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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484783</id>
		<title>Technophobia/Stress</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484783"/>
		<updated>2025-12-09T14:07:56Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* BURDENS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narratively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: &#039;&#039;Heal Burdens&#039;&#039;. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:CLUTCH&amp;diff=484418</id>
		<title>Lancer: Technophobia:CLUTCH</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:CLUTCH&amp;diff=484418"/>
		<updated>2025-11-27T23:04:00Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
&lt;br /&gt;
» Rosko Ramirez // CLUTCH «&lt;br /&gt;
  Mechanic, LL1&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Blow Something Up (+2), Hack or Fix (+2),&lt;br /&gt;
  Invent or Create (+2), Spot (+2),&lt;br /&gt;
  Stay Cool (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Assault Hardsuit, Medium A/C,&lt;br /&gt;
  Light Signature, Mag-Clamps,&lt;br /&gt;
  Antiphoton Visor, Tertiary Arm&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Walking Armory 2, Grease Monkey 1,&lt;br /&gt;
  Heavy Gunner 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  IPS-N Drake 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « SCHROEDINGER&#039;S HAMMER »&lt;br /&gt;
  GMS Everest&lt;br /&gt;
  H:1 A:0 S:0 E:2 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:15 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:5&lt;br /&gt;
  ATK BONUS:1 TECH ATK:0 LTD BONUS:1&lt;br /&gt;
  SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN MOUNT: Assault Cannon&lt;br /&gt;
  FLEX MOUNT: Segment Knife / Segment Knife&lt;br /&gt;
  HEAVY MOUNT: Heavy Machine Gun&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Ammo Case II, Argonaut Shield,&lt;br /&gt;
  Personalizations, Stable Structure,&lt;br /&gt;
  Pattern-B HEX Charges&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:CLUTCH&amp;diff=484417</id>
		<title>Lancer: Technophobia:CLUTCH</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:CLUTCH&amp;diff=484417"/>
		<updated>2025-11-27T23:03:49Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
» Rosko Ramirez // CLUTCH «&lt;br /&gt;
  Mechanic, LL1&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Blow Something Up (+2), Hack or Fix (+2),&lt;br /&gt;
  Invent or Create (+2), Spot (+2),&lt;br /&gt;
  Stay Cool (+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Assault Hardsuit, Medium A/C,&lt;br /&gt;
  Light Signature, Mag-Clamps,&lt;br /&gt;
  Antiphoton Visor, Tertiary Arm&lt;br /&gt;
***&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Walking Armory 2, Grease Monkey 1,&lt;br /&gt;
  Heavy Gunner 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  IPS-N Drake 1&lt;br /&gt;
[ MECH ]&lt;br /&gt;
  « SCHROEDINGER&#039;S HAMMER »&lt;br /&gt;
  GMS Everest&lt;br /&gt;
  H:1 A:0 S:0 E:2 SIZE:1&lt;br /&gt;
  STRUCTURE:4 HP:15 ARMOR:0&lt;br /&gt;
  STRESS:4 HEAT:0 REPAIR:5&lt;br /&gt;
  ATK BONUS:1 TECH ATK:0 LTD BONUS:1&lt;br /&gt;
  SPD:4 EVA:8 EDEF:8 SENS:10 SAVE:11&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN MOUNT: Assault Cannon&lt;br /&gt;
  FLEX MOUNT: Segment Knife / Segment Knife&lt;br /&gt;
  HEAVY MOUNT: Heavy Machine Gun&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  Ammo Case II, Argonaut Shield,&lt;br /&gt;
  Personalizations, Stable Structure,&lt;br /&gt;
  Pattern-B HEX Charges&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:VORPAL&amp;diff=484416</id>
		<title>Lancer: Technophobia:VORPAL</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:VORPAL&amp;diff=484416"/>
		<updated>2025-11-27T23:03:26Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
== Baylor Stoppelbein // VORPAL ==&lt;br /&gt;
&lt;br /&gt;
; Level&lt;br /&gt;
: LL1&lt;br /&gt;
; Background&lt;br /&gt;
: Spaceborn&lt;br /&gt;
&lt;br /&gt;
=== Skill Triggers ===&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Get a Hold of Something&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Spot&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Stay Cool&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Survive&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
* Mobility Hardsuit&lt;br /&gt;
* Light A/C&lt;br /&gt;
* Archaic Melee&lt;br /&gt;
* Patch&lt;br /&gt;
* Extra Rations&lt;br /&gt;
* SSC Sylph Undersuit&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
* &#039;&#039;&#039;Duelist 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Hunter 1&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Licenses ===&lt;br /&gt;
* &#039;&#039;&#039;IPS-N Vlad 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Mech: &#039;&#039;BANDERSNATCH&#039;&#039; (GMS Everest) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Core Stats&lt;br /&gt;
|-&lt;br /&gt;
! H !! A !! S !! E&lt;br /&gt;
|-&lt;br /&gt;
| 0 || 2 || 0 || 1&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Structure !! HP !! Armor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4/4 || 13/13 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Stress !! Heat Capacity !! Repairs !! Limited Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 4/4 || 0/7 || 5/5 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Attack Bonus !! Tech Attack !! Speed !! Evasion&lt;br /&gt;
|-&lt;br /&gt;
| +1 || +0 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
! E-Defense !! Sensors !! Save Target&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Main Mount&#039;&#039;&#039;: Tactical Melee Weapon&lt;br /&gt;
* &#039;&#039;&#039;Flex Mount&#039;&#039;&#039;: Assault Rifle&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mount&#039;&#039;&#039;: Heavy Melee Weapon&lt;br /&gt;
&lt;br /&gt;
=== Systems ===&lt;br /&gt;
* Rapid Burst Jump Jet System&lt;br /&gt;
* Pattern-A Smoke Charges&lt;br /&gt;
* Personalizations&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:PILGRIM&amp;diff=484415</id>
		<title>Lancer: Technophobia:PILGRIM</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:PILGRIM&amp;diff=484415"/>
		<updated>2025-11-27T23:02:44Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
== Io von Klawitz // PILGRIM ==&lt;br /&gt;
&lt;br /&gt;
; Level&lt;br /&gt;
: LL1&lt;br /&gt;
; Concept&lt;br /&gt;
: Chaplain&lt;br /&gt;
&lt;br /&gt;
=== Skill Triggers ===&lt;br /&gt;
* &#039;&#039;&#039;Assault&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Charm&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Investigate&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Spot&#039;&#039;&#039; +2&lt;br /&gt;
* &#039;&#039;&#039;Stay Cool&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
* Assault Hardsuit&lt;br /&gt;
* Light Signature&lt;br /&gt;
* Heavy Signature&lt;br /&gt;
* SSC Sylph Undersuit&lt;br /&gt;
* Dataplating&lt;br /&gt;
* Tertiary Arm&lt;br /&gt;
&lt;br /&gt;
=== Talents ===&lt;br /&gt;
* &#039;&#039;&#039;Vanguard 2&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Skirmisher 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Licenses ===&lt;br /&gt;
* &#039;&#039;&#039;IPS-N Tortuga 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Mech: &#039;&#039;MERCIFUL AUDIT&#039;&#039; (GMS Everest) ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Core Stats&lt;br /&gt;
|-&lt;br /&gt;
! H !! A !! S !! E&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 2 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Size !! Structure !! HP !! Armor&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 4/4 || 15/15 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Stress !! Heat Capacity !! Repairs !! Limited Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 4/4 || 0/6 || 5/5 || 0&lt;br /&gt;
|-&lt;br /&gt;
! Attack Bonus !! Tech Attack !! Speed !! Evasion&lt;br /&gt;
|-&lt;br /&gt;
| +1 || +0 || 5 || 10&lt;br /&gt;
|-&lt;br /&gt;
! E-Defense !! Sensors !! Save Target&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 10 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
* &#039;&#039;&#039;Main Mount&#039;&#039;&#039;: Deck-Sweeper Automatic Shotgun&lt;br /&gt;
* &#039;&#039;&#039;Flex Mount&#039;&#039;&#039;: Deck-Sweeper Automatic Shotgun&lt;br /&gt;
* &#039;&#039;&#039;Heavy Mount&#039;&#039;&#039;: Heavy Machine Gun&lt;br /&gt;
&lt;br /&gt;
=== Systems ===&lt;br /&gt;
* Rapid Burst Jump Jet System&lt;br /&gt;
* Personalizations&lt;br /&gt;
* Custom Paint Job&lt;br /&gt;
* EVA Module&lt;br /&gt;
* COMP/CON-Class Assistant Unit&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:BEEPS&amp;diff=484357</id>
		<title>Lancer: Technophobia:BEEPS</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Lancer:_Technophobia:BEEPS&amp;diff=484357"/>
		<updated>2025-11-16T00:11:32Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia|Back]]&lt;br /&gt;
== Beeps==&lt;br /&gt;
&lt;br /&gt;
» Jane Hackerwoman※ // Beeps※ «&lt;br /&gt;
  Hacker, LL1&lt;br /&gt;
[ SKILL TRIGGERS ]&lt;br /&gt;
  Get a Hold of Something (+2), Hack or Fix(+4),&lt;br /&gt;
  Investigate (+2), Show Off(+2)&lt;br /&gt;
[ GEAR ]&lt;br /&gt;
  Stealth Hardsuit, Heavy Signature,&lt;br /&gt;
  Archaic Ranged, Dataplating,&lt;br /&gt;
  Omnihook, Persona Drone&lt;br /&gt;
[ MECH SKILLS ]&lt;br /&gt;
  GRIT:1 // H:1 A:0 S:2 E:0&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Hacker 2, Centimene 1,&lt;br /&gt;
  Iconoclast 1&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  Goblin 1&lt;br /&gt;
&lt;br /&gt;
== SELF SERVING CRITICISM ==&lt;br /&gt;
-- GMS Chomolunga --&lt;br /&gt;
[ LICENSES ]&lt;br /&gt;
  Goblin 1&lt;br /&gt;
[ CORE BONUSES ]&lt;br /&gt;
  N/A&lt;br /&gt;
[ TALENTS ]&lt;br /&gt;
  Hacker 2, Centimene 1, Iconoclast 1&lt;br /&gt;
[ STATS ]&lt;br /&gt;
  HULL:1 AGI:0 SYS:2 ENGI:0&lt;br /&gt;
  STRUCTURE:4 HP:15 ARMOR:0&lt;br /&gt;
  STRESS:4 HEATCAP:6 REPAIR:3&lt;br /&gt;
  TECH ATK:+3 LIMITED:+0&lt;br /&gt;
  SPD:4 EVA:9 EDEF:12 SENSE:15 SAVE:12&lt;br /&gt;
[ WEAPONS ]&lt;br /&gt;
  MAIN/AUX MOUNT: Autopod, Light Nexus&lt;br /&gt;
  FLEX MOUNT: Light Nexus x2&lt;br /&gt;
[ SYSTEMS ]&lt;br /&gt;
  H0R_OS System Upgrade I, EVA Module, Personalizations, Turret Drones, Expanded Compartment, Manipulators&lt;br /&gt;
&lt;br /&gt;
==Clocks, Reserves, and Miscellany==&lt;br /&gt;
-&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484349</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484349"/>
		<updated>2025-11-14T23:28:04Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Characters I play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City| Supers Red - Gate City]]&lt;br /&gt;
&lt;br /&gt;
[[Technophobia]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Hope in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Mothership - Earning Potential]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484348</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484348"/>
		<updated>2025-11-14T23:27:25Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Games */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City| Supers Red - Gate City]]&lt;br /&gt;
&lt;br /&gt;
[[Technophobia]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Mothership - Earning Potential]]&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484347</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=484347"/>
		<updated>2025-11-14T23:27:06Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Games I run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City| Supers Red - Gate City]]&lt;br /&gt;
&lt;br /&gt;
[[Technophobia]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484346</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484346"/>
		<updated>2025-11-14T23:25:22Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:technophobia.png|600px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Technophobia/Stress|Stress Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Technophobia/Consequences|Consequences in Narrative play]]&lt;br /&gt;
=Characters=&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Technophobia.png&amp;diff=484345</id>
		<title>File:Technophobia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Technophobia.png&amp;diff=484345"/>
		<updated>2025-11-14T23:23:32Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484344</id>
		<title>Technophobia/Consequences</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484344"/>
		<updated>2025-11-14T21:51:24Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* What are Consequences */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia|Back]]&lt;br /&gt;
==What are Consequences==&lt;br /&gt;
When you roll less than 10 on a skill check (or less than 20 on a RISKY skill check), you suffer the established consequences. Since NPCs don’t act on their own in narrative play, these complications and consequences are the main tools the GM has for responding to player action.&lt;br /&gt;
&lt;br /&gt;
Before a roll is made, the GM must outline the consequences of failure. They can only inflict consequences that are clearly established this way. The nature of the consequences depends on the skill check and situation. For example, if you’re trying to take someone out with a sniper rifle at 200 meters and they have no way to see you or fire back, it’s unlikely that failing the roll will immediately result in you being shot. If you’re in a melee struggling over someone else’s gun, the possibility of getting shot is much higher.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of consequences or complications that might apply to a roll:&lt;br /&gt;
&lt;br /&gt;
;HARM&lt;br /&gt;
Damage, injury, or bodily harm. If you try to take control of the gun someone’s pointing at you and fail, you’re probably going to get hurt. Most of the time, established harm results in 1-2 damage, but getting shot at close range could cause 3–4 damage and truly deadly harm might cause 6 damage or more.&lt;br /&gt;
&lt;br /&gt;
;TIME&lt;br /&gt;
The action takes longer than usual. In a calm environment, you can hack any console – and this one is no exception – but under fire and half-dressed, it’s going to take a lot longer.&lt;br /&gt;
&lt;br /&gt;
;RESOURCES&lt;br /&gt;
Something must be used up, lost, or temporarily exhausted. This could be something concrete like running out of ammunition, losing a map, or your gun jamming, or it might be a social resource – reputation, political power, favor, and so on – that you need to spend in the process of completing your objective.&lt;br /&gt;
&lt;br /&gt;
;COLLATERAL&lt;br /&gt;
Someone or something other than yourself or your intended target takes harm or injury, or is put in danger. This could be an innocent bystander, an ally, the whole building, or an organization you belong to.&lt;br /&gt;
&lt;br /&gt;
;POSITION&lt;br /&gt;
Your actions put you in a worse position: right in the line of fire, clinging to the edge of a cliff, in the bad graces of the baron, or under a spotlight.&lt;br /&gt;
&lt;br /&gt;
;EFFECT&lt;br /&gt;
Your action is less effective than intended. If you’re trying to kill someone, you merely injure them. If you’re trying to sneak away undetected, you make a lot more noise than you hoped. If you’re fixing a broken door, it only opens for a few people at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484343</id>
		<title>Technophobia/Consequences</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484343"/>
		<updated>2025-11-14T21:49:08Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What are Consequences==&lt;br /&gt;
When you roll less than 10 on a skill check (or less than 20 on a RISKY skill check), you suffer the established consequences. Since NPCs don’t act on their own in narrative play, these complications and consequences are the main tools the GM has for responding to player action.&lt;br /&gt;
&lt;br /&gt;
Before a roll is made, the GM must outline the consequences of failure. They can only inflict consequences that are clearly established this way. The nature of the consequences depends on the skill check and situation. For example, if you’re trying to take someone out with a sniper rifle at 200 meters and they have no way to see you or fire back, it’s unlikely that failing the roll will immediately result in you being shot. If you’re in a melee struggling over someone else’s gun, the possibility of getting shot is much higher.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of consequences or complications that might apply to a roll:&lt;br /&gt;
&lt;br /&gt;
;HARM&lt;br /&gt;
Damage, injury, or bodily harm. If you try to take control of the gun someone’s pointing at you and fail, you’re probably going to get hurt. Most of the time, established harm results in 1-2 damage, but getting shot at close range could cause 3–4 damage and truly deadly harm might cause 6 damage or more.&lt;br /&gt;
&lt;br /&gt;
;TIME&lt;br /&gt;
The action takes longer than usual. In a calm environment, you can hack any console – and this one is no exception – but under fire and half-dressed, it’s going to take a lot longer.&lt;br /&gt;
&lt;br /&gt;
;RESOURCES&lt;br /&gt;
Something must be used up, lost, or temporarily exhausted. This could be something concrete like running out of ammunition, losing a map, or your gun jamming, or it might be a social resource – reputation, political power, favor, and so on – that you need to spend in the process of completing your objective.&lt;br /&gt;
&lt;br /&gt;
;COLLATERAL&lt;br /&gt;
Someone or something other than yourself or your intended target takes harm or injury, or is put in danger. This could be an innocent bystander, an ally, the whole building, or an organization you belong to.&lt;br /&gt;
&lt;br /&gt;
;POSITION&lt;br /&gt;
Your actions put you in a worse position: right in the line of fire, clinging to the edge of a cliff, in the bad graces of the baron, or under a spotlight.&lt;br /&gt;
&lt;br /&gt;
;EFFECT&lt;br /&gt;
Your action is less effective than intended. If you’re trying to kill someone, you merely injure them. If you’re trying to sneak away undetected, you make a lot more noise than you hoped. If you’re fixing a broken door, it only opens for a few people at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484342</id>
		<title>Technophobia/Consequences</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Consequences&amp;diff=484342"/>
		<updated>2025-11-14T21:42:39Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;==What are Consequences== When you roll less than 10 on a skill check (or less than 20 on a RISKY skill check), you suffer the established consequences. Since NPCs don’t act on their own in narrative play, these complications and consequences are the main tools the GM has for responding to player action.  Before a roll is made, the GM must outline the consequences of failure. They can only inflict consequences that are clearly established this way. The nature of the co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==What are Consequences==&lt;br /&gt;
When you roll less than 10 on a skill check (or less than 20 on a RISKY skill check), you suffer the established consequences. Since NPCs don’t act on their own in narrative play, these complications and consequences are the main tools the GM has for responding to player action.&lt;br /&gt;
&lt;br /&gt;
Before a roll is made, the GM must outline the consequences of failure. They can only inflict consequences that are clearly established this way. The nature of the consequences depends on the skill check and situation. For example, if you’re trying to take someone out with a sniper rifle at 200 meters and they have no way to see you or fire back, it’s unlikely that failing the roll will immediately result in you being shot. If you’re in a melee struggling over someone else’s gun, the possibility of getting shot is much higher.&lt;br /&gt;
&lt;br /&gt;
Here are some examples of consequences or complications that might apply to a roll:&lt;br /&gt;
&lt;br /&gt;
===HARM===&lt;br /&gt;
Damage, injury, or bodily harm. If you try to take control of the gun someone’s pointing at you and fail, you’re probably going to get hurt. Most of the time, established harm results in 1-2 damage, but getting shot at close range could cause 3–4 damage and truly deadly harm might cause 6 damage or more.&lt;br /&gt;
&lt;br /&gt;
===TIME===&lt;br /&gt;
The action takes longer than usual. In a calm environment, you can hack any console – and this one is no exception – but under fire and half-dressed, it’s going to take a lot longer.&lt;br /&gt;
&lt;br /&gt;
===RESOURCES===&lt;br /&gt;
Something must be used up, lost, or temporarily exhausted. This could be something concrete like running out of ammunition, losing a map, or your gun jamming, or it might be a social resource – reputation, political power, favor, and so on – that you need to spend in the process of completing your objective.&lt;br /&gt;
&lt;br /&gt;
===COLLATERAL===&lt;br /&gt;
Someone or something other than yourself or your intended target takes harm or injury, or is put in danger. This could be an innocent bystander, an ally, the whole building, or an organization you belong to.&lt;br /&gt;
&lt;br /&gt;
===POSITION===&lt;br /&gt;
Your actions put you in a worse position: right in the line of fire, clinging to the edge of a cliff, in the bad graces of the baron, or under a spotlight.&lt;br /&gt;
&lt;br /&gt;
===EFFECT===&lt;br /&gt;
Your action is less effective than intended. If you’re trying to kill someone, you merely injure them. If you’re trying to sneak away undetected, you make a lot more noise than you hoped. If you’re fixing a broken door, it only opens for a few people at a time.&lt;br /&gt;
&lt;br /&gt;
==And here are some examples of what these consequences might look like in practice==&lt;br /&gt;
&lt;br /&gt;
===HARM===&lt;br /&gt;
A player makes a skill check to knock out someone who just drew a knife on them. They fail their roll, meaning they don’t knock their target outand they take a nasty slash for 2 damage.&lt;br /&gt;
&lt;br /&gt;
===TIME===&lt;br /&gt;
A player makes a RISKY skill check to charm the baron’s seneschal into granting them an audience. They succeed, but don’t get 20+: the baron lets them stew for a few hours, but finally meets with them. As a result, the players miss their appointment with a weapons broker.&lt;br /&gt;
&lt;br /&gt;
===RESOURCES===&lt;br /&gt;
A player makes a skill check to patch up an NPC’s wounds, and fails. Not only does the NPC bleed out and die, but the player runs out of medical supplies trying to treat them.&lt;br /&gt;
&lt;br /&gt;
===COLLATERAL===&lt;br /&gt;
A player fails a skill check to blow up a door. The door’s blown open, but the whole building starts to collapse.&lt;br /&gt;
&lt;br /&gt;
===POSITION===&lt;br /&gt;
While infiltrating a hidden base, a player makes a RISKY skill check to assassinate a target with a sniper rifle. They succeed but don’t get 20+. They kill their target but have to fire several times, alerting the entire base.&lt;br /&gt;
&lt;br /&gt;
===EFFECT===&lt;br /&gt;
A player makes a RISKY skill check to sabotage a security system and succeeds, but doesn’t get 20+. They only manage to shut it down for five minutes, giving their team limited time to act.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484341</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484341"/>
		<updated>2025-11-14T21:34:13Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia/Stress|Stress Rules]]&lt;br /&gt;
&lt;br /&gt;
[[Technophobia/Consequences|Consequences in Narrative play]]&lt;br /&gt;
=Characters=&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484335</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484335"/>
		<updated>2025-11-14T17:50:23Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia/Stress|Stress Rules]]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484334</id>
		<title>Technophobia/Stress</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484334"/>
		<updated>2025-11-14T17:49:37Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Technophobia|Back]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: &#039;&#039;Heal Burdens&#039;&#039;. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484333</id>
		<title>Technophobia/Stress</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia/Stress&amp;diff=484333"/>
		<updated>2025-11-14T17:49:05Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;Back  ==Introduction== STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes broken. A character th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia|Back]]&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: &#039;&#039;Heal Burdens&#039;&#039;. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484332</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484332"/>
		<updated>2025-11-14T17:48:25Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia/Stress]]&lt;br /&gt;
=Stress=&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484331</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484331"/>
		<updated>2025-11-14T17:47:48Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Technophobia/Stress]]&lt;br /&gt;
=Stress=&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: &#039;&#039;Heal Burdens&#039;&#039;. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484100</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484100"/>
		<updated>2025-11-01T15:20:11Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* HEALING BURDENS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stress=&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: &#039;&#039;Heal Burdens&#039;&#039;. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484099</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484099"/>
		<updated>2025-11-01T15:19:34Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stress=&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
&lt;br /&gt;
* A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. &lt;br /&gt;
&lt;br /&gt;
* Some PCs are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: **Heal Burdens**. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484098</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484098"/>
		<updated>2025-11-01T15:18:15Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Taking Stress */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stress=&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. &#039;&#039;Minor consequences&#039;&#039; are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
;A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. Some PCs ;are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: **Heal Burdens**. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484097</id>
		<title>Technophobia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Technophobia&amp;diff=484097"/>
		<updated>2025-11-01T15:17:41Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;=Stress= ==Introduction== STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes broken. A character that becomes bro...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Stress=&lt;br /&gt;
==Introduction==&lt;br /&gt;
STRESS fully replaces pilot HP used in the Core Book. It represents wear and tear experienced by pilots, both physical and mental. It is tracked using an eight-segment clock. Each time a PC takes STRESS, their player fills in a number of segments equal to the amount of STRESS taken. When the clock fills up and a character would take STRESS again, that character is overwhelmed or hurt and becomes [[#BREAKING|broken]]. A character that becomes broken takes some long term harm, called a [[#BURDENS|burden]], and is out of the scene for a short while.&lt;br /&gt;
&lt;br /&gt;
In narrative play, STRESS replaces the concept of damage completely. The stress clock replaces pilots’ HP and ARMOR statistics when not in mech combat.&lt;br /&gt;
&lt;br /&gt;
STRESS represents not only physical harm, but also exhaustion, fatigue, mental or emotional suffering, and so on. As such, PCs can take stress in a range of situations, including ones that aren’t violent or physically dangerous (e.g., social situations, gathering information, etc).&lt;br /&gt;
==Taking Stress==&lt;br /&gt;
When a PC takes an action that could have harmful consequences, the GM tells their player how much STRESS they could take on a failed or RISKY roll (in Lancer, PCs take consequences on RISKY and HEROIC rolls even when they succeed): they take 1 STRESS for minor consequences, 2 STRESS for typical consequences, and 4 STRESS for major consequences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Typical consequences&#039;&#039; are the sort of injuries, exhaustion, and harm that you might expect from dangerous, charged, or stressful situations. Examples include flesh wounds, being beaten up, going a night without sleep, going hungry, or being overworked. **Minor consequences** are less dramatic versions of these, like tiredness, minor injuries and bruises, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Major consequences&#039;&#039; are more severe sorts of harm –direct hits from enemy guns without armor on, hits from heavy weapons, serious deprivation, days without rest, exposure to the elements, and brutal beatings.&lt;br /&gt;
&lt;br /&gt;
PCs shouldn’t take STRESS on every failed or complicated roll, just the ones where harm has been established as a consequence (i.e., dangerous, violent, or stressful situations). STRESS should never be inflicted for rolls that don’t have any direct consequences, such as downtime actions or gathering information.&lt;br /&gt;
&lt;br /&gt;
Much like HP, STRESS doesn’t always represent direct bodily harm, but usually the energy and exhaustion inflicted for avoiding it. For example, Ignacio rolls to sneak past some guards. The GM tells Ignacio that if the guards spot him, they’ll shoot on sight. Ignacio fails the roll, and they shoot at him, dealing him 2 STRESS. It doesn’t matter (in narrative terms) whether they actually hit him or not, just that he takes STRESS.&lt;br /&gt;
&lt;br /&gt;
Characters can take STRESS in situations where direct physical harm might not even be possible, such as charged social situations and during intense physical exertion. &lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
;A PC is tracking an assassin through the wilderness. They roll a mixed success on a RISKY roll and are able to follow the assassin’s trail, but push themself hard to keep up, tiring them out and taking 1 STRESS. Some PCs ;are trying to get the local trade representative to lift a harmful trade embargo that’s leaving thousands starving. They fail and take 2 STRESS from the mentally and emotionally taxing effort.&lt;br /&gt;
&lt;br /&gt;
== PUSH==&lt;br /&gt;
In narrative play, PCs can push themselves on any skill check by taking 1 STRESS, gaining +1 ACCURACY to the check. They can also push themselves to help an allied character the same way, taking 1 STRESS and adding +1 ACCURACY to that person’s roll, as long as it makes sense within the fiction. Anyone helping on a roll also takes consequences or complications as a result &lt;br /&gt;
of that roll. This replaces the rules for helping other characters on skill checks in Lancer.&lt;br /&gt;
PCs can also push failed non-risky rolls into RISKY rolls (see Lancer, p. 45) at the cost of 1 STRESS.&lt;br /&gt;
==HEALING STRESS==&lt;br /&gt;
At the start of downtime, each PC clears 5 STRESS, but clears 1 less STRESS for each burden they have (so a PC with 2 burdens only clears 3 STRESS). Breaking also causes a PC to clear all STRESS.&lt;br /&gt;
== BREAKING==&lt;br /&gt;
If a PC is at their maximum STRESS (typically 8 STRESS) and they take STRESS again, they break. They are too hurt, too overwhelmed, or too consumed by their emotions to continue. They clear all STRESS, but are narratively removed from the scene, either incapacitated, unconscious, or out of control. They return at the start of the next scene and gain a burden.&lt;br /&gt;
&lt;br /&gt;
In narrative play, breaking replaces the concept of DOWN AND OUT from Lancer (p. 49). Characters can still go DOWN AND OUT in mech combat. &lt;br /&gt;
== EVERYONE IS BROKEN==&lt;br /&gt;
If, in the rare case, all PCs break during a scene, they are defeated (as if they had all gone DOWN AND OUT). The GM moves the narrative to a new scene and determines what happens to them, depending on the tone of the campaign. Heroic characters in fiction rarely die ignominiously, but often barely escape. If you’re out of ideas, consider ways the PCs might be captured or badly injured but still escape with their lives.&lt;br /&gt;
== BURDENS==&lt;br /&gt;
A burden represents long-term harm to a PC, either physical or mental. They can only be received by breaking. The nature of the burden depends, narrat�ively, on what happened that made the PC break. It could be a lasting injury, persistent stress, or even harmful emotions that need to get sorted out. Whatever it is, the player writes it down under one of the three &lt;br /&gt;
burden clocks on their bond sheet. &lt;br /&gt;
&lt;br /&gt;
The bond sheet has spaces for three burdens: two minor burdens and one major burden. Minor &lt;br /&gt;
burdens have 4 and 6 segments, the major burden has 10. When gaining a new burden, the player can pick any of these.&lt;br /&gt;
&lt;br /&gt;
When a PC makes a skill check, their player can invoke a relevant burden to gain +1 DIFFICULTY on the roll. For example, a player whose character has a “broken leg” burden can invoke it when they are attempting a difficult climb. Players who do this at least once during a session gain +1 XP at the end.&lt;br /&gt;
== MAXIMUM BURDENS==&lt;br /&gt;
PCs with three burdens can still break, but they don’t gain any new burdens. These breaks are especially bad. Not only is the PC taken out of the scene, but instead of clearing all STRESS, they only clear 2 STRESS. On top of this, the break is harmful to everyone else present, inflicting 1 STRESS on each PC present, potentially causing them to break, too.&lt;br /&gt;
&lt;br /&gt;
== HEALING BURDENS==&lt;br /&gt;
At the start of downtime, every character (simultaneously) gets a special free downtime action: **Heal Burdens**. Each player chooses a method for healing, then rolls a skill check, filling in 1–3 segments on a burden of their choice (depending on the result). A result of 1–9 fills in one segment, 10–19 fills in two, and 20+ fills in three.&lt;br /&gt;
&lt;br /&gt;
If you like, you can play out a scene showing how the characters are working on lifting their burdens. A method for healing could be anything that helps your character relieve stress, unwind, or (literally) heal their wounds. It could be spending time at the ship clinic, or at the bar. It could be journalling alone, sparring in the gym, tuning up your mech to blow off steam, or &lt;br /&gt;
barbecuing with the base crew.&lt;br /&gt;
&lt;br /&gt;
When a burden’s clock is filled up, it’s lifted and the PC is free from it, gaining 1–2 XP, depending on the length of the clock. PCs can forgo their own healing to help someone else with theirs. If they do so, they don’t get the free action to heal burdens, but the character they are helping fills &lt;br /&gt;
in an additional segment of their burden clock. A PC can only benefit from the assistance of one other character at a time.&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=484029</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=484029"/>
		<updated>2025-10-21T20:35:55Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928118/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928119/ OOC Thread]&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
=Map=&lt;br /&gt;
[[File:gate_city_sketch.png]]&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Bohemian | Bohemian]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenris | Fenris]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Princess_Punch | Princess Punch]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Singularity | Singularity]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Butterfly | Butterfly]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Former Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Farad | Farad]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Butterfly&amp;diff=484028</id>
		<title>Gate City Butterfly</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Butterfly&amp;diff=484028"/>
		<updated>2025-10-21T13:36:56Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7) !! Aptitudes (2)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File: GateCity_Butterfly.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2&lt;br /&gt;
:Fortitude 2&lt;br /&gt;
:Reaction 5&lt;br /&gt;
:Will 2&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Athleticism 3&lt;br /&gt;
|-&lt;br /&gt;
!Powers (14) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:5D Teleportation, Complication: Limited Use (No Attack), Complication: Limited Use (No Distance—within normal movement range overall), Complication: Limited Use (Self Only) [3]&lt;br /&gt;
:4D Super Aptitude: Combat, Complication: Limited Use (No Shooting) [3]&lt;br /&gt;
:2D Flight, Boost: Sharable, Tradeoff: Slow (1D) But Manoeuvrable (3D)  [3]&lt;br /&gt;
:3D Super Speed, Complication: Limited Use (No Attack), Complication: Limited Use (No Defense) [1]&lt;br /&gt;
:4D Super Senses (Danger Sense) [4]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Speeds&#039;&#039;&#039;&lt;br /&gt;
:Flight Speed 25 mph&lt;br /&gt;
:Sharable Flight Speed 25 mph (no Super Speed bonus on the shared Flight)&lt;br /&gt;
:Running Speed 160 mph&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Minor Mental Hindrance (Outsider—raised by hive-mind butterfly monks from an alternate dimension) [-1]&lt;br /&gt;
:Poor [-1]&lt;br /&gt;
:Public ID [-1]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Butterfly (Katie Nikoskelainen) developed teleportation powers at a very young age, and control of those powers... not so much. She vanished from just outside a park where the Gate was visible, and took a chunk of the sidewalk and a newsstand with her. Which isn&#039;t the norm for her teleportation, but then neither is crossing dimensions to an alternate Earth; both suggest her powers were affected by the Gate. She ended up in a world where evolution took a very different turn and the dominant lifeforms were semi-psychic hive-mind butterflies. Some of those butterflies thankfully chose to raise her, and with time and training she grew into her powers and other, butterfly-related, ones. And eventually she was able to return home with the aid of the butterflies, but eventually was about 15 years later. So the 20-year old Butterfly knows more of the alternate Earth she landed in than this one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Ravensdance&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=483429</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=483429"/>
		<updated>2025-09-02T11:07:36Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928118/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928119/ OOC Thread]&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
=Map=&lt;br /&gt;
[[File:gate_city_sketch.png]]&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Bohemian | Bohemian]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Farad | Farad]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenris | Fenris]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Princess_Punch | Princess Punch]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Singularity | Singularity]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=483428</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=483428"/>
		<updated>2025-09-02T11:07:17Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928118/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928119/ OOC Thread]&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
=Map=&lt;br /&gt;
[[File:gate_city_sketch.png]]&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Bohemian | Bohemian]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Farad | Farad]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenris | Fenris]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Princess_Punch | Princess Punch]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Singularity | Singularity]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=481191</id>
		<title>Bakary Salou</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=481191"/>
		<updated>2025-05-24T23:05:50Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Stunts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bakary &amp;quot;Mercy&amp;quot; Salou= &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Background==&lt;br /&gt;
Bakary &amp;quot;Mercy&amp;quot; Salou fought his way up from the Parisian banlieue to pilot an interceptor for the Armée de l&#039;air et de l&#039;espace de and was shot down and captured on one of the first incursions. He remembers only fragments of his experience and has no idea how he escaped but is determined to prevent that from happening to anyone else.&lt;br /&gt;
==Aspects and skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!High Concept&lt;br /&gt;
| Not while I breathe/ Ils ne passeront pas (the aliens will have to go through Bakary)&lt;br /&gt;
|-&lt;br /&gt;
!Decompression &lt;br /&gt;
| (Ca cartonne severe) Very loud music / Fight me (weird mix of Senegalese/Mali pop music and Classical, but all very loud / Sometimes Omar just needs to hit things)&lt;br /&gt;
|-&lt;br /&gt;
!Freeform&lt;br /&gt;
| J&#039;connais un mec.. (I know a guy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! +4&lt;br /&gt;
| Pilot&lt;br /&gt;
|-&lt;br /&gt;
! +3&lt;br /&gt;
| Tactics, Rapport&lt;br /&gt;
|-&lt;br /&gt;
! +2&lt;br /&gt;
| Gunnery, Sneak, Provoke&lt;br /&gt;
|-&lt;br /&gt;
! +1&lt;br /&gt;
| Technology, Notice, Empathy,  Fight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&#039;&#039;&#039;Danger Sense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bakary has +2 to any attempt to detect ambushes, people concealing violent intent, etc.—in or out of a starfighter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I know these people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When Bakary uses Rapport to create advantage in a social situation he gets an extra invoke of that aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tough neigbourhood&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bakary has +2 to fight unarmed or with improvised weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Savage_X-COM#Pilots|Back to Pilots]]&lt;br /&gt;
=Ship=&lt;br /&gt;
[[File:Space_Fighter.png]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Space_Fighter.png&amp;diff=481190</id>
		<title>File:Space Fighter.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Space_Fighter.png&amp;diff=481190"/>
		<updated>2025-05-24T23:00:41Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Farad&amp;diff=480791</id>
		<title>Gate City Farad</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Farad&amp;diff=480791"/>
		<updated>2025-05-15T18:18:56Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FARAD&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
aka &#039;&#039;Juliet &amp;quot;Jules&amp;quot; Capacitine&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (8) !! Aptitudes (3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:FARAD.jpg|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 3&lt;br /&gt;
:Fortitude 4&lt;br /&gt;
:Reaction 2&lt;br /&gt;
:Will 3&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Athleticism 2D&lt;br /&gt;
:Presence 3D​&lt;br /&gt;
|-&lt;br /&gt;
!Powers (13) !! Adds/Disadds (-4)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Armor 4D&lt;br /&gt;
::[Boost: Soak +1D; Recharge 2D +2D] {7D total}&lt;br /&gt;
:Absorption 2D&lt;br /&gt;
::[Boost: Linked to Armor +1D; Complication: Fortitude Only -1D; Does Not Defend -1D] {1D Total}&lt;br /&gt;
:Super Strength 4D&lt;br /&gt;
::[Boost: Multipower – Super Leap +1D] {5D total}​&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:Charismatic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Enemies [-1D]: Ms. Magnonymous – Master High Tech Thief, Mistress of Magnetism&lt;br /&gt;
:Major Overconfidence [-2D]&lt;br /&gt;
:Major Vulnerable to Magnetism [-2D]​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D | 0 TCD&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Jules came to Gate City in 1980 to work construction building skyscrapers. She was working as a &amp;quot;skywalker&amp;quot; on the Helios Tower near the Gate when an unexpected energy surge from the Gate lashed out and enveloped her.&lt;br /&gt;
&lt;br /&gt;
The energy surge transformed her body&#039;s atoms into an organic-metallic capacitance material. She gained great durability, enhanced strength, and the ability to absorb small amounts of energy and translate that into greater strength.&lt;br /&gt;
&lt;br /&gt;
At first, Jules continued to work construction – until the villain known as Ms. Magnonymous the Mistress of Magnetism attempted a theft from the completed floors of the Helios Tower. Jules was able to defeat Ms. Magnonymous and prevent the theft. The villain never forgave Jules, and Ms. Magnonymous has repeatedly targeted Jules for revenge over the years.&lt;br /&gt;
&lt;br /&gt;
Over time, Jules has become a &amp;quot;Gate City supers commentor&amp;quot; – she does media hits on radio, TV, and now social media news outlets talking about superhero news in Gate City (think the equivalent of a US Baseball &#039;analyst&#039; who goes on shows to analyze baseball games, baseball players, and the business of baseball).&lt;br /&gt;
&lt;br /&gt;
She&#039;s affable and upbeat. She&#039;s always had a &amp;quot;can do&amp;quot; attitude, and a marked inability to assess risk to herself, and a marked inability to see her own limitations.​&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Gruagach&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Gate_city_sketch.png&amp;diff=480789</id>
		<title>File:Gate city sketch.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Gate_city_sketch.png&amp;diff=480789"/>
		<updated>2025-05-15T17:06:57Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480788</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480788"/>
		<updated>2025-05-15T17:06:27Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928118/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928119/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
=Map=&lt;br /&gt;
[[File:gate_city_sketch.png]]&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Bohemian | Bohemian]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Farad | Farad]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenris | Fenris]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Princess_Punch | Princess Punch]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Singularity | Singularity]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480787</id>
		<title>Bakary Salou</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480787"/>
		<updated>2025-05-15T16:56:58Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Aspects and skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bakary &amp;quot;Mercy&amp;quot; Salou= &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Background==&lt;br /&gt;
Bakary &amp;quot;Mercy&amp;quot; Salou fought his way up from the Parisian banlieue to pilot an interceptor for the Armée de l&#039;air et de l&#039;espace de and was shot down and captured on one of the first incursions. He remembers only fragments of his experience and has no idea how he escaped but is determined to prevent that from happening to anyone else.&lt;br /&gt;
==Aspects and skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!High Concept&lt;br /&gt;
| Not while I breathe/ Ils ne passeront pas (the aliens will have to go through Bakary)&lt;br /&gt;
|-&lt;br /&gt;
!Decompression &lt;br /&gt;
| (Ca cartonne severe) Very loud music / Fight me (weird mix of Senegalese/Mali pop music and Classical, but all very loud / Sometimes Omar just needs to hit things)&lt;br /&gt;
|-&lt;br /&gt;
!Freeform&lt;br /&gt;
| J&#039;connais un mec.. (I know a guy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! +4&lt;br /&gt;
| Pilot&lt;br /&gt;
|-&lt;br /&gt;
! +3&lt;br /&gt;
| Tactics, Rapport&lt;br /&gt;
|-&lt;br /&gt;
! +2&lt;br /&gt;
| Gunnery, Sneak, Provoke&lt;br /&gt;
|-&lt;br /&gt;
! +1&lt;br /&gt;
| Technology, Notice, Empathy,  Fight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Stunts=&lt;br /&gt;
&#039;&#039;&#039;Danger Sense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bakary has +2 to any attempt to detect ambushes, people concealing violent intent, etc.—in or out of a starfighter.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I know these people&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When Bakary uses Rapport to create advantage in a social situation he gets an extra invoke of that aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tough neigbourhood&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bakary has +2 to fight unarmed or with improvised weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Savage_X-COM#Pilots|Back to Pilots]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480778</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480778"/>
		<updated>2025-05-15T13:06:34Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Threads=&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928118/ IC Thread]&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/gate-city-supers-red.928119/ OOC Thread]&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Example_Emergent|Example Template]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Bohemian | Bohemian]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Farad | Farad]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenris | Fenris]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Princess_Punch | Princess Punch]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Singularity | Singularity]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480759</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480759"/>
		<updated>2025-05-14T22:12:51Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Games I run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
[[Mothership - Earning Potential]]&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City| Supers Red - Gate City]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480758</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480758"/>
		<updated>2025-05-14T22:12:40Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Games I run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
[[Mothership - Earning Potential&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City| Supers Red - Gate City]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480757</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480757"/>
		<updated>2025-05-14T22:12:05Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Games I run */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
[[Mothership - Earning Potential&lt;br /&gt;
&lt;br /&gt;
[[Supers_Red_Gate_City]]&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480565</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480565"/>
		<updated>2025-05-08T14:02:12Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Gate_City.jpg|300px]]&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Example_Emergent|Example Template]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenrir | Fenrir]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Fenrir&amp;diff=480563</id>
		<title>Gate City Fenrir</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Fenrir&amp;diff=480563"/>
		<updated>2025-05-08T11:48:26Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;Back to the main page   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot; |- ! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7) |- style=&amp;quot;vertical-align: top;&amp;quot; | rowspan=&amp;quot;3&amp;quot; |350px |  :Composure 1 :Fortitude 1 :Reaction 1 :Will 1  |  :Aptitude1 :Aptitude2 |- !Powers (12) !! Adds/Disadds (-3) |- style=&amp;quot;vertical-align: top;&amp;quot; | :Power1 5 :Power2 3 | &amp;#039;&amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039;&amp;#039; :Advantage1  &amp;#039;&amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039;&amp;#039; :Disadv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 1&lt;br /&gt;
:Fortitude 1&lt;br /&gt;
:Reaction 1&lt;br /&gt;
:Will 1&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Aptitude1&lt;br /&gt;
:Aptitude2&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Power1 5&lt;br /&gt;
:Power2 3&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:Advantage1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Disadvantage1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
lorem ipsum....&lt;br /&gt;
&lt;br /&gt;
At least that is what the experimenters think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; You&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Slime&amp;diff=480562</id>
		<title>Gate City Slime</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Slime&amp;diff=480562"/>
		<updated>2025-05-08T11:48:13Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;Back to the main page   {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot; |- ! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7) |- style=&amp;quot;vertical-align: top;&amp;quot; | rowspan=&amp;quot;3&amp;quot; |350px |  :Composure 1 :Fortitude 1 :Reaction 1 :Will 1  |  :Aptitude1 :Aptitude2 |- !Powers (12) !! Adds/Disadds (-3) |- style=&amp;quot;vertical-align: top;&amp;quot; | :Power1 5 :Power2 3 | &amp;#039;&amp;#039;&amp;#039;Advantages&amp;#039;&amp;#039;&amp;#039; :Advantage1  &amp;#039;&amp;#039;&amp;#039;Disadvantages&amp;#039;&amp;#039;&amp;#039; :Disadv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 1&lt;br /&gt;
:Fortitude 1&lt;br /&gt;
:Reaction 1&lt;br /&gt;
:Will 1&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Aptitude1&lt;br /&gt;
:Aptitude2&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Power1 5&lt;br /&gt;
:Power2 3&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:Advantage1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Disadvantage1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
lorem ipsum....&lt;br /&gt;
&lt;br /&gt;
At least that is what the experimenters think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; You&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480561</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480561"/>
		<updated>2025-05-08T11:42:21Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Example_Emergent|Example Template]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Gate_City_Fenrir | Fenrir]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480560</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480560"/>
		<updated>2025-05-08T11:40:52Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Example_Emergent|Example Template]]&lt;br /&gt;
&lt;br /&gt;
[[Slime | Slime]]&lt;br /&gt;
&lt;br /&gt;
[[Fenrir | Fenrir]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480559</id>
		<title>Example Emergent</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480559"/>
		<updated>2025-05-08T11:38:51Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:Rat_emergent.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2&lt;br /&gt;
:Fortitude 2&lt;br /&gt;
:Reaction 4&lt;br /&gt;
:Will 1&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Awareness 3&lt;br /&gt;
:Infiltration 3 +2 if they are not expecting rats&lt;br /&gt;
:Performance 2 Trade-off  3 for Diplomacy 1 for anything else&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Elemental Form (Rats) 4&lt;br /&gt;
:Super Science 4 (Uncontrollable, Extra use)&lt;br /&gt;
:Super Brain 5&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Odd-looking (swarm of rats) -1&lt;br /&gt;
:Outsider (seriously, swarm of rats already) -1&lt;br /&gt;
:Vulnerable: AOE (dude seriously, swarm of rats) -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Emergent is a powerful intelligence that was created as a result of very large number of rats being mentally connected via a super-high-tech link. It came into being as a result of a project by a corporation in which they attempted to augment rats with sensors and communications based on salvaged alien technology. They intended to use them as spies and infiltrators. The project failed miserably because it turns out that rats have no discipline whatsoever and produced magnificently detailed images of the nearest food source.&lt;br /&gt;
&lt;br /&gt;
At least that is what the experimenters think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Timon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480558</id>
		<title>Example Emergent</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480558"/>
		<updated>2025-05-08T11:38:03Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
== Emergent ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:Rat_emergent.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2&lt;br /&gt;
:Fortitude 2&lt;br /&gt;
:Reaction 4&lt;br /&gt;
:Will 1&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Awareness 3&lt;br /&gt;
:Infiltration 3 +2 if they are not expecting rats&lt;br /&gt;
:Performance 2 Trade-off  3 for Diplomacy 1 for anything else&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Elemental Form (Rats) 4&lt;br /&gt;
:Super Science 4 (Uncontrollable, Extra use)&lt;br /&gt;
:Super Brain 5&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Odd-looking (swarm of rats) -1&lt;br /&gt;
:Outsider (seriously, swarm of rats already) -1&lt;br /&gt;
:Vulnerable: AOE (dude seriously, swarm of rats) -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Emergent is a powerful intelligence that was created as a result of very large number of rats being mentally connected via a super-high-tech link. It came into being as a result of a project by a corporation in which they attempted to augment rats with sensors and communications based on salvaged alien technology. They intended to use them as spies and infiltrators. The project failed miserably because it turns out that rats have no discipline whatsoever and produced magnificently detailed images of the nearest food source.&lt;br /&gt;
&lt;br /&gt;
At least that is what the experimenters think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Timon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480557</id>
		<title>Example Emergent</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Example_Emergent&amp;diff=480557"/>
		<updated>2025-05-08T11:36:55Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;Back to the main page  == Emergent == {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot; |- ! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7) |- style=&amp;quot;vertical-align: top;&amp;quot; | rowspan=&amp;quot;3&amp;quot; |350px |  :Composure 2 :Fortitude 2 :Reaction 4 :Will 1  |  :Awareness 3 :Infiltration 3 +2 if they are not expecting rats :Performance 2 Trade-off  3 for Diplomacy 1 for anything else |- !Powers (12) !! Adds/Disadd...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_RED_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
== Emergent ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (4) !! Aptitudes (7)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:Rat_emergent.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2&lt;br /&gt;
:Fortitude 2&lt;br /&gt;
:Reaction 4&lt;br /&gt;
:Will 1&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Awareness 3&lt;br /&gt;
:Infiltration 3 +2 if they are not expecting rats&lt;br /&gt;
:Performance 2 Trade-off  3 for Diplomacy 1 for anything else&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12) !! Adds/Disadds (-3)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Elemental Form (Rats) 4&lt;br /&gt;
:Super Science 4 (Uncontrollable, Extra use)&lt;br /&gt;
:Super Brain 5&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Odd-looking (swarm of rats) -1&lt;br /&gt;
:Outsider (seriously, swarm of rats already) -1&lt;br /&gt;
:Vulnerable: AOE (dude seriously, swarm of rats) -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Emergent is a powerful intelligence that was created as a result of very large number of rats being mentally connected via a super-high-tech link. It came into being as a result of a project by a corporation in which they attempted to augment rats with sensors and communications based on salvaged alien technology. They intended to use them as spies and infiltrators. The project failed miserably because it turns out that rats have no discipline whatsoever and produced magnificently detailed images of the nearest food source.&lt;br /&gt;
&lt;br /&gt;
At least that is what the experimenters think.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Timon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480556</id>
		<title>Supers Red Gate City</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Supers_Red_Gate_City&amp;diff=480556"/>
		<updated>2025-05-08T11:36:02Z</updated>

		<summary type="html">&lt;p&gt;Timon: Created page with &amp;quot;=Heroes=  Example Template&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Heroes=&lt;br /&gt;
&lt;br /&gt;
[[Example_Emergent|Example Template]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480555</id>
		<title>Timons characters</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Timons_characters&amp;diff=480555"/>
		<updated>2025-05-08T11:26:00Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Characters I play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
=Current=&lt;br /&gt;
===Games I run===&lt;br /&gt;
&lt;br /&gt;
Motherhip - Earning Potential&lt;br /&gt;
&lt;br /&gt;
===Characters I play===&lt;br /&gt;
&lt;br /&gt;
[[Lancer:_In_Golden_Flame|Lost in &amp;quot;In Golden Flame&amp;quot;(Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Bakary_Salou|Bakary Salou in XCOM]]&lt;br /&gt;
&lt;br /&gt;
=Previous/Archived=&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
[[Ermias|Ermias the mage in Morgansfort/Sakkara2]]&lt;br /&gt;
&lt;br /&gt;
[[Samantha Azzopardi| Samantha Azzopardi (Kult)]]&lt;br /&gt;
&lt;br /&gt;
[[Firefly:_Reavers_of_the_Rim_- Bolade| Bolade &amp;quot;Patches&amp;quot; Promiser]] in [[Firefly:_Reavers_of_the_Rim|Firefly: Reavers of the Rim]]&lt;br /&gt;
&lt;br /&gt;
[[Waldgren]] in [[Fate_of_the_Serpentine| Fate of the Serpentine]]&lt;br /&gt;
&lt;br /&gt;
[[House_of_Seven_Winds_-_Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen in House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Raiders_of_the_Rim:BRN_626| BRN 626 in Raiders of the Rim (FATE)]]&lt;br /&gt;
&lt;br /&gt;
[[IS:Neven_Ribar|Neven Ribar in Impossibility Seekers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Agents_of_Empress_Wu:Donkey_Zhen| &amp;quot;Donkey&amp;quot; Zhen (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Super!RED_CenturyCity_Emergent| Emergent in Century City (Supers RED)]]&lt;br /&gt;
&lt;br /&gt;
[[Macchiato_Monsters:_The_Stygian_Library:_Ermias_Afwerki | Ermias Afwerki (Macchiato Monsters)]]&lt;br /&gt;
&lt;br /&gt;
[[Constance_Unity | Constance Unity (Thirsty Sword Lesbians)]]&lt;br /&gt;
&lt;br /&gt;
[[SWADE:_Shadowwalkers_-_Character_Table| Mispel Kerkhof in Shadowwalkers (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia_Blood_Silk_%26_Jade:Burnt_Paper_Zhong|Burnt Paper Zhong in Blood, Silk and Jade (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Save_Game:RedCat|RedCat in Save Game (Fate)]]&lt;br /&gt;
&lt;br /&gt;
[[Swordsandsandals#Nereus| Nereus in Swords and Sandals (SWEX)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Games===&lt;br /&gt;
&lt;br /&gt;
[[Seeds_in_their_Pockets | Classic Traveller : Seeds in their Pockets]]&lt;br /&gt;
&lt;br /&gt;
[[Children_of_the_Sky | Flying Circus : Children of the Sky]]&lt;br /&gt;
&lt;br /&gt;
[[Uncharted_Worlds:The_Beating_of_a_Thousand_Wings | The Beating of a Thousand Wings (Uncharted Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Pierce_the_Heavens | Pierce the Heavens (Lancer)]]&lt;br /&gt;
&lt;br /&gt;
[[Tianxia:_House_of_Seven_Winds | The House of Seven Winds (Tianxia)]]&lt;br /&gt;
&lt;br /&gt;
[[Base_58 | Base 58 (Savage Worlds)]]&lt;br /&gt;
&lt;br /&gt;
[[Supers!RED:Legends_of_Etheria| She-Ra: Legends of Etheria (Supers!Red)]]&lt;br /&gt;
&lt;br /&gt;
[http://https://forum.rpg.net/index.php?threads/recruitment-i-am-too-old-for-this-shit-a-fast-and-violent-savage-worlds-dungeon-crawl.861034/ I am too old for this shit, a fast and violent Savage Worlds dungeon crawl (Gold and Glory setting)]&lt;br /&gt;
&lt;br /&gt;
[[The_Salvage_of_the_Kaine|The Salvage of the Kaine (SWADE)]]&lt;br /&gt;
&lt;br /&gt;
[[The_Shattered_Mirror| Harry Potter - The Shattered Mirror (Fate Accelerated)]]&lt;br /&gt;
&lt;br /&gt;
[[STA:Reac_Main_Page | Star Trek - REAC (Star Trek Adventures)]]&lt;br /&gt;
&lt;br /&gt;
[[Europa_unchained | Girl Genius - Europa Unchained (Atomic Robo)]]&lt;br /&gt;
&lt;br /&gt;
[[Destruction_of_the_Enator|Star Wars - The Destruction of the Enator (FATE)]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
[https://docs.google.com/document/d/1yQq3huTg8gzkPkJkLwLV42RnY_vDFoFgfcgbJHEyt2Y/view House rules for Supers Red]&lt;br /&gt;
&lt;br /&gt;
=Handy Links=&lt;br /&gt;
[http://www.godwars2.org/SavageWorlds/swade_analyzer.html Zadmar&#039;s SWADE stat block analyser]&lt;br /&gt;
&lt;br /&gt;
[https://orokos.com/roll/ Orokos Dice Roller]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480492</id>
		<title>Bakary Salou</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480492"/>
		<updated>2025-05-05T19:24:31Z</updated>

		<summary type="html">&lt;p&gt;Timon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bakary &amp;quot;Mercy&amp;quot; Salou= &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Background==&lt;br /&gt;
Bakary &amp;quot;Mercy&amp;quot; Salou fought his way up from the Parisian banlieue to pilot an interceptor for the Armée de l&#039;air et de l&#039;espace de and was shot down and captured on one of the first incursions. He remembers only fragments of his experience and has no idea how he escaped but is determined to prevent that from happening to anyone else.&lt;br /&gt;
==Aspects and skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!High Concept&lt;br /&gt;
| Not while I breathe/ Ils ne passeront pas (the aliens will have to go through Bakary)&lt;br /&gt;
|-&lt;br /&gt;
!Decompression &lt;br /&gt;
| (Ca cartonne severe) Very loud music / Fight me (weird mix of Senegalese/Mali pop music and Classical, but all very loud / Sometimes Omar just needs to hit things)&lt;br /&gt;
|-&lt;br /&gt;
!Freeform&lt;br /&gt;
| J&#039;connais un mec.. (I know a guy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! +4&lt;br /&gt;
| Pilot&lt;br /&gt;
|-&lt;br /&gt;
! +3&lt;br /&gt;
| Tactics, Rapport&lt;br /&gt;
|-&lt;br /&gt;
! +2&lt;br /&gt;
| Gunnery, Sneak, Provoke&lt;br /&gt;
|-&lt;br /&gt;
! +1&lt;br /&gt;
| Technology, Notice, Empathy,  Fight&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Savage_X-COM#Pilots|Back to Pilots]]&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480491</id>
		<title>Bakary Salou</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Bakary_Salou&amp;diff=480491"/>
		<updated>2025-05-05T19:22:25Z</updated>

		<summary type="html">&lt;p&gt;Timon: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bakary &amp;quot;Mercy&amp;quot; Salou= &lt;br /&gt;
__NOTOC__&lt;br /&gt;
==Background==&lt;br /&gt;
Bakary &amp;quot;Mercy&amp;quot; Salou fought his way up from the Parisian banlieue to pilot an interceptor for the Armée de l&#039;air et de l&#039;espace de and was shot down and captured on one of the first incursions. He remembers only fragments of his experience and has no idea how he escaped but is determined to prevent that from happening to anyone else.&lt;br /&gt;
==Aspects and skills==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!High Concept&lt;br /&gt;
| Not while I breathe/ Ils ne passeront pas (the aliens will have to go through Bakary)&lt;br /&gt;
|-&lt;br /&gt;
!Decompression &lt;br /&gt;
| (Ca cartonne severe) Very loud music / Fight me (weird mix of Senegalese/Mali pop music and Classical, but all very loud / Sometimes Omar just needs to hit things)&lt;br /&gt;
|-&lt;br /&gt;
!Freeform&lt;br /&gt;
| J&#039;connais un mec.. (I know a guy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! +4&lt;br /&gt;
| Pilot&lt;br /&gt;
|-&lt;br /&gt;
! +3&lt;br /&gt;
| Tactics, Rapport&lt;br /&gt;
|-&lt;br /&gt;
! +2&lt;br /&gt;
| Gunnery, Sneak, Provoke&lt;br /&gt;
|-&lt;br /&gt;
! +1&lt;br /&gt;
| Technology, Notice, Empathy,  Fight&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Timon</name></author>
	</entry>
</feed>