gear can be easily found, restricted gear other than normal ammo is at a penalty unless you have a relevant contact, military grade gear is at a penalty with a relevant contact, and almost impossible without one. I&#039;m making an exception for normal ammo, and handwaving the cost for that, your food and living expenses. Consider whatever you get from your runs to be what&#039;s left over after you&#039;ve bought your various necessities of life. &lt;br /&gt;
&lt;br /&gt;
XP and nuyen will buy you cyberware, decker programmes, deck upgrades, magic spell groups and spirits. Cyberware will vary, but will usually be 1-3 XP + nuyen, depending on what you want. Programmes will usually be 1 XP + nuyen, deck upgrades will normally cost 1-3 XP + nuyen, again depending on what you want to upgrade. New spell groups and spirits will escalate in cost - so adding one more spell group will cost you 1 XP and some nuyen (for materials, spell formulae etc), adding a second spell group will cost 2 XP, adding a third will cost 3 XP, etc. So to use Hatchet as an example, she currently has 3 spell groups. If she wants to gain another two spell groups (Mana Combat spells and Illusion spells, maybe), it will cost a total of 3 XP (1 for the 1st group, 2 for the 2nd group). If she does another run and ends up with another 3 XP, she can buy a third extra group (Detection spells maybe), and then start saving up XP to buy a 4th extra spell group for 4 XP. Ditto for new spirits.&lt;br /&gt;
&lt;br /&gt;
Stat increases and new skill groups will cost you XP only, at 2 XP for either. New Contacts will cost you 2 XP too.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll base nuyen costs on the various Shadowrun books I have, most notably the 2050 book. &lt;br /&gt;
&lt;br /&gt;
So to answer your questions, Laredo can buy some Stick &#039;n&#039; Shock rounds quite easily for nuyen (since he has an arms dealer contact). Call it 50 nuyen for a box of them. Grades for the launcher depend now what type you want, and might not be available to you - Smoke grenades are 50 Y for a box, normal offensive are 60, flash bangs are 50 Y. All are military grade, so won&#039;t always be immediately available. If there&#039;s something you really want, but which your dealer can&#039;t get hold of right away, let me know; he&#039;ll keep his eyes peeled, which means after your next run, I&#039;ll make another roll with a bonus. Eventually he&#039;ll be able to get some. A new taser for Nyxxie will cost Fortune 500 Y (and is restricted, so might not be available). Or you could spend 1 XP and be sure to get one. Obviously, more expensive items will cost more in XP.&lt;br /&gt;
&lt;br /&gt;
As for looting and stripping people - you can grab a weapon or so, but trying to cart around an extra suit of combat armour is going to take you time to strip it off its previous owner and be cumbersome while you&#039;re carrying it around. Trying to take out cyberwar and the like will require either cybersurgery rolls and a long time (they&#039;re surprisingly delicate when you try to install or remove them), or a combat axe and a reputation for barbarity (which may affect how you&#039;re treated when you try to get jobs). Fortune, if you want, you can set aside part to your proceeds for runs, or use up 1 XP to account for gear you&#039;ve managed to strip from your enemies and sold or other stuff laying around that you&#039;ve scavenged to then sell. We&#039;ll count each XP you spend in that way to be about 10K nuyen.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273580</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273580"/>
		<updated>2014-12-01T21:56:01Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* REP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Blow&#039;s Gang -1&lt;br /&gt;
&lt;br /&gt;
Ula Denier +1&lt;br /&gt;
&lt;br /&gt;
==Spending XP and Nuyen==&lt;br /&gt;
&lt;br /&gt;
New rules on XP, nuyen and stuff:&lt;br /&gt;
&lt;br /&gt;
You get 1 XP for going on a run, another 1 XP if you&#039;re successful, and 1 XP if either your Motivation or Flaw comes up and affects you adversely. You will also get an amount of Nuyen for each run too. &lt;br /&gt;
&lt;br /&gt;
Weapons, armour, ammo, grenades etc can be bought with nuyen, but you&#039;ll need a contact for restricted or military grade equipment. That means gel rounds can be got fairly easily (as can normal ammo), but if you want to buy AP ammo, grenades other than tear gas etc, you&#039;ll need a relevant contact (Laredo has one) and I&#039;ll make a roll for availability. You can try through your other contacts for such gear, but there&#039;ll be a penalty to the roll. You can also use up an XP to get 1 item of gear (in the case of ammo, you get...er....a case of ammo). Basically, unrestricted gear can be easily found, restricted gear other than normal ammo is at a penalty unless you have a relevant contact, military grade gear is at a penalty with a relevant contact, and almost impossible without one. I&#039;m making an exception for normal ammo, and handwaving the cost for that, your food and living expenses. Consider whatever you get from your runs to be what&#039;s left over after you&#039;ve bought your various necessities of life. &lt;br /&gt;
&lt;br /&gt;
XP and nuyen will buy you cyberware, decker programmes, deck upgrades, magic spell groups and spirits. Cyberware will vary, but will usually be 1-3 XP + nuyen, depending on what you want. Programmes will usually be 1 XP + nuyen, deck upgrades will normally cost 1-3 XP + nuyen, again depending on what you want to upgrade. New spell groups and spirits will escalate in cost - so adding one more spell group will cost you 1 XP and some nuyen (for materials, spell formulae etc), adding a second spell group will cost 2 XP, adding a third will cost 3 XP, etc. So to use Hatchet as an example, she currently has 3 spell groups. If she wants to gain another two spell groups (Mana Combat spells and Illusion spells, maybe), it will cost a total of 3 XP (1 for the 1st group, 2 for the 2nd group). If she does another run and ends up with another 3 XP, she can buy a third extra group (Detection spells maybe), and then start saving up XP to buy a 4th extra spell group for 4 XP. Ditto for new spirits.&lt;br /&gt;
&lt;br /&gt;
Stat increases and new skill groups will cost you XP only, at 2 XP for either. New Contacts will cost you 2 XP too.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll base nuyen costs on the various Shadowrun books I have, most notably the 2050 book. &lt;br /&gt;
&lt;br /&gt;
So to answer your questions, Laredo can buy some Stick &#039;n&#039; Shock rounds quite easily for nuyen (since he has an arms dealer contact). Call it 50 nuyen for a box of them. Grades for the launcher depend now what type you want, and might not be available to you - Smoke grenades are 50 Y for a box, normal offensive are 60, flash bangs are 50 Y. All are military grade, so won&#039;t always be immediately available. If there&#039;s something you really want, but which your dealer can&#039;t get hold of right away, let me know; he&#039;ll keep his eyes peeled, which means after your next run, I&#039;ll make another roll with a bonus. Eventually he&#039;ll be able to get some. A new taser for Nyxxie will cost Fortune 500 Y (and is restricted, so might not be available). Or you could spend 1 XP and be sure to get one. Obviously, more expensive items will cost more in XP.&lt;br /&gt;
&lt;br /&gt;
As for looting and stripping people - you can grab a weapon or so, but trying to cart around an extra suit of combat armour is going to take you time to strip it off its previous owner and be cumbersome while you&#039;re carrying it around. Trying to take out cyberwar and the like will require either cybersurgery rolls and a long time (they&#039;re surprisingly delicate when you try to install or remove them), or a combat axe and a reputation for barbarity (which may affect how you&#039;re treated when you try to get jobs). Fortune, if you want, you can set aside part to your proceeds for runs, or use up 1 XP to account for gear you&#039;ve managed to strip from your enemies and sold or other stuff laying around that you&#039;ve scavenged to then sell. We&#039;ll count each XP you spend in that way to be about 10K nuyen.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273579</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273579"/>
		<updated>2014-12-01T21:55:27Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* REP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Blow&#039;s Gang -1&lt;br /&gt;
&lt;br /&gt;
==Spending XP and Nuyen==&lt;br /&gt;
&lt;br /&gt;
New rules on XP, nuyen and stuff:&lt;br /&gt;
&lt;br /&gt;
You get 1 XP for going on a run, another 1 XP if you&#039;re successful, and 1 XP if either your Motivation or Flaw comes up and affects you adversely. You will also get an amount of Nuyen for each run too. &lt;br /&gt;
&lt;br /&gt;
Weapons, armour, ammo, grenades etc can be bought with nuyen, but you&#039;ll need a contact for restricted or military grade equipment. That means gel rounds can be got fairly easily (as can normal ammo), but if you want to buy AP ammo, grenades other than tear gas etc, you&#039;ll need a relevant contact (Laredo has one) and I&#039;ll make a roll for availability. You can try through your other contacts for such gear, but there&#039;ll be a penalty to the roll. You can also use up an XP to get 1 item of gear (in the case of ammo, you get...er....a case of ammo). Basically, unrestricted gear can be easily found, restricted gear other than normal ammo is at a penalty unless you have a relevant contact, military grade gear is at a penalty with a relevant contact, and almost impossible without one. I&#039;m making an exception for normal ammo, and handwaving the cost for that, your food and living expenses. Consider whatever you get from your runs to be what&#039;s left over after you&#039;ve bought your various necessities of life. &lt;br /&gt;
&lt;br /&gt;
XP and nuyen will buy you cyberware, decker programmes, deck upgrades, magic spell groups and spirits. Cyberware will vary, but will usually be 1-3 XP + nuyen, depending on what you want. Programmes will usually be 1 XP + nuyen, deck upgrades will normally cost 1-3 XP + nuyen, again depending on what you want to upgrade. New spell groups and spirits will escalate in cost - so adding one more spell group will cost you 1 XP and some nuyen (for materials, spell formulae etc), adding a second spell group will cost 2 XP, adding a third will cost 3 XP, etc. So to use Hatchet as an example, she currently has 3 spell groups. If she wants to gain another two spell groups (Mana Combat spells and Illusion spells, maybe), it will cost a total of 3 XP (1 for the 1st group, 2 for the 2nd group). If she does another run and ends up with another 3 XP, she can buy a third extra group (Detection spells maybe), and then start saving up XP to buy a 4th extra spell group for 4 XP. Ditto for new spirits.&lt;br /&gt;
&lt;br /&gt;
Stat increases and new skill groups will cost you XP only, at 2 XP for either. New Contacts will cost you 2 XP too.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll base nuyen costs on the various Shadowrun books I have, most notably the 2050 book. &lt;br /&gt;
&lt;br /&gt;
So to answer your questions, Laredo can buy some Stick &#039;n&#039; Shock rounds quite easily for nuyen (since he has an arms dealer contact). Call it 50 nuyen for a box of them. Grades for the launcher depend now what type you want, and might not be available to you - Smoke grenades are 50 Y for a box, normal offensive are 60, flash bangs are 50 Y. All are military grade, so won&#039;t always be immediately available. If there&#039;s something you really want, but which your dealer can&#039;t get hold of right away, let me know; he&#039;ll keep his eyes peeled, which means after your next run, I&#039;ll make another roll with a bonus. Eventually he&#039;ll be able to get some. A new taser for Nyxxie will cost Fortune 500 Y (and is restricted, so might not be available). Or you could spend 1 XP and be sure to get one. Obviously, more expensive items will cost more in XP.&lt;br /&gt;
&lt;br /&gt;
As for looting and stripping people - you can grab a weapon or so, but trying to cart around an extra suit of combat armour is going to take you time to strip it off its previous owner and be cumbersome while you&#039;re carrying it around. Trying to take out cyberwar and the like will require either cybersurgery rolls and a long time (they&#039;re surprisingly delicate when you try to install or remove them), or a combat axe and a reputation for barbarity (which may affect how you&#039;re treated when you try to get jobs). Fortune, if you want, you can set aside part to your proceeds for runs, or use up 1 XP to account for gear you&#039;ve managed to strip from your enemies and sold or other stuff laying around that you&#039;ve scavenged to then sell. We&#039;ll count each XP you spend in that way to be about 10K nuyen.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273577</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273577"/>
		<updated>2014-12-01T20:34:33Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* A Place Called Home */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;br /&gt;
&lt;br /&gt;
==Spending XP and Nuyen==&lt;br /&gt;
&lt;br /&gt;
New rules on XP, nuyen and stuff:&lt;br /&gt;
&lt;br /&gt;
You get 1 XP for going on a run, another 1 XP if you&#039;re successful, and 1 XP if either your Motivation or Flaw comes up and affects you adversely. You will also get an amount of Nuyen for each run too. &lt;br /&gt;
&lt;br /&gt;
Weapons, armour, ammo, grenades etc can be bought with nuyen, but you&#039;ll need a contact for restricted or military grade equipment. That means gel rounds can be got fairly easily (as can normal ammo), but if you want to buy AP ammo, grenades other than tear gas etc, you&#039;ll need a relevant contact (Laredo has one) and I&#039;ll make a roll for availability. You can try through your other contacts for such gear, but there&#039;ll be a penalty to the roll. You can also use up an XP to get 1 item of gear (in the case of ammo, you get...er....a case of ammo). Basically, unrestricted gear can be easily found, restricted gear other than normal ammo is at a penalty unless you have a relevant contact, military grade gear is at a penalty with a relevant contact, and almost impossible without one. I&#039;m making an exception for normal ammo, and handwaving the cost for that, your food and living expenses. Consider whatever you get from your runs to be what&#039;s left over after you&#039;ve bought your various necessities of life. &lt;br /&gt;
&lt;br /&gt;
XP and nuyen will buy you cyberware, decker programmes, deck upgrades, magic spell groups and spirits. Cyberware will vary, but will usually be 1-3 XP + nuyen, depending on what you want. Programmes will usually be 1 XP + nuyen, deck upgrades will normally cost 1-3 XP + nuyen, again depending on what you want to upgrade. New spell groups and spirits will escalate in cost - so adding one more spell group will cost you 1 XP and some nuyen (for materials, spell formulae etc), adding a second spell group will cost 2 XP, adding a third will cost 3 XP, etc. So to use Hatchet as an example, she currently has 3 spell groups. If she wants to gain another two spell groups (Mana Combat spells and Illusion spells, maybe), it will cost a total of 3 XP (1 for the 1st group, 2 for the 2nd group). If she does another run and ends up with another 3 XP, she can buy a third extra group (Detection spells maybe), and then start saving up XP to buy a 4th extra spell group for 4 XP. Ditto for new spirits.&lt;br /&gt;
&lt;br /&gt;
Stat increases and new skill groups will cost you XP only, at 2 XP for either. New Contacts will cost you 2 XP too.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll base nuyen costs on the various Shadowrun books I have, most notably the 2050 book. &lt;br /&gt;
&lt;br /&gt;
So to answer your questions, Laredo can buy some Stick &#039;n&#039; Shock rounds quite easily for nuyen (since he has an arms dealer contact). Call it 50 nuyen for a box of them. Grades for the launcher depend now what type you want, and might not be available to you - Smoke grenades are 50 Y for a box, normal offensive are 60, flash bangs are 50 Y. All are military grade, so won&#039;t always be immediately available. If there&#039;s something you really want, but which your dealer can&#039;t get hold of right away, let me know; he&#039;ll keep his eyes peeled, which means after your next run, I&#039;ll make another roll with a bonus. Eventually he&#039;ll be able to get some. A new taser for Nyxxie will cost Fortune 500 Y (and is restricted, so might not be available). Or you could spend 1 XP and be sure to get one. Obviously, more expensive items will cost more in XP.&lt;br /&gt;
&lt;br /&gt;
As for looting and stripping people - you can grab a weapon or so, but trying to cart around an extra suit of combat armour is going to take you time to strip it off its previous owner and be cumbersome while you&#039;re carrying it around. Trying to take out cyberwar and the like will require either cybersurgery rolls and a long time (they&#039;re surprisingly delicate when you try to install or remove them), or a combat axe and a reputation for barbarity (which may affect how you&#039;re treated when you try to get jobs). Fortune, if you want, you can set aside part to your proceeds for runs, or use up 1 XP to account for gear you&#039;ve managed to strip from your enemies and sold or other stuff laying around that you&#039;ve scavenged to then sell. We&#039;ll count each XP you spend in that way to be about 10K nuyen.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273576</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=273576"/>
		<updated>2014-12-01T20:34:10Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* A Place Called Home */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
[[File:APCH.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;br /&gt;
&lt;br /&gt;
==Spending XP and Nuyen==&lt;br /&gt;
&lt;br /&gt;
New rules on XP, nuyen and stuff:&lt;br /&gt;
&lt;br /&gt;
You get 1 XP for going on a run, another 1 XP if you&#039;re successful, and 1 XP if either your Motivation or Flaw comes up and affects you adversely. You will also get an amount of Nuyen for each run too. &lt;br /&gt;
&lt;br /&gt;
Weapons, armour, ammo, grenades etc can be bought with nuyen, but you&#039;ll need a contact for restricted or military grade equipment. That means gel rounds can be got fairly easily (as can normal ammo), but if you want to buy AP ammo, grenades other than tear gas etc, you&#039;ll need a relevant contact (Laredo has one) and I&#039;ll make a roll for availability. You can try through your other contacts for such gear, but there&#039;ll be a penalty to the roll. You can also use up an XP to get 1 item of gear (in the case of ammo, you get...er....a case of ammo). Basically, unrestricted gear can be easily found, restricted gear other than normal ammo is at a penalty unless you have a relevant contact, military grade gear is at a penalty with a relevant contact, and almost impossible without one. I&#039;m making an exception for normal ammo, and handwaving the cost for that, your food and living expenses. Consider whatever you get from your runs to be what&#039;s left over after you&#039;ve bought your various necessities of life. &lt;br /&gt;
&lt;br /&gt;
XP and nuyen will buy you cyberware, decker programmes, deck upgrades, magic spell groups and spirits. Cyberware will vary, but will usually be 1-3 XP + nuyen, depending on what you want. Programmes will usually be 1 XP + nuyen, deck upgrades will normally cost 1-3 XP + nuyen, again depending on what you want to upgrade. New spell groups and spirits will escalate in cost - so adding one more spell group will cost you 1 XP and some nuyen (for materials, spell formulae etc), adding a second spell group will cost 2 XP, adding a third will cost 3 XP, etc. So to use Hatchet as an example, she currently has 3 spell groups. If she wants to gain another two spell groups (Mana Combat spells and Illusion spells, maybe), it will cost a total of 3 XP (1 for the 1st group, 2 for the 2nd group). If she does another run and ends up with another 3 XP, she can buy a third extra group (Detection spells maybe), and then start saving up XP to buy a 4th extra spell group for 4 XP. Ditto for new spirits.&lt;br /&gt;
&lt;br /&gt;
Stat increases and new skill groups will cost you XP only, at 2 XP for either. New Contacts will cost you 2 XP too.&lt;br /&gt;
&lt;br /&gt;
I&#039;ll base nuyen costs on the various Shadowrun books I have, most notably the 2050 book. &lt;br /&gt;
&lt;br /&gt;
So to answer your questions, Laredo can buy some Stick &#039;n&#039; Shock rounds quite easily for nuyen (since he has an arms dealer contact). Call it 50 nuyen for a box of them. Grades for the launcher depend now what type you want, and might not be available to you - Smoke grenades are 50 Y for a box, normal offensive are 60, flash bangs are 50 Y. All are military grade, so won&#039;t always be immediately available. If there&#039;s something you really want, but which your dealer can&#039;t get hold of right away, let me know; he&#039;ll keep his eyes peeled, which means after your next run, I&#039;ll make another roll with a bonus. Eventually he&#039;ll be able to get some. A new taser for Nyxxie will cost Fortune 500 Y (and is restricted, so might not be available). Or you could spend 1 XP and be sure to get one. Obviously, more expensive items will cost more in XP.&lt;br /&gt;
&lt;br /&gt;
As for looting and stripping people - you can grab a weapon or so, but trying to cart around an extra suit of combat armour is going to take you time to strip it off its previous owner and be cumbersome while you&#039;re carrying it around. Trying to take out cyberwar and the like will require either cybersurgery rolls and a long time (they&#039;re surprisingly delicate when you try to install or remove them), or a combat axe and a reputation for barbarity (which may affect how you&#039;re treated when you try to get jobs). Fortune, if you want, you can set aside part to your proceeds for runs, or use up 1 XP to account for gear you&#039;ve managed to strip from your enemies and sold or other stuff laying around that you&#039;ve scavenged to then sell. We&#039;ll count each XP you spend in that way to be about 10K nuyen.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=272426</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=272426"/>
		<updated>2014-10-27T14:11:32Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=272425</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=272425"/>
		<updated>2014-10-27T14:04:22Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[IMG]http://i58.tinypic.com/r2khsx.png[/IMG]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271823</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271823"/>
		<updated>2014-10-17T15:18:42Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Home */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
Welcome to Sanctuary Park.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271587</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271587"/>
		<updated>2014-10-10T17:12:23Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==REP==&lt;br /&gt;
&lt;br /&gt;
Currently 0 with all groups.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271586</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271586"/>
		<updated>2014-10-10T16:57:30Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Laredo&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Nathaniel_Weller&amp;diff=271585</id>
		<title>APCH:Nathaniel Weller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Nathaniel_Weller&amp;diff=271585"/>
		<updated>2014-10-10T16:57:12Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nathaniel &amp;quot;Laredo&amp;quot; Weller=&lt;br /&gt;
&lt;br /&gt;
Ork Mercenary&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 - Attributes &lt;br /&gt;
&lt;br /&gt;
4 - Skills&lt;br /&gt;
&lt;br /&gt;
3 - Essence&lt;br /&gt;
&lt;br /&gt;
2 - Stuff&lt;br /&gt;
&lt;br /&gt;
1 - Race (Ork)&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 3&lt;br /&gt;
&lt;br /&gt;
Observation 0&lt;br /&gt;
&lt;br /&gt;
Reflexes 2&lt;br /&gt;
&lt;br /&gt;
Social 0&lt;br /&gt;
&lt;br /&gt;
==Cybernetics:==&lt;br /&gt;
&lt;br /&gt;
Datajack (Head)&lt;br /&gt;
&lt;br /&gt;
Bone Spur (Right Arm) Implanted retractable blade across right ulna.&lt;br /&gt;
&lt;br /&gt;
Smartgun Link (Head) &lt;br /&gt;
&lt;br /&gt;
Wired Reflexes (Chest) Standard military-grade reflex and reaction suite.&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Knowledge (Military)&lt;br /&gt;
&lt;br /&gt;
Close Combat&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
Rigging&lt;br /&gt;
&lt;br /&gt;
First Aid&lt;br /&gt;
&lt;br /&gt;
Speak Spanish&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Weapon: Ruger six-shooter&lt;br /&gt;
&lt;br /&gt;
Weapon: AK-98 Technically an Aztlan knock-off, but it gets the job done. Soviet assault rifle design with a built-in underslung grenade launcher. Primary weapon for ten years across three continents.&lt;br /&gt;
&lt;br /&gt;
Armor: Armored Vest (Level 2 armor)&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
Government: Diana Nguyen, a City Hall functionary for the state of Seattle. She deals with private security contracts, and uses the position to keep a hand in the shadow community in the city.&lt;br /&gt;
&lt;br /&gt;
Arms Dealer: Rick Harju, a Cascade Ork who keeps close ties with his family across the border. In the meantime, he makes good money running stolen guns and ammunition in Redmond and the Undergrond.&lt;br /&gt;
&lt;br /&gt;
Gang Member: Dasha, Crimson Crush gangbanger. Alpine&#039;s niece. She&#039;s fourteen, which is probably too young to be getting involved with those sorts of people, but that&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Mouths to Feed. In ork terms, he&#039;s well into middle age. He&#039;s looking for a big windfall that can provide for his family after he&#039;s gone, and fighting bush wars hasn&#039;t done much for it.&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Dependent family. A mother near the end of her life, five siblings, and a whole host of nieces and nephews, the lot of them SINless. &lt;br /&gt;
&lt;br /&gt;
==Bio:==&lt;br /&gt;
&lt;br /&gt;
Nathan was born in Redmond in 2022, just a year after G-Day. His father was a tech worker who lost everything after his transformation, his mother was a transplant from South Carolina who&#039;d traveled across the country on empty promises of a metahuman paradise in Tir Tangrine. They had next to nothing between them, but they did the best they could.&lt;br /&gt;
It wasn&#039;t enough for Nathan, one of their oldest (he was one of quadruplets--still something of a surprise in those days, which was that more of a stress on his parents). He signed on as a security contractor in the hope of getting out, hoping to make it big. (He was fourteen. No birth records in a Redmond squat, and ork maturation was still enough of a novelty that most people wouldn&#039;t consider it. If they&#039;d even cared.) His parents found out by letter. He&#039;d shipped out to Texas to fight the Azzies coming over the border. (He got his callsign after an incident in Alpine that he doesn&#039;t discuss.)&lt;br /&gt;
The next fourteen years were spent flying from one combat zone to the other, on both sides of the always-fuzzy line between security contractor and mercenary. Fighting against Aztlan gave him plenty of work, and so did fighting for it. Some time in Korea. Even a brief stint to help stamp out the last gasps of the Euro Wars. Never made a lot of difference who was fighting, as long as the money was good. Never as good as he&#039;d hoped, though, especially with his implants bought on credit. He still sent most of his payout home, and spent most of the rest on vices.&lt;br /&gt;
A few months ago, he got word that his father was sick. He headed back from Amazonia as fast as he could, but it was too late. Mother isn&#039;t well either, and the family needs something closer to home. His siblings are doing the best they can, but it&#039;s never enough. And as much as he hates to admit it, he&#039;s starting to get on in years--a respectable twenty-eight, he needs to lay the work for a real retirement.&lt;br /&gt;
So now he&#039;s staying. It&#039;s the same living anywhere, really. Maybe you can go home again.&lt;br /&gt;
&lt;br /&gt;
Description: Alpine is a big black ork who keeps his greying hair in dreadlocks. His left arm and the left side of his face are badly scarred, and he typically wears sunglasses to conceal an obvious cybereye. Most of his wardrobe is surplus gear, rather heavily personalized with various emblems and patches along the back.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271584</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271584"/>
		<updated>2014-10-10T16:55:57Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Main Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739270-A-Place-Called-Home IC thread]&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?739266-A-Place-Called-Home OOC Thread]&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Alpine&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Miss_Fortune&amp;diff=271582</id>
		<title>APCH:Miss Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Miss_Fortune&amp;diff=271582"/>
		<updated>2014-10-10T15:35:46Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Stuff: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miss Fortune=&lt;br /&gt;
&lt;br /&gt;
Human Street Samurai&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 - Attributes &lt;br /&gt;
&lt;br /&gt;
4 - Stuff&lt;br /&gt;
&lt;br /&gt;
3 - Skills&lt;br /&gt;
&lt;br /&gt;
2 - Essence&lt;br /&gt;
&lt;br /&gt;
1 - Race (Human)&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 0&lt;br /&gt;
&lt;br /&gt;
Observation 2&lt;br /&gt;
&lt;br /&gt;
Reflexes 3&lt;br /&gt;
&lt;br /&gt;
Social 0&lt;br /&gt;
&lt;br /&gt;
==Cybernetics:==&lt;br /&gt;
 &lt;br /&gt;
Chest - Modified Saeder-Krupp Class IIIA Wired Reflexes (Power: going really fast. The &amp;quot;A&amp;quot; designation means it has a built-in stepped reflex trigger, so you can consciously select the degree of reaction enhancement you think you can live with. The modifications enable a &amp;quot;Blitzkrieg&amp;quot; mode which completely eliminates the conscious mind from combat and relies on a not-too-discerning IFF mode to fight. Great in ambushes, not so much when you send a knife through someone tossing you a beer.)&lt;br /&gt;
&lt;br /&gt;
Head - Renraku &amp;quot;Tsuushin&amp;quot; Datajack (Power: interfacing with electronic systems and smartguns. Fairly standard. Much better than nanopaste trodes, which won&#039;t be invented for a while anyway.)&lt;br /&gt;
&lt;br /&gt;
Head - Modified street Class III cybereyes (Power: expanded sensorium/smartgun interlink. The modifications are basically a recoloring of the irises from the stock model.)&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
&lt;br /&gt;
Etiquette - Yakuza&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Cybernetics: Body - Yamatetsu LoPro Class IV Muscle Replacements (Power: improved Brawn and Reflexes; the LoPro line is low-profile and does not significantly alter the body shape unlike the &amp;quot;Kyoka&amp;quot; series, which is much more obvious about it. They make you stronger and faster, but not smarter. Counts as 2 picks of Stuff.)&lt;br /&gt;
&lt;br /&gt;
Cybernetics: Body - Shiawase Inazuma Class I Reaction Enhancers (Power: +1 to Reflexes)&lt;br /&gt;
&lt;br /&gt;
Gear: Armored Chameleon Suit (thermoptically-camouflaged full body suit with gecko tips on the hands and feet, for intruding on people)&lt;br /&gt;
&lt;br /&gt;
Gear: Weapon: Savalette Guardian (heavy pistol for heavy killing.  Starting gear.)&lt;br /&gt;
&lt;br /&gt;
Weapon: Dikoted katana, &amp;quot;Dawn&amp;quot; (Named because life is but a dream. Street Samurai gear.)&lt;br /&gt;
&lt;br /&gt;
Armor: Reinforced Trenchcoat (because there&#039;s no point making an entrance if you can&#039;t do it badassfully. Starting equipment.)&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Painless&amp;quot; Doc Johnson; he was Fortune&#039;s cyberdoc in the bad old days, and went legit around the same time she did. Now that she&#039;s back in the game, he&#039;s opened the back door of his clinic to her because he owes her.&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Dinochrome (Basically, Fortune&#039;s augments were bleeding edge at the time of installation, but now they&#039;re nearing the end of their service span. Still, they do the job. Life in the old dog yet.)&lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Make as much money as she can and send it back to her family before she croaks.&lt;br /&gt;
&lt;br /&gt;
==Bio:==&lt;br /&gt;
My name is Yuki Ericsson and I&#039;m a housewife. My husband, Lance, is a good man. My children, Dennis and Denise, are four this year. I guide them up the schoolbus in the morning and greet them with smiles when they return in the afternoon. It&#039;s my life.&lt;br /&gt;
&lt;br /&gt;
But not my whole life.&lt;br /&gt;
&lt;br /&gt;
My name is Amano Yuki, and I am a Form Eleven student. My father, Amano Ginji, is a minor functionary in the British Embassy in Japan. He is addicted to gambling, and sex with underage prostitutes. My mother, Amanda, is also a functionary at the Embassy. She knows about my father&#039;s addictions, and gambles alongside him. The Yakuza writes off their debts, because they want insider info on the FLASH traffic in the British Embassy. &lt;br /&gt;
&lt;br /&gt;
One day, I arrive home to see my father and mother sitting in the living room with several tall men in suits, wearing mirrorshades and poorly-concealed tattoos under their expensive suits. &amp;quot;Yuki,&amp;quot; my father says. &amp;quot;This is Uncle Kenichi. You will be staying with him and his friends for a while.&amp;quot; I am stunned. I do not understand. I do not react until Uncle Kenichi and his friends take me by the arms and drag me out of the door. I begin to scream, to shout. To thrash. It is all in vain. Uncle Kenichi and his friends are cybernetically augmented. They are Yakuza kanbu. People see me being taken away, and react as though I did not exist. I am an aberration, a disturbance in their otherwise peaceful lives. Before the van door slides shut in my face, I look to my parents, silently begging them to help. I am your daughter. Save me.&lt;br /&gt;
&lt;br /&gt;
They do not even spare me a glance.&lt;br /&gt;
&lt;br /&gt;
I am Snowflake, an unremarkable joro on the streets of Roppongi. I wear cheap trashy makeup and a whore&#039;s raiment. I am a nikubenki, a hole that takes the seed of men and their nuyen. Uncle Kenichi is my pimp. He and his friends watch me from a black van that cruises down the streets every half an hour. I take my clients wherever I can. Sometimes they try to rob me. Sometimes they succeed. I am beaten when they do, because it means a loss of profit. &lt;br /&gt;
&lt;br /&gt;
I am not fed much. They say it helps keep the weight off. &lt;br /&gt;
&lt;br /&gt;
Uncle Kenichi is angry. I have only entertained three men tonight. The makeup does not hide bruises well. He is shouting at me. I meekly lower my head. Resistance leads to further beatings, and I do not wish to scare off more men. A black van rolls down the street. I glance aside through the torrent of abuse. The door on the side slides open. I look at it. A gun protrudes. Kenichi raises his voice and grabs me by my choker. The gun spits fire. Kenichi falls away from my chest in a spray of blood. A flash of pain blooms over my throat, then the choker breaks. I drop to the ground, heart racing, as bullets fly overhead. Something tells me to stay down there, to curl up and hide, to ignore the gun in front of me and close my eyes and plug my ears and scream.&lt;br /&gt;
&lt;br /&gt;
I ignore the voice.&lt;br /&gt;
&lt;br /&gt;
I rise from the street, mind and heart and nerves as cold as my name. I see movement in the van; someone is turning on me. I flick the safety off, not knowing why, and squeeze off a burst. Fire lights up the interior and a man falls back, chest red, his SMG spitting lead into the interior of the vehicle. I advance, not knowing how or why. I step up to the van, turn my gun on the first man I see. He dies with his gun in his hand. I shoot down the second man, already wounded from my first burst. I turn and kill the driver from behind. I finish off the man in the seat beside him as he attempts to dismount. &lt;br /&gt;
&lt;br /&gt;
I am still standing there as Kenichi&#039;s friends approach me with guns drawn. They look at me not with contempt, but with fear. &lt;br /&gt;
&lt;br /&gt;
In their eyes, I am no longer a whore. &lt;br /&gt;
&lt;br /&gt;
I am Bielye Smiert. That is the Vory&#039;s name for me, the White Death. I kill them. In their cars, in their homes, in their places of business - I kill them. With the pistol, blade and axe - I kill them. A constant dance of bullets, blood and death. Strong and fast and cold and ruthless, a perfect killer, born to do the job. So good that doing otherwise would make no sense. Why else would they turn a common street whore into a cybered murderer? For the longest time the Vory did not know of me. They saw a weak, pitiful little half-breed girl and a pile of bodies and did not make the connection. They did not see that girl bypass their locks and gates, lie her way into their fortresses, murder their men while pretending to be nothing more than armcandy or a streetwalker. &lt;br /&gt;
&lt;br /&gt;
I walk in legend&#039;s shadow. My name is written in the deaths of men. At Boss Tanaka&#039;s command, I go forth and carve a crimson road for the gumi.&lt;br /&gt;
&lt;br /&gt;
Why this should be, I have long since ceased to wonder.&lt;br /&gt;
&lt;br /&gt;
I am Baixue Gongzhu. I pretend to be Chinese. I do not speak a single word of it. I am a shadowrunner. No questions are asked. I kill people. I am good at it. I break into houses and secure facilities. I am good at that too. Boss Tanaka is dead. I did not kill him. The ones who did, wanted me to join him. I killed them. I fled Japan. Too many bad memories. I came to the United States, a shattered oland for a shattered soldier. I work with professionals. It is good to have decent colleagues. I take on high-risk jobs, the kinds that involve extraction, liberation and recovery. I plow the proceeds back into myself. &lt;br /&gt;
&lt;br /&gt;
I am a tool. I have been made into a tool. I have come to live as a tool.&lt;br /&gt;
&lt;br /&gt;
And the best tool is one that hones itself.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I am a body in the back of an ambulance. My team is dead. We killed ourselves. We tried to hit Mitsuhama. We paid the price. Tank flung me clear of the car before the rocket hit. I lie in a ditch for a day before someone finds me. His name is Lance. &lt;br /&gt;
&lt;br /&gt;
He is kind.&lt;br /&gt;
&lt;br /&gt;
I am Yuki Ericsson. I am in a chapel. I am wearing white. My husband is kissing me. It is perfect.&lt;br /&gt;
&lt;br /&gt;
I am in the back of Painless Doc Johnson&#039;s clinic. He is a colleague from my running days. He tells me that I have cancer. I ask him what kind. He says it&#039;s the kind you don&#039;t get better from. I ask him how long I have. He tells me that I have about ten months.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I work for the cartel. I wear a lined coat. Underneath it, I carry a taser, a dart gun, and two pistols. My husband sleeps in our bedroom. Our children sleep across the hallway from him. I mount my bike, my effects already balanced on the back of the gyrostabilized vehicle. I have left a note. It is on our nightstand. &lt;br /&gt;
&lt;br /&gt;
He promised not to ask about my past. I did not tell him. The note says that I have to leave, and that I will never come back. It says I love him. I said I loved him. I said it to him while he slept. I saw the trip to the Bahamas he had planned for us. I forced myself to leave. If I had stayed, I would never have been able to leave. If I had stayed, he would have found out about my cancer. He would have bankrupted himself, ruined his life, or family&#039;s lives, to save mine. &lt;br /&gt;
&lt;br /&gt;
I am Amano Yuki. I see a house broken by sin and debt and addiction. &lt;br /&gt;
&lt;br /&gt;
I am Snowflake. I see an endless stream of johns who mount me, pay me, and leave.&lt;br /&gt;
&lt;br /&gt;
I am Bielye Smiert. I see silhouettes which fall to the ground when the crosshairs of my smartlink pass over them.&lt;br /&gt;
&lt;br /&gt;
I am Baixue Gongzhu. I see ways past and through obstacles and men, paydata and objectives and kill zones and extraction routes.&lt;br /&gt;
&lt;br /&gt;
I am Yuki Ericsson. I see a house where my children laugh and my husband smiles.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I see the road, and my future, stretching off once again into the shadows.&lt;br /&gt;
&lt;br /&gt;
I am Yuki.&lt;br /&gt;
&lt;br /&gt;
And I wish I had more time.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Miss_Fortune&amp;diff=271581</id>
		<title>APCH:Miss Fortune</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Miss_Fortune&amp;diff=271581"/>
		<updated>2014-10-10T15:34:32Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Miss Fortune=&lt;br /&gt;
&lt;br /&gt;
Human Street Samurai&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 - Attributes &lt;br /&gt;
&lt;br /&gt;
4 - Stuff&lt;br /&gt;
&lt;br /&gt;
3 - Skills&lt;br /&gt;
&lt;br /&gt;
2 - Essence&lt;br /&gt;
&lt;br /&gt;
1 - Race (Human)&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 0&lt;br /&gt;
&lt;br /&gt;
Observation 2&lt;br /&gt;
&lt;br /&gt;
Reflexes 3&lt;br /&gt;
&lt;br /&gt;
Social 0&lt;br /&gt;
&lt;br /&gt;
==Cybernetics:==&lt;br /&gt;
 &lt;br /&gt;
Chest - Modified Saeder-Krupp Class IIIA Wired Reflexes (Power: going really fast. The &amp;quot;A&amp;quot; designation means it has a built-in stepped reflex trigger, so you can consciously select the degree of reaction enhancement you think you can live with. The modifications enable a &amp;quot;Blitzkrieg&amp;quot; mode which completely eliminates the conscious mind from combat and relies on a not-too-discerning IFF mode to fight. Great in ambushes, not so much when you send a knife through someone tossing you a beer.)&lt;br /&gt;
&lt;br /&gt;
Head - Renraku &amp;quot;Tsuushin&amp;quot; Datajack (Power: interfacing with electronic systems and smartguns. Fairly standard. Much better than nanopaste trodes, which won&#039;t be invented for a while anyway.)&lt;br /&gt;
&lt;br /&gt;
Head - Modified street Class III cybereyes (Power: expanded sensorium/smartgun interlink. The modifications are basically a recoloring of the irises from the stock model.)&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
&lt;br /&gt;
Etiquette - Yakuza&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Cybernetics: Body - Yamatetsu LoPro Class IV Muscle Replacements (Power: improved Brawn and Reflexes; the LoPro line is low-profile and does not significantly alter the body shape unlike the &amp;quot;Kyoka&amp;quot; series, which is much more obvious about it. They make you stronger and faster, but not smarter. Counts as 2 picks of Stuff.)&lt;br /&gt;
&lt;br /&gt;
Cybernetics: Body - Shiawase Inazuma Class I Reaction Enhancers (Power: +1 to Reflexes)&lt;br /&gt;
&lt;br /&gt;
Gear: Armored Chameleon Suit (thermoptically-camouflaged full body suit with gecko tips on the hands and feet, for intruding on people)&lt;br /&gt;
&lt;br /&gt;
Gear: Weapon: Savalette Guardian (heavy pistol for heavy killing. Fortune&#039;s Guardian has been modded for full auto fire and the ability to take a bigger mag. Starting gear.)&lt;br /&gt;
&lt;br /&gt;
Weapon: Dikoted katana, &amp;quot;Dawn&amp;quot; (Named because life is but a dream. Street Samurai gear.)&lt;br /&gt;
&lt;br /&gt;
Armor: Reinforced Trenchcoat (because there&#039;s no point making an entrance if you can&#039;t do it badassfully. Starting equipment.)&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Painless&amp;quot; Doc Johnson; he was Fortune&#039;s cyberdoc in the bad old days, and went legit around the same time she did. Now that she&#039;s back in the game, he&#039;s opened the back door of his clinic to her because he owes her.&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Dinochrome (Basically, Fortune&#039;s augments were bleeding edge at the time of installation, but now they&#039;re nearing the end of their service span. Still, they do the job. Life in the old dog yet.)&lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Make as much money as she can and send it back to her family before she croaks.&lt;br /&gt;
&lt;br /&gt;
==Bio:==&lt;br /&gt;
My name is Yuki Ericsson and I&#039;m a housewife. My husband, Lance, is a good man. My children, Dennis and Denise, are four this year. I guide them up the schoolbus in the morning and greet them with smiles when they return in the afternoon. It&#039;s my life.&lt;br /&gt;
&lt;br /&gt;
But not my whole life.&lt;br /&gt;
&lt;br /&gt;
My name is Amano Yuki, and I am a Form Eleven student. My father, Amano Ginji, is a minor functionary in the British Embassy in Japan. He is addicted to gambling, and sex with underage prostitutes. My mother, Amanda, is also a functionary at the Embassy. She knows about my father&#039;s addictions, and gambles alongside him. The Yakuza writes off their debts, because they want insider info on the FLASH traffic in the British Embassy. &lt;br /&gt;
&lt;br /&gt;
One day, I arrive home to see my father and mother sitting in the living room with several tall men in suits, wearing mirrorshades and poorly-concealed tattoos under their expensive suits. &amp;quot;Yuki,&amp;quot; my father says. &amp;quot;This is Uncle Kenichi. You will be staying with him and his friends for a while.&amp;quot; I am stunned. I do not understand. I do not react until Uncle Kenichi and his friends take me by the arms and drag me out of the door. I begin to scream, to shout. To thrash. It is all in vain. Uncle Kenichi and his friends are cybernetically augmented. They are Yakuza kanbu. People see me being taken away, and react as though I did not exist. I am an aberration, a disturbance in their otherwise peaceful lives. Before the van door slides shut in my face, I look to my parents, silently begging them to help. I am your daughter. Save me.&lt;br /&gt;
&lt;br /&gt;
They do not even spare me a glance.&lt;br /&gt;
&lt;br /&gt;
I am Snowflake, an unremarkable joro on the streets of Roppongi. I wear cheap trashy makeup and a whore&#039;s raiment. I am a nikubenki, a hole that takes the seed of men and their nuyen. Uncle Kenichi is my pimp. He and his friends watch me from a black van that cruises down the streets every half an hour. I take my clients wherever I can. Sometimes they try to rob me. Sometimes they succeed. I am beaten when they do, because it means a loss of profit. &lt;br /&gt;
&lt;br /&gt;
I am not fed much. They say it helps keep the weight off. &lt;br /&gt;
&lt;br /&gt;
Uncle Kenichi is angry. I have only entertained three men tonight. The makeup does not hide bruises well. He is shouting at me. I meekly lower my head. Resistance leads to further beatings, and I do not wish to scare off more men. A black van rolls down the street. I glance aside through the torrent of abuse. The door on the side slides open. I look at it. A gun protrudes. Kenichi raises his voice and grabs me by my choker. The gun spits fire. Kenichi falls away from my chest in a spray of blood. A flash of pain blooms over my throat, then the choker breaks. I drop to the ground, heart racing, as bullets fly overhead. Something tells me to stay down there, to curl up and hide, to ignore the gun in front of me and close my eyes and plug my ears and scream.&lt;br /&gt;
&lt;br /&gt;
I ignore the voice.&lt;br /&gt;
&lt;br /&gt;
I rise from the street, mind and heart and nerves as cold as my name. I see movement in the van; someone is turning on me. I flick the safety off, not knowing why, and squeeze off a burst. Fire lights up the interior and a man falls back, chest red, his SMG spitting lead into the interior of the vehicle. I advance, not knowing how or why. I step up to the van, turn my gun on the first man I see. He dies with his gun in his hand. I shoot down the second man, already wounded from my first burst. I turn and kill the driver from behind. I finish off the man in the seat beside him as he attempts to dismount. &lt;br /&gt;
&lt;br /&gt;
I am still standing there as Kenichi&#039;s friends approach me with guns drawn. They look at me not with contempt, but with fear. &lt;br /&gt;
&lt;br /&gt;
In their eyes, I am no longer a whore. &lt;br /&gt;
&lt;br /&gt;
I am Bielye Smiert. That is the Vory&#039;s name for me, the White Death. I kill them. In their cars, in their homes, in their places of business - I kill them. With the pistol, blade and axe - I kill them. A constant dance of bullets, blood and death. Strong and fast and cold and ruthless, a perfect killer, born to do the job. So good that doing otherwise would make no sense. Why else would they turn a common street whore into a cybered murderer? For the longest time the Vory did not know of me. They saw a weak, pitiful little half-breed girl and a pile of bodies and did not make the connection. They did not see that girl bypass their locks and gates, lie her way into their fortresses, murder their men while pretending to be nothing more than armcandy or a streetwalker. &lt;br /&gt;
&lt;br /&gt;
I walk in legend&#039;s shadow. My name is written in the deaths of men. At Boss Tanaka&#039;s command, I go forth and carve a crimson road for the gumi.&lt;br /&gt;
&lt;br /&gt;
Why this should be, I have long since ceased to wonder.&lt;br /&gt;
&lt;br /&gt;
I am Baixue Gongzhu. I pretend to be Chinese. I do not speak a single word of it. I am a shadowrunner. No questions are asked. I kill people. I am good at it. I break into houses and secure facilities. I am good at that too. Boss Tanaka is dead. I did not kill him. The ones who did, wanted me to join him. I killed them. I fled Japan. Too many bad memories. I came to the United States, a shattered oland for a shattered soldier. I work with professionals. It is good to have decent colleagues. I take on high-risk jobs, the kinds that involve extraction, liberation and recovery. I plow the proceeds back into myself. &lt;br /&gt;
&lt;br /&gt;
I am a tool. I have been made into a tool. I have come to live as a tool.&lt;br /&gt;
&lt;br /&gt;
And the best tool is one that hones itself.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I am a body in the back of an ambulance. My team is dead. We killed ourselves. We tried to hit Mitsuhama. We paid the price. Tank flung me clear of the car before the rocket hit. I lie in a ditch for a day before someone finds me. His name is Lance. &lt;br /&gt;
&lt;br /&gt;
He is kind.&lt;br /&gt;
&lt;br /&gt;
I am Yuki Ericsson. I am in a chapel. I am wearing white. My husband is kissing me. It is perfect.&lt;br /&gt;
&lt;br /&gt;
I am in the back of Painless Doc Johnson&#039;s clinic. He is a colleague from my running days. He tells me that I have cancer. I ask him what kind. He says it&#039;s the kind you don&#039;t get better from. I ask him how long I have. He tells me that I have about ten months.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I work for the cartel. I wear a lined coat. Underneath it, I carry a taser, a dart gun, and two pistols. My husband sleeps in our bedroom. Our children sleep across the hallway from him. I mount my bike, my effects already balanced on the back of the gyrostabilized vehicle. I have left a note. It is on our nightstand. &lt;br /&gt;
&lt;br /&gt;
He promised not to ask about my past. I did not tell him. The note says that I have to leave, and that I will never come back. It says I love him. I said I loved him. I said it to him while he slept. I saw the trip to the Bahamas he had planned for us. I forced myself to leave. If I had stayed, I would never have been able to leave. If I had stayed, he would have found out about my cancer. He would have bankrupted himself, ruined his life, or family&#039;s lives, to save mine. &lt;br /&gt;
&lt;br /&gt;
I am Amano Yuki. I see a house broken by sin and debt and addiction. &lt;br /&gt;
&lt;br /&gt;
I am Snowflake. I see an endless stream of johns who mount me, pay me, and leave.&lt;br /&gt;
&lt;br /&gt;
I am Bielye Smiert. I see silhouettes which fall to the ground when the crosshairs of my smartlink pass over them.&lt;br /&gt;
&lt;br /&gt;
I am Baixue Gongzhu. I see ways past and through obstacles and men, paydata and objectives and kill zones and extraction routes.&lt;br /&gt;
&lt;br /&gt;
I am Yuki Ericsson. I see a house where my children laugh and my husband smiles.&lt;br /&gt;
&lt;br /&gt;
I am Miss Fortune. I see the road, and my future, stretching off once again into the shadows.&lt;br /&gt;
&lt;br /&gt;
I am Yuki.&lt;br /&gt;
&lt;br /&gt;
And I wish I had more time.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Taug&amp;diff=271580</id>
		<title>APCH:Taug</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Taug&amp;diff=271580"/>
		<updated>2014-10-10T15:31:53Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Contacts: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Taug=&lt;br /&gt;
&lt;br /&gt;
Troll Street Mage&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 Essence&lt;br /&gt;
&lt;br /&gt;
4 Attributes&lt;br /&gt;
&lt;br /&gt;
3 Skills&lt;br /&gt;
&lt;br /&gt;
2 Troll&lt;br /&gt;
&lt;br /&gt;
1 Stuff&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 3&lt;br /&gt;
&lt;br /&gt;
Observation 1&lt;br /&gt;
&lt;br /&gt;
Reflexes 1&lt;br /&gt;
&lt;br /&gt;
Social -1&lt;br /&gt;
&lt;br /&gt;
==Spell Groups:==&lt;br /&gt;
&lt;br /&gt;
Detection Spells&lt;br /&gt;
&lt;br /&gt;
Health Spells&lt;br /&gt;
&lt;br /&gt;
Illusion Spells&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Close Combat&lt;br /&gt;
&lt;br /&gt;
Knowledge: Magic Theory&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Sorcery&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Enchanted Item&lt;br /&gt;
&lt;br /&gt;
Light Armor&lt;br /&gt;
&lt;br /&gt;
Ares Predator (Heavy Pistol)&lt;br /&gt;
&lt;br /&gt;
Defiance Super Shock (Taser)&lt;br /&gt;
&lt;br /&gt;
Dermal Armor&lt;br /&gt;
&lt;br /&gt;
Thermographic Vision&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
(Professional) Talismonger: ???&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Socially Inept - Very abrasive, rude, and unpleasant when he starts talking. Never let him negotiate or try to talk his way past a situation. &lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Money buys booze and smokes. Food and a roof over his head are nice too, but those other items come first. Anything left over after that means he didn&#039;t have as good a night on the town as he thought he did.&lt;br /&gt;
&lt;br /&gt;
==Bio==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Names&#039; Taug,&amp;quot; the red skinned monster says as he lights up a cigarette and blows a cloud of foul smoke into her face. &amp;quot;Saw your posters up for yer lost cat. Found the little bugger&#039;bout six blocks from here. Next time you might wanna put in your sign that she&#039;s a mean old fart that likes to rip the flesh from yer hand when you grab &#039;em.&amp;quot; He holds up his hand to show several deep gashes. &lt;br /&gt;
&lt;br /&gt;
CONCEPT&lt;br /&gt;
Gritty street mage that blows most of his money on smokes, booze, drugs, and all that good stuff.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Nathaniel_Weller&amp;diff=271579</id>
		<title>APCH:Nathaniel Weller</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Nathaniel_Weller&amp;diff=271579"/>
		<updated>2014-10-10T15:12:44Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: Created page with &amp;quot;=Nathaniel &amp;quot;Alpine&amp;quot; Weller=  Ork Mercenary  ==Priorities:==  5 - Attributes   4 - Skills  3 - Essence  2 - Stuff  1 - Race (Ork)  ==Attributes:==  Brawn 3  Observation 0  Refl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Nathaniel &amp;quot;Alpine&amp;quot; Weller=&lt;br /&gt;
&lt;br /&gt;
Ork Mercenary&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 - Attributes &lt;br /&gt;
&lt;br /&gt;
4 - Skills&lt;br /&gt;
&lt;br /&gt;
3 - Essence&lt;br /&gt;
&lt;br /&gt;
2 - Stuff&lt;br /&gt;
&lt;br /&gt;
1 - Race (Ork)&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 3&lt;br /&gt;
&lt;br /&gt;
Observation 0&lt;br /&gt;
&lt;br /&gt;
Reflexes 2&lt;br /&gt;
&lt;br /&gt;
Social 0&lt;br /&gt;
&lt;br /&gt;
==Cybernetics:==&lt;br /&gt;
&lt;br /&gt;
Datajack (Head)&lt;br /&gt;
&lt;br /&gt;
Bone Spur (Right Arm) Implanted retractable blade across right ulna.&lt;br /&gt;
&lt;br /&gt;
Smartgun Link (Head) &lt;br /&gt;
&lt;br /&gt;
Wired Reflexes (Chest) Standard military-grade reflex and reaction suite.&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Shooting&lt;br /&gt;
&lt;br /&gt;
Knowledge (Military)&lt;br /&gt;
&lt;br /&gt;
Close Combat&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
Rigging&lt;br /&gt;
&lt;br /&gt;
First Aid&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Weapon: Uzi &lt;br /&gt;
&lt;br /&gt;
Weapon: AK-98 Technically an Aztlan knock-off, but it gets the job done. Soviet assault rifle design with a built-in underslung grenade launcher. Primary weapon for ten years across three continents.&lt;br /&gt;
&lt;br /&gt;
Armor: Armored Vest (Level 2 armor)&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
Government: Diana Nguyen, a City Hall functionary for the state of Seattle. She deals with private security contracts, and uses the position to keep a hand in the shadow community in the city.&lt;br /&gt;
&lt;br /&gt;
Arms Dealer: Rick Harju, a Cascade Ork who keeps close ties with his family across the border. In the meantime, he makes good money running stolen guns and ammunition in Redmond and the Undergrond.&lt;br /&gt;
&lt;br /&gt;
Gang Member: Dasha, Crimson Crush gangbanger. Alpine&#039;s niece. She&#039;s fourteen, which is probably too young to be getting involved with those sorts of people, but that&#039;s life.&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Mouths to Feed. In ork terms, he&#039;s well into middle age. He&#039;s looking for a big windfall that can provide for his family after he&#039;s gone, and fighting bush wars hasn&#039;t done much for it.&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Dependent family. A mother near the end of her life, five siblings, and a whole host of nieces and nephews, the lot of them SINless. &lt;br /&gt;
&lt;br /&gt;
==Bio:==&lt;br /&gt;
&lt;br /&gt;
Nathan was born in Redmond in 2022, just a year after G-Day. His father was a tech worker who lost everything after his transformation, his mother was a transplant from South Carolina who&#039;d traveled across the country on empty promises of a metahuman paradise in Tir Tangrine. They had next to nothing between them, but they did the best they could.&lt;br /&gt;
It wasn&#039;t enough for Nathan, one of their oldest (he was one of quadruplets--still something of a surprise in those days, which was that more of a stress on his parents). He signed on as a security contractor in the hope of getting out, hoping to make it big. (He was fourteen. No birth records in a Redmond squat, and ork maturation was still enough of a novelty that most people wouldn&#039;t consider it. If they&#039;d even cared.) His parents found out by letter. He&#039;d shipped out to Texas to fight the Azzies coming over the border. (He got his callsign after an incident in Alpine that he doesn&#039;t discuss.)&lt;br /&gt;
The next fourteen years were spent flying from one combat zone to the other, on both sides of the always-fuzzy line between security contractor and mercenary. Fighting against Aztlan gave him plenty of work, and so did fighting for it. Some time in Korea. Even a brief stint to help stamp out the last gasps of the Euro Wars. Never made a lot of difference who was fighting, as long as the money was good. Never as good as he&#039;d hoped, though, especially with his implants bought on credit. He still sent most of his payout home, and spent most of the rest on vices.&lt;br /&gt;
A few months ago, he got word that his father was sick. He headed back from Amazonia as fast as he could, but it was too late. Mother isn&#039;t well either, and the family needs something closer to home. His siblings are doing the best they can, but it&#039;s never enough. And as much as he hates to admit it, he&#039;s starting to get on in years--a respectable twenty-eight, he needs to lay the work for a real retirement.&lt;br /&gt;
So now he&#039;s staying. It&#039;s the same living anywhere, really. Maybe you can go home again.&lt;br /&gt;
&lt;br /&gt;
Description: Alpine is a big black ork who keeps his greying hair in dreadlocks. His left arm and the left side of his face are badly scarred, and he typically wears sunglasses to conceal an obvious cybereye. Most of his wardrobe is surplus gear, rather heavily personalized with various emblems and patches along the back.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271577</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271577"/>
		<updated>2014-10-10T15:07:23Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC thread]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nyxxie | Trixxy Nyxxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Nathaniel Weller | Nathaniel &amp;quot;Alpine&amp;quot; Weller]], an Ork Mercenary, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=APCH:Trixxy_Nyxxie&amp;diff=271489</id>
		<title>APCH:Trixxy Nyxxie</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=APCH:Trixxy_Nyxxie&amp;diff=271489"/>
		<updated>2014-10-08T01:23:47Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Contacts: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Trixxy Nyxxie=&lt;br /&gt;
&lt;br /&gt;
Dwarven Decker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Character Portrait:&#039;&#039; [http://i259.photobucket.com/albums/hh294/herrspielmeister/TrixxyNyxxie.png]&lt;br /&gt;
&lt;br /&gt;
==Priorities:==&lt;br /&gt;
&lt;br /&gt;
5 Attributes&lt;br /&gt;
&lt;br /&gt;
4 Stuff&lt;br /&gt;
&lt;br /&gt;
3 Skills&lt;br /&gt;
&lt;br /&gt;
2 Race (Dwarf)&lt;br /&gt;
&lt;br /&gt;
1 Essence&lt;br /&gt;
&lt;br /&gt;
==Attributes:==&lt;br /&gt;
&lt;br /&gt;
Brawn 1&lt;br /&gt;
&lt;br /&gt;
Observation 3&lt;br /&gt;
&lt;br /&gt;
Reflexes 1&lt;br /&gt;
&lt;br /&gt;
Social 2&lt;br /&gt;
&lt;br /&gt;
==Cybernetics:==&lt;br /&gt;
&lt;br /&gt;
Datajack&lt;br /&gt;
&lt;br /&gt;
Telephone&lt;br /&gt;
&lt;br /&gt;
==Skills:==&lt;br /&gt;
&lt;br /&gt;
Decking&lt;br /&gt;
&lt;br /&gt;
Etiquette (Street)&lt;br /&gt;
&lt;br /&gt;
Knowledge (Elven Culture)&lt;br /&gt;
&lt;br /&gt;
Stealth&lt;br /&gt;
&lt;br /&gt;
==Stuff:==&lt;br /&gt;
&lt;br /&gt;
Battered old custom-built Sony CTY-360 (&amp;quot;Shitty-360&amp;quot;) cyberdeck&lt;br /&gt;
&lt;br /&gt;
Programs:&lt;br /&gt;
&lt;br /&gt;
* HeadASplode FPS attack software - main weapon in Matrix combat; takes the form of Nyxandra Aerinaeith&#039;s signature chromed Ares Viper from the hit tridshow &amp;quot;Siversakhan Verespitish&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* GlitzNGlamour 4.0 defense software - makes it harder for opponents to run programs against Nyxxie&#039;s persona; takes the form of a blinding, strobing light (set to a house beat, of course), with Nyxxie&#039;s persona as the mirrorball&lt;br /&gt;
&lt;br /&gt;
* Setec Astronomy decryption software - sensor utility which defeats scramble IC that may turn data into garbage as a defense mechanism; takes the form of whorls of stars, planets, comets, and assorted celestial bodies that Nyxxie&#039;s persona blows from her hand, infusing the IC with calming, orbiting stellar bodies while lullaby music plays.&lt;br /&gt;
&lt;br /&gt;
* HotMiso&#039;s EZ-PZ Japanesey sleaze program - masking utility which allows Nyxxie to bypass access, barrier, gray or black IC without leaving tracks; takes the form of a smoke capsule that, when thrown on the ground, cloaks Nyxxie&#039;s persona in the classic pop-culture black Ninja outfit.&lt;br /&gt;
&lt;br /&gt;
Defiance EX Shocker (personal defense taser)&lt;br /&gt;
&lt;br /&gt;
Synthetic Leather Jacket (Glopunk style)&lt;br /&gt;
&lt;br /&gt;
Thermographic Vision&lt;br /&gt;
&lt;br /&gt;
Speaks Sperethiel&lt;br /&gt;
&lt;br /&gt;
Fake SIN: Trixie Tiluviel (used for clubbing and other social purposes; lists her age as 21)&lt;br /&gt;
&lt;br /&gt;
==Contacts:==&lt;br /&gt;
&lt;br /&gt;
Fixer: Tommy Panic&lt;br /&gt;
&lt;br /&gt;
Media: Doubleplus Ungood, Human (?) Corporate Politics Watchdog Blogger. &lt;br /&gt;
Nyxxie has no idea where Doubleplus Ungood lives; she only knows Doubleplus from the Matrix, and thus doesn&#039;t know what Doubleplus&#039;s race or gender is.&lt;br /&gt;
&lt;br /&gt;
Street: Neon Eun-kyung, Ork BTL Dealer/Seoulpa Ring Member - Also lives in Block E; she&#039;s Balto&#039;s dealer; Nyxxie has bought the occasional BTL from Neon because her father begged her to, but hates doing it and never wants to do it again. Neon, on the other hand, is a pusher.&lt;br /&gt;
&lt;br /&gt;
Ganger: Blackflag969, Dwarf Red Hot Nuke* - Lives in Block D; Nyxxie met him in the Matrix, talking in a Neo-Anarchist forum; she was directed to him because they live in the same area and thus could team up for activism purposes. He&#039;s been kind of a political mentor to her, though he&#039;s only a few years older than she is. Blackflag identifies as asexual, so there has never been any romantic tension between the two of them. He&#039;s also a member of the Red Hot Nukes, interested in maintaining control in the street markets of Bargain Basement, so she doesn&#039;t want to get too involved with him (she doesn&#039;t particularly want to end up being recruited into a gang, especially a Dwarf gang).&lt;br /&gt;
&lt;br /&gt;
Bartender: Kota Whitecrow, Human Bartender at Sybrespace*, which is Downtown; he doesn&#039;t live in Redmond. He&#039;s a big Native guy (Salish tribe) who looks like he could double as a bouncer if he wanted to. He may be aware of Nyxxie&#039;s actual age and is just looking the other way because she seems like a basically good kid otherwise (or because so many of Sybrespace&#039;s patrons have fake SINs); she knows not to push him too hard for favors since he&#039;s cutting her some slack and she doesn&#039;t want him to get in trouble with his boss, Andrea Silvereyes.&lt;br /&gt;
&lt;br /&gt;
==Flaw:==&lt;br /&gt;
&lt;br /&gt;
Low self-esteem and mild body dysmorphic disorder; despite her upbeat and outgoing demeanor around others, Nyxxie has always been ashamed of her metatype expression, and wishes she were an Elf. She&#039;s become as much of an Elf Wannabe as she can manage with her physiology, short of getting surgical alterations. Her obsession with all things Elven has led her to become a fangirl of Tir Tairngire trid shows (while remaining doggedly in denial of their racist undertones). Her Matrix persona is Nyxandra Aerinaeith, the fictional protagonist of her favorite tridshow, &amp;quot;Siversakhan Verespitish&amp;quot;. Her image of Dwarf culture is quite negative, based on elementary school bullying, caricatured media representation, and her own father&#039;s social dysfunctions.&lt;br /&gt;
&lt;br /&gt;
Additionally, Nyxxie is a generally empathetic person, and as a result, leans hard toward pacifism. She actively avoids needless violence, and will not kill except in self-defense (and even then, as humanely as possible).&lt;br /&gt;
&lt;br /&gt;
==Motivation:==&lt;br /&gt;
&lt;br /&gt;
Everything Nyxxie (real name: Sabeen Al Diri) does is either in pursuit of her fandom of all things Elven, or to care for and protect her father, Balto, from the outside world he fears so much. Despite the tensions they have in their relationship, she loves her father very much and feels as though the &amp;quot;system&amp;quot; chewed him up and spit him out, robbing him of his self-confidence. Balto never really recovered from the loss of his wife, Nyxxie&#039;s mother, in a car accident. The company refused to cover the medical and funerary costs, claiming negligence on his wife&#039;s part, and laid him off when his performance at work dropped due to depression. After losing his job, Balto became a &#039;&#039;hikikomori&#039;&#039;, a shut-in, leaving his daughter to mostly fend for herself. She dropped out of school - which she&#039;d always considered a waste of time, anyway - and learned to scavenge off the street for the parts she needed to improve her deck. No matter what happens, she isn&#039;t going to leave her father to the wolves of the world.&lt;br /&gt;
&lt;br /&gt;
==Bio:==&lt;br /&gt;
&lt;br /&gt;
Gender: Female&lt;br /&gt;
&lt;br /&gt;
Age: 18&lt;br /&gt;
&lt;br /&gt;
Ethnicity: Syrian&lt;br /&gt;
&lt;br /&gt;
Metatype: Dwarf&lt;br /&gt;
&lt;br /&gt;
Height: 1.07m&lt;br /&gt;
&lt;br /&gt;
Weight: 44.9kg&lt;br /&gt;
&lt;br /&gt;
Relationship Status: Single/Available&#039;&#039;&amp;lt;&amp;lt;&amp;lt;Ask to jack in and lose a testicle.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Languages: English, Sperethiel&lt;br /&gt;
&lt;br /&gt;
Hometown: Redmond, Seattle Metroplex, UCAS&lt;br /&gt;
&lt;br /&gt;
Education: Self-Educated &#039;&#039;&amp;lt;&amp;lt;&amp;lt;Hai, I dropped outta high school, but I&#039;m not dumb.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Religious Views: Agnostic &#039;&#039;&amp;lt;&amp;lt;&amp;lt;Null drek, I&#039;m open-minded and I&#039;m willing to talk about it if you wanna, but I don&#039;t do cults. If Anyone Out There&#039;s listening, shoot me a link!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Political Views: Neo-Anarchist &#039;&#039;&amp;lt;&amp;lt;&amp;lt;Adhocracy, here we come!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Favorite Tridshow: Siversakhan Verespitish &#039;&#039;&amp;lt;&amp;lt;&amp;lt;Nyxandra&#039;s my fave, if you couldn&#039;t guess from my name and quote. I HAVEN&#039;T SEEN S4 LAST EP YET SO DON&#039;T TALK ABOUT IT AROUND ME!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Personal Theme Song: &amp;quot;Strange Daze&amp;quot;, Mercurial&lt;br /&gt;
&lt;br /&gt;
Style Preference: DressCode, ME Metal for boots. &#039;&#039;&amp;lt;&amp;lt;&amp;lt;Screams Redmond Club-Girl, neh? Gonna get some biolume tats when I have the nuyen! Anyone got a good idea for designs?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CONCEPT&#039;&#039;&#039;&lt;br /&gt;
Outgoing Dwarf clubkid decker and Elf wannabe&lt;br /&gt;
&lt;br /&gt;
==Home:==&lt;br /&gt;
&lt;br /&gt;
Nyxxie lives in &#039;&#039;&#039;Block E&#039;&#039;&#039;. It&#039;s one of the larger complexes, with few, if any, open green spaces, but it has a chaotic webwork of powerlines and wires that are fairly easy to hack into for power and decent Matrix nodes (when there isn&#039;t a rolling brownout, anyway).&lt;br /&gt;
&lt;br /&gt;
Nyxxie&#039;s father, Balto, lives in a cramped apartment that he&#039;s filled to the brim with the detritus of his life. Since he&#039;s a technician, there are a dozen old computers that he&#039;s rebuilt, sci-fi fandom accoutrements (anime statuettes and sci-fi movie/trid/simsense figurines, model spaceships, old movie posters, etc.), and bottles, cans, and other assorted garbage that he neglects to take out. When she turned 13, Nyxxie started finding other places to live in the apartment complex, keeping her clothes in her father&#039;s apartment but carrying everything else with her; her father&#039;s accumulating possessions spread into her old bedroom and have taken over there like kudzu. &#039;&#039;Illustration 1:&#039;&#039; [http://i259.photobucket.com/albums/hh294/herrspielmeister/Baltos-Apartment.jpg]&lt;br /&gt;
&lt;br /&gt;
Last winter, Nyxxie started living in the basement boiler room of her building. She&#039;s wired up the place so that she can get power down there, and except for those few times when it gets flooded, she lives a relatively comfortable, if spartan, existence. Between simsense, the Matrix, and going out to clubs, she doesn&#039;t really need much at home. She keeps tabs on her father by splicing into the webcams he has around the apartment, and goes up to take out his trash so it doesn&#039;t stink up the place too much. &#039;&#039;Illustration 2:&#039;&#039; [http://i259.photobucket.com/albums/hh294/herrspielmeister/boiler_room_by_ewkn-d3ca44l.jpg]&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271401</id>
		<title>A Place Called Home</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Place_Called_Home&amp;diff=271401"/>
		<updated>2014-10-06T18:22:09Z</updated>

		<summary type="html">&lt;p&gt;The Albigensian: /* Additional Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=A Place Called Home=&lt;br /&gt;
&lt;br /&gt;
A freeform Shadowrun campaign.&lt;br /&gt;
&lt;br /&gt;
==Main Links==&lt;br /&gt;
&lt;br /&gt;
[http://forum.rpg.net/showthread.php?738636-Interest-Recruitment-Stripped-Down-Freeform-Shadowrun Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
[IC thread]&lt;br /&gt;
&lt;br /&gt;
[OOC Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[APCH:Miss Fortune | Miss Fortune]], a Human Street Samurai played by  [[User:Silent Wayfarer]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Taug | Taug]], a Troll Street Mage played by [[User:Argh]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:Trixxy Nixxie | Trixxy Nixxie]], a Dwarf Decker played by [[User:Devin Parker]]&lt;br /&gt;
&lt;br /&gt;
[[APCH: Cleo Hogg | Cleo &amp;quot;Hatchet&amp;quot; Hogg]], an Ork Street Shaman, played by [[User:Baeraad]]&lt;br /&gt;
&lt;br /&gt;
[[APCH:???? | ???]], a ???, played by [[User:Insomniac]]&lt;br /&gt;
&lt;br /&gt;
==Home==&lt;br /&gt;
&lt;br /&gt;
[[File:APCH_Block_Map.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Some Rules and stuff==&lt;br /&gt;
CHARGEN STUFF&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 1:=== &lt;br /&gt;
&lt;br /&gt;
Pick an Archetype from the following list [Choice of type], (Free skill(s); Free Item):&lt;br /&gt;
&lt;br /&gt;
Decker (Decking, 1 Etiquette; Item: Battered old Custom built Deck)&lt;br /&gt;
&lt;br /&gt;
Former Company Man (Etiquette: Corporate + 1 other Etiquette, Knowledge: Corporate, +1 Contact (Corporate); Item: Armour-Lined Suit (concealable armour))&lt;br /&gt;
&lt;br /&gt;
Ganger [Stret Gang, Go-Gang] (Contact: Gang Leader, Contact (Underworld), Etiquette: Gang, Knowledge: Gangs, either Rigging (if a Go-Ganger) or Close Combat (if a Street Ganger); Item: Go-Bike or Hand Weapon)&lt;br /&gt;
&lt;br /&gt;
Hermetic Mage [ex-Wage Mage, Street Mage, Burned Out Mage] (Sorcery, Knowledge: Magic Theory; Item: Enchanted Item (Has a Spell already enchanted and ready to fire - will have an increased chance of success. Item can be re-enchanted when you have downtime.)&lt;br /&gt;
&lt;br /&gt;
Mercenary (Close Combat or Shooting, Knowledge: Military, Contact (Government), Contact (Arms Dealer); Item: Armoured Vest (level 2 armour) or Another Gun)&lt;br /&gt;
&lt;br /&gt;
Private Detective (2 extra Contacts, 1 Etiquette, Stealth or Shooting; Item: Polymer Holdout Pistol)&lt;br /&gt;
&lt;br /&gt;
Rigger (Rigging, Contact: Mechanic, Knowledge: Vehicles; Item: Vehicle or Drone)&lt;br /&gt;
&lt;br /&gt;
Shaman [Tribal, Street Shaman] (Totem, Conjuring, Item: Fetish (Has a Bound Spirit of one type in there, can be automatically summoned and bound))&lt;br /&gt;
&lt;br /&gt;
Street Doc (First Aid, Etiquette: Street, Knowledge: Medicine, Knowledge: Bioscience. Item: Field Medic Kit)&lt;br /&gt;
&lt;br /&gt;
Street Samurai (Close Combat or Shooting, 1 Contact, 1 Etiquette; Item: Katana or Extra Gun)&lt;br /&gt;
&lt;br /&gt;
Tribesman (Etiquette: Tribal, Contact: Tribal Shaman, Tribal Chief, Knowledge: Tribal, Choose one: Athletics, Close Combat, Shooting, Stealth); Item: None extra)&lt;br /&gt;
&lt;br /&gt;
Wannabe Fixer (Choose 3 Etiquettes, 4 Contacts; Item: Armoured Suit (concealable))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Step 2:=== &lt;br /&gt;
&lt;br /&gt;
Rank the following from 1 to 5 (5 is highest and best):&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
Essence&lt;br /&gt;
Race&lt;br /&gt;
Skills&lt;br /&gt;
Stuff&lt;br /&gt;
&lt;br /&gt;
The rank you give each section is the number of points you have to spend in that section, as can be found below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
&lt;br /&gt;
There are four attributes. When / If I have to make a roll, I&#039;ll add whatever modifier best fits to the roll. You have a number of points equal to the rank you gave to Attributes in step 2 above. The maximum (before racial or cybernetic etc modifiers from below) that you can give to an Attribute is 3. All Attributes start at 0. They can below 0 if modified by race, wounds etc. &lt;br /&gt;
&lt;br /&gt;
The four Attributes are:&lt;br /&gt;
&lt;br /&gt;
Brawn (physical presence, &#039;hit points,&#039; strength, endurance etc)&lt;br /&gt;
Observation (knowledge, intellect, perception etc)&lt;br /&gt;
Reflexes (Agility, dexterity, speed, reactions etc)&lt;br /&gt;
Social (charisma, persuasion, willpower)&lt;br /&gt;
&lt;br /&gt;
Generally, Brawn also tends to help Close Combat, Observation tends to help Hermetic Mages (spells) and Deckers, Reflexes tends to help Shooting, and Social tends to help Shamans (conjurings). When you are harmed, any of the four Attributes can be used to deflect damage, such as using Brawn for shrugging off damage, Observation for being perceptive enough to see where an attack is likeliest to come from, Reflexes for dodging the attack, Social for appearing the least offensive (and thus not as big a target), pleading with your attacker, whatever works for you. Armour will help even more. &lt;br /&gt;
&lt;br /&gt;
====Essence====&lt;br /&gt;
&lt;br /&gt;
You have a number of Essence points to spend equal to the rank you gave to Essence in step 2 above. Each Essence point can be spent on either a Spell Group, a Spirit, or a Cybernetic Implant as described below. Both Cybernetic and Magic-wielding characters will thus find Essence useful, and a magic-wielding character that chooses to have Cybernetic Implants will have less ability with his magic. These are your initial Essence points, not your final limits - you can gain more spells, spirits and cyberware as the game goes on.&lt;br /&gt;
&lt;br /&gt;
Spell Groups&lt;br /&gt;
&lt;br /&gt;
Spells are pretty freeform - if you know the Spell Group, you can cast just about any spell that comes under that category. Combat Spells are ranged, if you want to do Close Combat damage, choose Dervish.&lt;br /&gt;
&lt;br /&gt;
Physical Combat Spells (Can affect anything with a physical element, Powerbolts, Powerballs, etc)&lt;br /&gt;
&lt;br /&gt;
Mana Combat Spells (Doesn&#039;t affect physical elements at all (including armour), Manabolts, Manaballs etc)&lt;br /&gt;
&lt;br /&gt;
Detection Spells (Spells that involved detection or analysis to some extent, Hypersenses, Detect Life, Mind Probe, Astral Perception etc)&lt;br /&gt;
&lt;br /&gt;
Health Spells (Spells that heal or cure, Heal Wounds, Reduce Toxins and Diseases etc)&lt;br /&gt;
&lt;br /&gt;
Illusion Spells (Spells that disguise or hide in some way, Invisibility, Mask, Mask Object, Cause Confusion, Silence etc)&lt;br /&gt;
&lt;br /&gt;
Manipulation Spells (Spells to control or otherwise manipulate, Levitation, Telekinesis, Control others&#039; mind or body spells etc)&lt;br /&gt;
&lt;br /&gt;
Transformation Spells (Spells for changing one thing to another, Create Light, Darkness, Create Barriers etc)&lt;br /&gt;
&lt;br /&gt;
Dervish Spells (Spells that affect your own Attributes and body (like Physical Adept powers), Armour etc)&lt;br /&gt;
Spells that do harm (combat spells) can either do targeted damage to a particular thing or person, but can miss, or do area effect damage which isn&#039;t as powerful, but which is more likely to hit someone in the area affected. Also, the more you want out of a spell, the harder it is to make it work as you want.&lt;br /&gt;
&lt;br /&gt;
Spirits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spirits can be conjured where they exist. Hermetic Mages can choose Elemental spirits, which exist where that element is represented in some way, but the spirits have to be bound and forced to comply; Shamans can summon spirits where the environment is conducive to the spirits they have a good rapport with, and bargained with - they are easier to persuade than elementals, since Shamanic spirits are on good terms with the shaman, whereas elemental spirits are neutral at best. They are also generally more common than elemental spirits. Each rank spent on spirits grants you one spirit from the list below. The downside for Shamans is that there are more varieties of spirits to choose from (12 in all).&lt;br /&gt;
&lt;br /&gt;
Hermetic: Air, Earth, Fire, Water&lt;br /&gt;
&lt;br /&gt;
Shamanic: (City): Urban, Hearth, Field. (Land): Desert, Forest, Mountain. (Water): River, Sea, Swamp. (Air): Wind, Storm, Fog.&lt;br /&gt;
&lt;br /&gt;
Cybernetic Implants&lt;br /&gt;
&lt;br /&gt;
Choose an implant (R/L Eye, R/L Arm, R/L Leg, Head, Chest) and a power. Use your judgment to choose a suitable power based on the Shadowrun world (See the various books on cyberware for ideas). Describe what the implant does so I know when you&#039;re likely to use it. This is bog-standard cyberware (possibly even second hand). A datajack is pretty much free, so everyone can have one (except for mages and shamans) if they want one at no cost.&lt;br /&gt;
&lt;br /&gt;
====Race====&lt;br /&gt;
&lt;br /&gt;
If you want to be Human, you get no benefits, and can set your Race to 1 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Ork, you get Low-Light Vision, a +1 to your Brawn Attribute and a -1 to your Social Attribute, and can also set your Race to 1 (The two Attribute modifiers offset each other, and your low-light vision is offset by societal prejudice against Orks). &lt;br /&gt;
&lt;br /&gt;
If you want to be a Dwarf, you get Thermographic Vision and +1 to your Brawn Attribute, but you must set your Race to 2 in step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be a Troll, you get Thermographic Vision, Dermal Armour, +2 to your Brawn Attribute and -1 to your Observation and Social Attributes, and you must set your Race to 2 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
If you want to be an Elf, you get Low-Light Vision, +1 to your Social and Reflexes Attributes, and must set your Race to 3 in Step 2 above. &lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
&lt;br /&gt;
You receive one Skill Group for each rank you put into Skills in step 2 above. You know at least one Skill Group already based on the Archetype you chose in Step 1 above. Skills are an on/off thing - you either have skills or you don&#039;t (so you only have to spend 1 point to get a skill group, you can&#039;t spend 2 points to be extra good at Decking, for example, just 1 point). Anyone can attempt to use a skill, but those with that skill have a much better chance of success. In some cases, simply having the skill gives you a free pass.&lt;br /&gt;
&lt;br /&gt;
The following skill groups may be chosen:&lt;br /&gt;
&lt;br /&gt;
Sorcery [Only if Shaman chosen as Archetype] (Spells)&lt;br /&gt;
Conjuring [Only if Hermetic Mage chosen as Archetype] (Spirits)&lt;br /&gt;
Athletics (Running, jumping, climbing, swimming, throwing, etc)&lt;br /&gt;
Close Combat (armed or unarmed)&lt;br /&gt;
Shooting (all sorts of guns and stuff)&lt;br /&gt;
Stealth (Hiding, sneaking, legerdemain etc)&lt;br /&gt;
Decking (includes electronic door locks and other security measures) &lt;br /&gt;
Etiquette [Choose 1: Street, Corporate, Gang, Government, Media, Tribal, Underworld] (Knowing how to act around them what leverage to use when negotiating with them, etc)&lt;br /&gt;
First Aid (Care for wounds, shock, etc)&lt;br /&gt;
Knowledge (You start with knowledge applicable to your Archetype and you can also pick another specialty of any sort (medicine, bioscience, history, a particular corporation, dragons, etc)&lt;br /&gt;
Rigging (driving or piloting all manner of vehicles)&lt;br /&gt;
&lt;br /&gt;
====Stuff====&lt;br /&gt;
&lt;br /&gt;
This is a general category. You get a number of points in Stuff equal to the rank you gave to Stuff in step 2 above. For each point, you can choose something extra. It might be a better Item (you all start with an item relevant to your Archetype, light armour, and a hand weapon), an extra Spell or Spirit, an extra Cybernetic Implant, an extra contact, speak an extra language (otherwise you all just speak English), an extra Skill, an extra point in an Attribute, or something completely outside of the above constrictions - anything extra that you can think of that you want your character to be known for that isn&#039;t covered above, basically, but within reason and within the bounds of the Shadowrun universe in 2050.&lt;br /&gt;
&lt;br /&gt;
===Step 3: Everything Else.===&lt;br /&gt;
&lt;br /&gt;
As mentioned above, you start with an item relevant to your Archetype (a battered but custom built old deck, a cherished but worn katana, your shamanic fetish, an old Remington Roomsweeper, some better armour from your army days, that sort of thing), a credstick with your last few creds on it (looks like someone is in need of some work), and a hand weapon (your trusty old Ares Predator or Ruger Super Warhawk, or maybe a wicked-looking combat axe). &lt;br /&gt;
&lt;br /&gt;
Think of a name and some background, maybe a street name if it differs from your actual name, and your contacts - come up with 1 + your score in your Social Attribute (to a minimum of 1, if you have a Social Attribute that&#039;s negative), plus whatever extra ones you get for your archetype. For your contacts, just give a name and occupation if you want, or pad them out a bit with back history - how you know them, whether you trust them fully, how reliable they&#039;re likely to be or how easy to contact they might be. You have free reign here, but remember, complications are what make roleplaying fun. If you only give a name and occupation right now, the rest can be filled in later as we go along. Oh, and everyone starts with a free Fixer contact. See the next post below for a list of ideas for contacts.&lt;br /&gt;
&lt;br /&gt;
Finally, choose a Flaw of some sort (what&#039;s going to come back to haunt you, what are you scared of, why do things usually fall apart?, How are you going to Fuck Up A Perfectly Easy Run?), and a Motivation (why do you run the shadows?)&lt;br /&gt;
&lt;br /&gt;
==Extra Info==&lt;br /&gt;
&lt;br /&gt;
===Some Suggested Contact Occupations:===&lt;br /&gt;
&lt;br /&gt;
Corporate [Choose a Corporation] (Secretary, Wage Slave, Corporate Decker, Security Guard, Lab Rat)&lt;br /&gt;
&lt;br /&gt;
Government (City Official, Metroplex Guardsman, UCAS Army Grunt, Docwagon Paramedic, Street Cop, Policlub Officer)&lt;br /&gt;
&lt;br /&gt;
Street (Bartender, Street Doc, Snitch, Street Kid, Squatter, Community Organizer, Junkie, Bounty Hunter, Anarchist Collectivist, Metahuman Right Activist, Club Bouncer)&lt;br /&gt;
&lt;br /&gt;
Professional (Academic, Talismonger, Mechanic, Arms Dealer, Cybersurgeon)&lt;br /&gt;
&lt;br /&gt;
Underworld (Ganger, Mafia Mobster, Yakuza Soldier, Triad Enforcer, Seoulpa Ring Member, Smuggler)&lt;br /&gt;
&lt;br /&gt;
Media (Reporter, Journalist, Producer, Agent)&lt;br /&gt;
&lt;br /&gt;
Tribal (Warrior, Shaman, Tribesperson)&lt;br /&gt;
&lt;br /&gt;
===Totems (for Shamans): They generally give two advantages and one disadvantage.===&lt;br /&gt;
&lt;br /&gt;
Bear (Gives Healing Spell Group, Forest Spirits, Can go Berserk when wounded)&lt;br /&gt;
&lt;br /&gt;
Cat (Gives Illusion Spell Group, Urban Spirits, Toys with enemy rather than kills immediately)&lt;br /&gt;
&lt;br /&gt;
Coyote (No advantages or disadvantages)&lt;br /&gt;
&lt;br /&gt;
Dog (Gives Detection Spell Group, Hearth Spirits, Stubborn (doesn&#039;t adapt well to change))&lt;br /&gt;
&lt;br /&gt;
Eagle (Gives Detection Spell Group, Wind Spirits, Won&#039;t tolerate polluters or evil)&lt;br /&gt;
&lt;br /&gt;
Raccoon (Gives Manipulation Spell Group, Urban Spirits, Can&#039;t help but steal)&lt;br /&gt;
&lt;br /&gt;
Rat (Gives Illusion Spell Group, Urban Spirits, Cowardly - can&#039;t take Combat or Dervish Spell Groups)&lt;br /&gt;
&lt;br /&gt;
Raven (Gives Manipulation Spell Group, Wind Spirits, Claustrophobic - If you can&#039;t see the sky, you&#039;re running subpar)&lt;br /&gt;
&lt;br /&gt;
Snake (Gives Healing Spell Group, Desert Spirits, Obsessed with learning secrets)&lt;br /&gt;
&lt;br /&gt;
Wolf (Gives Dervish Spell Group, Forest Spirits, Cannot break pack loyalty)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Decking===&lt;br /&gt;
&lt;br /&gt;
A Battered old Custom Built Deck will allow you to take 4 programmes on a run, as things go along and you make some Nuyen, you can upgrade your deck to include more programmes. You can make up and name your own programmes (describe what they do), use the ones from Shadowrun books as examples. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Improving your character===&lt;br /&gt;
&lt;br /&gt;
As you do runs, you&#039;ll pick up Nuyen (which will allow you to buy more or better gear) and you&#039;ll improve in other ways too - you&#039;ll get 1-2 XP a run to spend as if they were points put into Stuff - so you can increase an Attribute, get a new Skill, a new Contact, a new Spell or Spirit, or a new piece of Cyberware or other gear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The system, if it can be called one.=== &lt;br /&gt;
&lt;br /&gt;
Often I&#039;ll just make up a reaction, an effect or whatever based on what seems to be a likely outcome, so a lot of things won&#039;t even see dice rolls. If I do have to make a roll, usually when combat is taking place, but at other times when a random element is needed too, I&#039;ll roll a die, and add some bonuses or penalties based on what I know about your character - her Attributes, what Skills she has, what Gear she&#039;s using, her Motivation and Flaw as well as environmental factors (having 4 red samurai bearing down on you while you try to get the computer lock on the door to open is going to be slightly terrifying), and her Archetype - even though a Rigger and a Decker might both have the Decking skill, the Decker is going to be better, because decking is what she is, chummer. Then I&#039;ll write up what happens based on what I end up rolling. Again, you can see what this looks like for PCs by picking a page at random from my other game (The Words that Maketh Murder) which is linked in my sig below. &lt;br /&gt;
&lt;br /&gt;
In terms of HP etc, it&#039;s more abstract. There are 5 levels of being, from Perfectly Fine to A Few Scratches And Bruises, to Starting To Hurt, to Uh-Oh and finally to Medic! I guess there&#039;s really 6 stages, the 6th being Alas Poor Yorick, from which there&#039;s no coming back. I might not always use those exact phrases, but you&#039;ll have a good idea of what wound level you&#039;re at when it comes to it (You Can See his Fucking Brain! is equivalent to Medic!, That Ankle is Definitely Sprained is equivalent to Starting To Hurt, and You&#039;ll Feel That In The Morning is on a par with A Few Scratches And Bruises, to give some examples. Some characters will take more time passing from one stage to the next, based on stuff like the Brawn Attribute, race (Trolls can take some damage) and Archetype (Street Samurai are tougher than Deckers), but in general, if you&#039;re shot or whacked with a combat axe, it&#039;s going to hurt you. A professional doing the hurting is going to hurt even more, especially if he&#039;s wired and using top of the line gear. Sometimes you have to realize why they call it running the shadows. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional Notes==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixer: Tommy Panic.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your local fixer is Tommy Panic, who used to run the shadows years ago until he got mangled by a Renraku Red Samurai team while trying to get out of run that went bad. His legs got shot up bad, and the resulting medical treatment affected his magic (he was a Hermetic Mage). He&#039;s got a little juice left in him that he doesn&#039;t want to lose (though not much - it&#039;s more of a sentimental attachment to his prior magic than any real ability left), and doesn&#039;t want to get replacement cyberlegs because he knows he would lose what remains of his magical ability if he did. Hobbling around with a stick is no place for a runner, so, in his mid forties now, he&#039;s retired from the shadows, but since he still has a lot of contacts from his day, he acts as a fixer for the small number of runners who live in the 8 block area around the park. Lives in Block A.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Community Leader: Ula Deneir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The person who has done most to create this sense of community is a (human) woman in her mid 50s or 60s, Ula Deneir. She&#039;s the one who first set up the urban garden project here, who has arranged defence patrols when things have been looking dicey, tries to keep the really bad BTL pushers out of the community, and even helps out teaching the young kids who don&#039;t have any other schooling available to them. She&#039;s also turned a few blind eyes over the years to less than legal methods of bringing in food, medicine and other goods into the community (in other words, she&#039;s fine with shadow runners operating, as long as they help the community too). Lives in Block B.&lt;/div&gt;</summary>
		<author><name>The Albigensian</name></author>
	</entry>
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