https://wiki.rpg.net/api.php?action=feedcontributions&user=Hituro&feedformat=atomRPGnet - User contributions [en]2024-03-29T15:46:28ZUser contributionsMediaWiki 1.31.7https://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=453279ST: Cassandra Tettius2024-02-19T18:28:12Z<p>Hituro: /* Equipment */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 6/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
<br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
</div><br />
<div><br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Armoured Vacc Suit, Fitted (AC 14 +Dex)<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=453278ST: Cassandra Tettius2024-02-19T18:27:57Z<p>Hituro: /* Attributes */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 6/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
<br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
</div><br />
<div><br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Armoured Vacc Suit (AC 13 +Dex)<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=453277ST: Cassandra Tettius2024-02-19T17:55:11Z<p>Hituro: /* Equipment */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
</div><br />
<div><br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Armoured Vacc Suit (AC 13 +Dex)<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=449033Sigma Tau Sector2024-01-09T11:46:18Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
<div style="position:relative"><br />
[[File:Tau SS named.png]]<br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:634px;left:119px;height:30px;background:red;width: 5px;rotate: -120deg;"></div><br />
<div style="position:absolute;top:434px;left:159px;height:113px;background:red;width: 5px;rotate: -90deg;"></div><br />
<div style="position:absolute;top:503px;left:258px;height:44px;background:red;width: 5px;transform-origin: top left;rotate: -56deg;"></div><br />
<div style="position:absolute;top:563px;left:306px;height:43px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:653px;left:306px;height:43px;background:red;width: 5px;"></div><br />
</div><br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''[[ST: Kil|Kil (0303)]]'''<br />
They are at a tech level of combustion engines, some air travel, but mostly land vehicles and ocean craft. They have radio and a primitive analog video transmission. Humanoid, almost certainly human base genetically, mixed with different genetic materials, producing great variety. Potential biohazard from planetwide virus contagious to baseline humans. It appears that nations have developed, with a fair amount of nationalism dividing them into several powerful alliances. Pre-scream orbital damaged in asteroid strike housed original scientists.<br />
<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447323Erixa2023-12-09T16:16:41Z<p>Hituro: /* Skills */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(350px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Notice: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Trade: 2 (3d6, drop lowest)<br />
</div><br />
<br />
<div><br />
<br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
: '''Specialist: Trade'''<br />
:: Gain Trade-0, roll 3d6 drop lowest on trade<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447322Erixa2023-12-09T16:16:09Z<p>Hituro: /* Foci */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(350px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Notice: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Trade: 1<br />
</div><br />
<br />
<div><br />
<br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
: '''Specialist: Trade'''<br />
:: Gain Trade-0, roll 3d6 drop lowest on trade<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447288Erixa2023-12-08T23:27:03Z<p>Hituro: /* Character Sheet */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(350px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Notice: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Trade: 1<br />
</div><br />
<br />
<div><br />
<br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447286Erixa2023-12-08T16:18:13Z<p>Hituro: /* Skills */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Notice: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Trade: 1<br />
</div><br />
<br />
<div><br />
<br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447285Erixa2023-12-08T16:03:41Z<p>Hituro: /* Character Sheet */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Notice: 0<br />
* Pilot: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Trade: 0<br />
</div><br />
<br />
<div><br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447284Erixa2023-12-08T16:02:19Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Know: 0<br />
* Lead<br />
* Notice: 0<br />
* Perform<br />
* Pilot: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Punch<br />
* Shoot<br />
* Sneak<br />
* Stab<br />
* Survive<br />
* Talk<br />
* Trade<br />
* Work<br />
* Stealth<br />
</div><br />
<br />
<div><br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
<br />
===Equipment===<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447283Erixa2023-12-08T16:01:29Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
==Attributes:==<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<br />
<div><br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Know: 0<br />
* Lead<br />
* Notice: 0<br />
* Perform<br />
* Pilot: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Punch<br />
* Shoot<br />
* Sneak<br />
* Stab<br />
* Survive<br />
* Talk<br />
* Trade<br />
* Work<br />
* Stealth<br />
</div><br />
<br />
<div><br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
<br />
==Equipment==<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=447282ST: Cassandra Tettius2023-12-08T16:01:14Z<p>Hituro: /* Character Sheet */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
</div><br />
<div><br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447281Erixa2023-12-08T16:00:16Z<p>Hituro: /* Attributes: */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
<div style="display:grid; grid-template-columns: repeat(auto-fit, minmax(400px, 1fr));"><br />
<div><br />
==Attributes:==<br />
*Strength 10 <br />
*Intelligence 14 (+2)<br />
*Wisdom 12 (+1)<br />
*Dexterity 9 <br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 15<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 11<br />
** Physical: 12<br />
</div><br />
<div><br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 1 (3d6, drop lowest)<br />
* Know: 0<br />
* Lead<br />
* Notice: 0<br />
* Perform<br />
* Pilot: 0<br />
* Program: 2 (3d6, drop lowest)<br />
* Punch<br />
* Shoot<br />
* Sneak<br />
* Stab<br />
* Survive<br />
* Talk<br />
* Trade<br />
* Work<br />
* Stealth<br />
</div><br />
<div><br />
===Foci===<br />
: '''Hacker'''<br />
:: Gain Program-0, roll 3d6 drop lowest on program<br />
: '''Healer'''<br />
:: Gain Heal-0, roll 3d6 drop lowest on heal, can stabilize as on-turn action<br />
</div><br />
</div><br />
<br />
==Equipment==<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=447280ST: Cassandra Tettius2023-12-08T15:54:17Z<p>Hituro: /* Character Sheet */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: 1fr 1fr 1fr;"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
</div><br />
<div><br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=447279ST: Cassandra Tettius2023-12-08T15:53:47Z<p>Hituro: /* Character Sheet */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
<div style="display:grid; grid-template-columns: 1fr 1fr 1fr;"><br />
<div><br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
</div><br />
<div><br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
</div><br />
<div><br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits<br />
</div><br />
</div></div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447278Erixa2023-12-08T15:46:58Z<p>Hituro: /* Attributes: */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Attributes:==<br />
*Strength 10 <br />
*Intelligence 14<br />
*Wisdom 12 (-1)<br />
*Dexterity 9 (+2)<br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 7<br />
* Psi Points:<br />
* System Strain:<br />
* AC:<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 11<br />
** Mental: 11<br />
** Physical: 11<br />
<br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Exert: 0 <br />
* Fix: 0<br />
* Heal: 0 (3d6, drop lowest)<br />
* Know<br />
* Lead<br />
* Notice<br />
* Perform<br />
* Pilot: 0<br />
* Program: 1 (3d6, drop lowest)<br />
* Punch<br />
* Shoot<br />
* Sneak<br />
* Stab<br />
* Survive<br />
* Talk<br />
* Trade<br />
* Work<br />
* Stealth<br />
<br />
==Equipment==<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**</div>Hiturohttps://wiki.rpg.net/index.php?title=Erixa&diff=447277Erixa2023-12-08T15:43:04Z<p>Hituro: /* Skills */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
*Name: Erixa<br />
*Class: Expert <br />
*Level: 1 <br />
*XP: YES?!?<br />
*Age: 18+<br />
*Languages: Some? <br />
*Background: Spacer <br />
*Description: Found on space station <br />
<br />
==Attributes:==<br />
*Strength 10 <br />
*Intelligence 14<br />
*Wisdom 12 (-1)<br />
*Dexterity 9 (+2)<br />
*Constitution 11 (+1) <br />
*Charisma 7<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP:<br />
* Psi Points:<br />
* System Strain:<br />
* AC:<br />
* Attacks:<br />
* Saves:<br />
** Evasion:<br />
** Mental:<br />
** Physical:<br />
<br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Exert<br />
* Fix: 0<br />
* Heal<br />
* Know<br />
* Lead<br />
* Notice<br />
* Perform<br />
* Pilot<br />
* Program<br />
* Punch<br />
* Shoot<br />
* Sneak<br />
* Stab<br />
* Survive<br />
* Talk<br />
* Trade<br />
* Work<br />
* Stealth<br />
<br />
===Psychic Powers===<br />
<br />
<br />
===Class Abilities===<br />
<br />
<br />
==Equipment==<br />
* Readied:<br />
**<br />
**<br />
**<br />
* Stowed:<br />
**<br />
**<br />
**<br />
* Money:<br />
**</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=447049ST: Cassandra Tettius2023-12-02T16:55:19Z<p>Hituro: /* Cassandra Tettius */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 4<br />
* XP: 13 [4 + 3 + 3 + 3]<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
===Attributes===<br />
<br />
* Strength 8<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 18<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +2<br />
* Saves:<br />
** Evasion: 10<br />
** Mental: 10<br />
** Physical: 11<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
* Skill Points: 12 / 0 unspent<br />
* Stat Spends: 1<br />
<br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Lead: 0<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 1<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits</div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=446892Sigma Tau Sector2023-11-27T13:22:01Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
<div style="position:relative"><br />
[[File:Tau SS named.png]]<br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:634px;left:119px;height:30px;background:red;width: 5px;rotate: -120deg;"></div><br />
<div style="position:absolute;top:434px;left:159px;height:113px;background:red;width: 5px;rotate: -90deg;"></div><br />
<div style="position:absolute;top:503px;left:258px;height:44px;background:red;width: 5px;transform-origin: top left;rotate: -56deg;"></div><br />
<div style="position:absolute;top:563px;left:306px;height:43px;background:red;width: 5px;"></div><br />
</div><br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''[[ST: Kil|Kil (0303)]]'''<br />
They are at a tech level of combustion engines, some air travel, but mostly land vehicles and ocean craft. They have radio and a primitive analog video transmission. Humanoid, almost certainly human base genetically, mixed with different genetic materials, producing great variety. Potential biohazard from planetwide virus contagious to baseline humans. It appears that nations have developed, with a fair amount of nationalism dividing them into several powerful alliances. Pre-scream orbital damaged in asteroid strike housed original scientists.<br />
<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=446891Sigma Tau Sector2023-11-27T13:20:51Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
<div style="position:relative"><br />
[[File:Tau SS named.png]]<br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:634px;left:119px;height:30px;background:red;width: 5px;rotate: -120deg;"></div><br />
<div style="position:absolute;top:434px;left:159px;height:113px;background:red;width: 5px;rotate: -90deg;"></div><br />
<div style="position:absolute;top:503px;left:258px;height:44px;background:red;width: 5px;transform-origin: top left;rotate: -56deg;"></div><br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
</div><br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''[[ST: Kil|Kil (0303)]]'''<br />
They are at a tech level of combustion engines, some air travel, but mostly land vehicles and ocean craft. They have radio and a primitive analog video transmission. Humanoid, almost certainly human base genetically, mixed with different genetic materials, producing great variety. Potential biohazard from planetwide virus contagious to baseline humans. It appears that nations have developed, with a fair amount of nationalism dividing them into several powerful alliances. Pre-scream orbital damaged in asteroid strike housed original scientists.<br />
<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=446890Sigma Tau Sector2023-11-27T13:15:44Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
<div style="position:relative"><br />
[[File:Tau SS named.png]]<br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
<div style="position:absolute;top:520px;left:82px;height:130px;background:red;width: 5px;"></div><br />
</div><br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''[[ST: Kil|Kil (0303)]]'''<br />
They are at a tech level of combustion engines, some air travel, but mostly land vehicles and ocean craft. They have radio and a primitive analog video transmission. Humanoid, almost certainly human base genetically, mixed with different genetic materials, producing great variety. Potential biohazard from planetwide virus contagious to baseline humans. It appears that nations have developed, with a fair amount of nationalism dividing them into several powerful alliances. Pre-scream orbital damaged in asteroid strike housed original scientists.<br />
<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=446889Sigma Tau Sector2023-11-27T13:13:31Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
<div style="position:relative"><br />
[[File:Tau SS named.png]]<br />
<div style="position:absolute;top:10px;left:10px;height:50px;background:red;"></div><br />
</div><br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''[[ST: Kil|Kil (0303)]]'''<br />
They are at a tech level of combustion engines, some air travel, but mostly land vehicles and ocean craft. They have radio and a primitive analog video transmission. Humanoid, almost certainly human base genetically, mixed with different genetic materials, producing great variety. Potential biohazard from planetwide virus contagious to baseline humans. It appears that nations have developed, with a fair amount of nationalism dividing them into several powerful alliances. Pre-scream orbital damaged in asteroid strike housed original scientists.<br />
<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Wuey&diff=445348ST: Wuey2023-10-23T19:05:57Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
* System<br />
** Wuey - large ocean world<br />
** 6 other planets - all either gas or inert rock with no signs of life,<br />
<br />
* Wuey<br />
** Large warm ocean world, with many islands throughout, but none large. It also appears to have a number of artificial floating islands to help support the hundreds of millions of inhabitants on the planet. Verity is able to verify that it has post tech levels of technology, including a number ships in orbit. <br />
** There are a number of different types of settlements on Wuey. It has hundreds of millions of inhabitants, but little land. However, it has a rich and bountiful ocean. The land is preserved for farming and natural use as much as possible, so cities tend to be built under ground, or partially submerged in the water, so those cities do exist.This was once, largely a vacation planet, with it's endless beaches and warm weather. That largely broke down post-Scream. It's fairly isolated, so have fallen back into supporting themselves. The world teams with ocean delicacies and grows a substantial amount of crops on the their limited land masses. There is a chance you could export food from here to elsewhere, if you have a market for it. They avoid giving away weaknesses, but it seems they lack in mineral resources and also are getting low on their manufacturing and technology for much of their equipment. They haven't slipped back at this point, but that's certainly a possibility in the future.<br />
<br />
* Political<br />
** Planetary Government has patrol ships as standard. Weapons are regulated on the planet, especially in the government sector here. Firearms (or energy weapons) are forbidden for citizens and yourselves.Even a combat knife is technically forbidden, though you can hide things away if you wish. This city, or set of interconnected cities, is the largest on the planet and the planetary government.<br />
** The rebels are the descendants of an original pastoral colony who became, and remain, an underclass in society. They were forced to become the waitstaff, maintenance workers, etc. for the entrepreneurs who turned the planet into a resort planet. It wasn't direct force so much as gentrification which pushed prices up and pushed the locals to desperation to survive. It continues to this day, despite the planet reverting to more of a pastoral planet post-scream that a small group of elites control the wealth, the government, and most of the resources, while the majority are a worker underclass that supports them. It isn't formalized anywhere, but does appear to be a defaco standard on the planet.<br />
** There's been a pretty large uprising in recent decades that has liberated much of the planet to the far side from here. With numbers and a lack of incoming technology from outside, it's given them a chance to take back lands and declare their own government. The majority of the planet still goes on under the united government who has access to space, and will definitely gain ascendancy as they establish trade agreements and gain access to outside resources. Your additional research shows that everyone who gains financially from business ownership is part of the smaller ruling class, though even there only a minority of that class has access to real wealth and power.</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=442451ST: Cassandra Tettius2023-09-11T08:08:54Z<p>Hituro: /* Equipment */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 3<br />
* XP: 6<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
===Attributes===<br />
<br />
* Strength 7 (-1)<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 14<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 11<br />
** Mental: 11<br />
** Physical: 12<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 0<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Modified CFU (AC17)<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Cassandra_Tettius&diff=442206ST: Cassandra Tettius2023-09-08T08:58:58Z<p>Hituro: /* Cassandra Tettius */</p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
=Cassandra Tettius=<br />
<br />
* Name: Cassandra Tettius<br />
* Class: Specialist<br />
* Level: 3<br />
* XP: 6<br />
* Age: 27<br />
* Languages: Mandate, Liturge<br />
* Background: Scholar<br />
<br />
On the world Cardinale, the scream was taken as a punishment from God. It led to the collapse of the previous society, and the rise of the Oculus Occlusus — The Church of the Closed Eye, which teaches that everything beyond Cardinale is an anathema. Faithful citizens turn their eyes away from the outside. They avoid the night sky, and carry parasols to hide from it. The Oculus preserved Cardinalian society, while also fatally stagnating it. Any technology not directly useful to survival was discarded, and innovation stifled. Despite the church's efforts to maintain a status quo, society degraded further with every generation.<br />
<br />
Cassandra Tettius grew up at total odds with this society. A dreamer with her eyes on the stars, she wished to learn, explore, and discover — all things the Closed Eye discouraged. Hiding her discontent she joined the academic arm of the priesthood as a means to access otherwise forbidden records. In doing so, she discovered that the church had mothballed an ancient drill-equipped ship, the Farseeker, as a showpiece in the capital — literally suspended over the nave of the Blind Cathedral like an ornament.<br />
<br />
Over long years of late-night tinkering and illicit tampering, Cassandra restored the Farseeker to something like operative condition right under the noses of the prelates filing past beneath the hulk each day. Luckily for her, most took the instruction to "not look up" literally, even when inside the Cathedral. Eventually, with her repairs as complete as she dared to make them, and a few basic supplies accumulated, she stole the ship, using the drill to launch directly out of the Cathedral and away from Cardinale. Only the fact that Cassandra didn't really understand the risk she was taking allowed her to succeed.<br />
<br />
The dive was a success, but also the Farseeker's last. The ancient vessel, little more than a hulk held together by jury-rigging, failed almost immediately. The drill itself fused into an unsalvageable mass. Propulsion, life support, navigation, all collapsed so thoroughly that Cassandra doesn't even know where she is, or where Cardinale lies in relation to it. About the only thing still working was the distress beacon.<br />
<br />
Goals: Explore, Discover, see everything!<br />
<br />
==Character Sheet==<br />
===Attributes===<br />
<br />
* Strength 7 (-1)<br />
* Intelligence 14 (+1)<br />
* Wisdom 14 (+1)<br />
* Dexterity 9<br />
* Constitution 10<br />
* Charisma 11 <br />
<br />
<br />
* Movement Rate:<br />
* HP: 14<br />
* System Strain:<br />
* AC: 13<br />
* Attacks: +1<br />
* Saves:<br />
** Evasion: 11<br />
** Mental: 11<br />
** Physical: 12<br />
* Maintenance: 2/8 (Int 1 + Con 0 + (Fix * 3), doubled)<br />
<br />
===Skills===<br />
<br />
* Fix: 1<br />
* Know: 2 (3d6 drop lowest)<br />
* Notice: 2<br />
* Pilot: 2<br />
* Shoot: 1<br />
* Sneak: 0<br />
* Survive: 0 (+1 from survival kit)<br />
* Talk: 1<br />
<br />
===Foci===<br />
<br />
: '''Specialist (know)'''<br />
:: Gain Know-0, roll 3d6 drop lowest on know<br />
: '''Starfarer'''<br />
:: Gain Pilot-1, Succeed at spike drill-related skill checks of difficulty 10 or less<br />
: '''Tinker'''<br />
:: Gain Fix-0, doubled Maintenance, mods cost half price in credits<br />
<br />
===Equipment===<br />
<br />
'''Ready'''<br />
* Compad<br />
* Metatool<br />
* Semi-auto Pistol (1d6+1, 30/100, 12 rounds)<br />
* Custom Mag Rifle +1 to hit (2d8+2, 300/600, 20 rounds, Enc 2 — Maintenance 2)<br />
* Survival kit (survival +1)<br />
<br />
'''Other'''<br />
* Secure Clothing (AC 13)<br />
* Type A cells x 2<br />
* Vacc Suit<br />
* 9,005 credits</div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=442188G2W: Metuta2023-09-05T09:10:32Z<p>Hituro: /* Equipment */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 1'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 1552s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li>Elemental Favour<br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
<br />
<li><span style="color:green">The Wind of the Final Repose</span><br />
<pre>The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=Sigma_Tau_Sector&diff=442058Sigma Tau Sector2023-08-31T18:40:51Z<p>Hituro: /* Setting */</p>
<hr />
<div>[[Category:Campaign Setup]]<br />
<br />
'''rstites's SWN Game'''<br />
<br />
'''Game Thread Links:'''<br />
[https://forum.rpg.net/index.php?threads/recruitment-sigma-tau-sector-stars-without-number.900854/ Recruitment Thread] <br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901336// OOC]<br />
[https://forum.rpg.net/index.php?threads/sigma-tau-sector.901337/ In Character Thread I]<br />
<br />
<br />
==Active Player Characters==<br />
<br />
* '''[[ST :Character Sheet|Character Sheet Starter]]'''<br />
<br />
* '''[[ST: Gadreel Azrian|Gadreel Azrian]]''' Warrior, Former Soldier of the Destis Confederacy/Scout played by Naed Yar<br />
<br />
* '''[[ST: Ivan Butler|Ivan Butler]]''' Expert, Captain and Merchant played by MonsterMash.<br />
<br />
* '''[[Spencer Jeffries]]''' Expert, Ship's Engineer played by Black Adder LXX.<br />
<br />
* '''[[ST: Cassandra Tettius|Cassandra Tettius]]''' Expert Scholar, renegade from Cardinale, played by Hituro.<br />
<br />
==Assets and Active NPCs==<br />
<br />
* '''[[ST: Rocinante|Rocinante]]''' A real workhorse of a free trader.<br />
* '''[[ST: Rocinante Cargo|Rocinante Cargo]]'''<br />
* '''[[Erixa]]''' NPC Computer Programmer<br />
<br />
==Inactive Player Characters==<br />
<br />
* '''[[ST :HD Smith|HD Smith]]''' Expert Vagabond out of Sigma Squared [Albann system]. Former fighter pilot.<br />
* '''[[ST: Mersiel Rainer|Mersiel Rainer]]''' Expert/Warrior Adventurer, Combat Medic played by The Conquering Potato.<br />
* '''[[ST:_Verity_Land|Verity Land]]''' Expert/Warrior Adventurer, Rebel Peasant Hacker played by Ninevehn.<br />
<br />
==Party Logistics==<br />
<br />
* '''[[ST: Combat Tracker|Combat Tracker]]'''<br />
<br />
* '''[[ST: Marching Order|Marching Order]]'''<br />
<br />
* '''[[ST: Calendar|Calendar]]'''<br />
<br />
* '''[[ST: Loot|Books and Finances]]'''<br />
<br />
* '''[[ST: Troops|Ancillary Characters]]'''<br />
<br />
* '''[[ST: Trade HQs|Trade HQs]]'''<br />
<br />
==Setting==<br />
<br />
<br />
*The '''Detis Confederacy''' consists of 5 systems bound together through trade treaties and some shared defense and governance, lying on the edge of the Sigma Squared Sector. <br />
*Recent exploration into the Sigma Tau Sector has found a moon of the third planet of the Reni (0002) system that can maintain a small outpost settlement, with a communications detachment on the second largest moon of the fifth planet, a gas giant. The third planet is entirely made of barren mountains and badlands with a corrosive atmosphere that breaks down the best suits available, so can't sustain any life itself. Only limited exploration of the surface has happened due to this.<br />
<br />
*The outpost is a joint effort between a number of large corporations and trade organizations, plus government sponsorship, from the Detis Confederacy. It is a rough and tumble place though, with only a thousand residents at the moment, and no more than a few thousand permanent residents ever able to be supported. Supplies have to be transported in at that moment. A small port that includes ship repair facilities and upgrades is under construction, but it will be some time before it's operational. Three systems are within range of a Spike-2 drive from the outpost, but as of now, nobody has visited them from the Confederacy.<br />
<br />
[[File:Tau SS named.png]]<br />
<br />
*'''[[ST: Reni|Reni (0002)]]'''<br />
* '''[[ST: Wuey|Wuey (0004)]]'''<br />
Wuey is an Ocean World with a human inhabitable atmosphere with a large population.<br />
There's speculation that it might have been a great vacation spot once, but nobody <br />
really knows. It's just fun speculation. Weapons regulated so no open carry. Mainly a <br />
farming planet now so good place to import tech. Existing government, but possible rebel groups looking to trade for weapons.<br />
<br />
* '''Urooh (0008)'''<br />
* '''[[ST: Paplo|Paplo (0103)]]'''<br />
A world of interconnected city domes on the surface of a rough world with an <br />
invasive atmosphere that makes the surface both toxic, as well as very difficult <br />
to be on longterm even with suits as they have to cycle the atmosphere. <br />
The settlements there are isolationist and have not been open to initial attempts at contact.<br />
<br />
* '''Dibru (0202)'''<br />
There's two civilizations in the system, one human, and the other not. They don't appear to be friendly with each other, and this group's ship was warned away, so they didn't land. (They were a basic survey ship, who found the updated path to the system, that you can now <br />
access at the base. They weren't in a position to do much but accept that and leave, and had no incentive to stay around.) That system is critical as it's the key to opening up the rest of the sector, but it also appears like it'll require some work to figure out the situation there and manage it.<br />
Largest base is human on a moon of large gas giant sending warning message and having a couple of patrol boats. 2nd, 3rd, and 4th planets in the system are all inhabited with decent sized populations, though only two have atmospheres.<br />
<br />
* '''Que (0206)'''<br />
* '''Acemmog (0207)'''<br />
* '''Virocs (0302)'''<br />
A pastoral society of small human villages inhabit this Earthlike world. Their technology is primitive, but they are supported by '''The Creator''', who they regard as a benevolent deity living in a cavern. The Creator is actually a pretech AI of some power, able to exert mental control over people, and guarded by armed droids and sealed doors. It's possible that The Creator is the surviving intelligence of some crashed ship, or previously advanced culture that has regressed, but it isn't exactly answering questions. The group were able to fight it to an uncomfortable stalemate, and make some limited trades of replacement parts for rutters.<br />
<br />
* '''Kil (0303)'''<br />
* '''Chotren (0304)'''<br />
* '''Egisol (0306)'''<br />
* '''Boint (0307)'''<br />
* '''Kadsict (0406)'''<br />
* '''Inocs (0407)'''<br />
* '''Siog (0408)'''<br />
* '''Rovuc (0503)'''<br />
* '''Vlit (0505)'''<br />
* '''Shad (0603)'''<br />
* '''Juks (0608)'''<br />
* '''Cor (0609)'''<br />
* '''Qir (0700)'''<br />
* '''Huechiff (0701)'''<br />
* '''Dobeh (0702)'''<br />
* '''Owals (0708)'''<br />
<br />
==Rules==<br />
* '''[[ST: Character Creation |Character Creation]]'''<br />
* '''[[ST: Combat Synopsis |Combat Synopsis]]'''<br />
* '''[[ST: House Rules |House Rules]]'''</div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441785G2W: Metuta2023-08-09T11:29:49Z<p>Hituro: /* Skills */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 1'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li>Elemental Favour<br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
<br />
<li><span style="color:green">The Wind of the Final Repose</span><br />
<pre>The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441784G2W: Metuta2023-08-09T11:19:37Z<p>Hituro: /* Spells */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li>Elemental Favour<br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
<br />
<li><span style="color:green">The Wind of the Final Repose</span><br />
<pre>The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441783G2W: Metuta2023-08-09T11:19:22Z<p>Hituro: /* Spells */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li>Elemental Favour<br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
<br />
<li><span style="color:green">The Wind of the Final Repose</span><br />
<pre>The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441782G2W: Metuta2023-08-09T11:19:08Z<p>Hituro: /* Spells */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li>Elemental Favour<br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
<br />
<li><span style="color:green">The Wind of the Final Repose</span><br />
<pre>The mage designates a visible point within two hundred feet. A silent, invisible burst of soporific influence erupts from that point, targeting all living creatures within a twenty-foot radius. All such targets with 4 or fewer hit dice within that area fall unconscious instantly, and can be roused only by damage or by a Main Action used to kick them awake. If not roused, they revive at the end of the scene. Entities that do not sleep are immune to this spell.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441781G2W: Metuta2023-08-09T11:14:44Z<p>Hituro: /* Spells */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
<br />
<li>2nd</li><br />
<ul><br />
<li><span style="color:green">Boreal Wings</span><br />
<pre>The elementalist chooses a visible ally within one hundred feet; the target becomes capable of swift and easy aerial travel, flying at twice their usual movement rate. If the spell ends or is dispelled while aloft, the target descends gently to the earth. This spell lasts for one scene, though casters of fifth level or more can make it last an hour, and those of eighth level or more can make it last until dawn or dusk, whichever comes next.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441780G2W: Metuta2023-08-09T11:14:19Z<p>Hituro: /* Spells */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
<br />
<li>2nd</li><br />
<ul><br />
<li><span style="color:green">Elemental Spy</span><br />
<pre>The elementalist chooses a visible ally within one hun- dred feet; the target becomes capable of swift and easy aerial travel, flying at twice their usual movement rate. If the spell ends or is dispelled while aloft, the target de- scends gently to the earth. This spell lasts for one scene, though casters of fifth level or more can make it last an hour, and those of eighth level or more can make it last until dawn or dusk, whichever comes next.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441779G2W: Metuta2023-08-09T11:09:48Z<p>Hituro: /* Arts */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a furnace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
* Pavis of Elements: Commit Effort On Turn to make a +4AC elemental barrier around yourself until effort is un-committed.<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441778G2W: Metuta2023-08-09T11:06:42Z<p>Hituro: /* Attributes: */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks: 1<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 13<br />
** Mental: 13<br />
** Physical: 13<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a fur- nace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=441777G2W: Metuta2023-08-09T10:57:55Z<p>Hituro: /* Attributes: */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Elementalist<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks:<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 14<br />
** Mental: 14<br />
** Physical: 14<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a fur- nace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Combat_Tracker&diff=441187ST: Combat Tracker2023-07-09T23:07:23Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
Character: Total Current Armor Initiative Move Melee Primary Ranged Primary Secondary Combat Combat <br />
HP HP Class Bonus Rate Bonus Melee Bonus Ranged Ranged Focus Focus <br />
'''[[Spencer Jeffries]]''' 20 20 13 +0 10 +3 Unarmed d10+2 +3 Laser Pistol d6+2<br />
<br />
'''[[ST: Ivan Butler|Ivan Butler]]''' 8 8 13 +0 10 0 unarmed +1 Laser Pistol 1d6<br />
<br />
'''[[ST: Gadreel Azrian|Gadreel Azrian]]''' 14 14 14 +1 10 +3 Knife 1d4+1 +4 Laser Rifle 1d10+1 Laser Pistol 1d6+1 Alert, Close Combatant, Gunslinger<br />
<br />
'''[[ST:_Cassandra_Tettius|Cassandra Tettius]]''' 10 3 13 +0 10 +1 ????? +1 Custom Mag Rifle +1 to hit (2d8+2)<br />
<br />
*weapon capable of burst fire: +2 to hit, +2 to damage - uses 3 rounds of ammunition<br />
<br />
RETIRED:<br />
'''[[ST: Mersiel Rainer|Mersiel Rainer]]''' 14 14 13 +0 10 +1 ????? +1 Laser Pistol 1d6+1<br />
<br />
'''[[ST:_Verity_Land|Verity Land]]''' 14 10 14 +1 10 +1 unarmed +4/+6 SMG 1d8+2/+4*</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Combat_Tracker&diff=441186ST: Combat Tracker2023-07-09T23:07:15Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
Character: Total Current Armor Initiative Move Melee Primary Ranged Primary Secondary Combat Combat <br />
HP HP Class Bonus Rate Bonus Melee Bonus Ranged Ranged Focus Focus <br />
'''[[Spencer Jeffries]]''' 20 20 13 +0 10 +3 Unarmed d10+2 +3 Laser Pistol d6+2<br />
<br />
'''[[ST: Ivan Butler|Ivan Butler]]''' 8 8 13 +0 10 0 unarmed +1 Laser Pistol 1d6<br />
<br />
'''[[ST: Gadreel Azrian|Gadreel Azrian]]''' 14 14 14 +1 10 +3 Knife 1d4+1 +4 Laser Rifle 1d10+1 Laser Pistol 1d6+1 Alert, Close Combatant, Gunslinger<br />
<br />
'''[[ST:_Cassandra_Tettius|Cassandra Tettius]]''' 10 3 13 +0 10 +1 ????? +1 Custom Mag Rifle +1 to hit (2d8+2)<br />
<br />
*weapon capable of burst fire: +2 to hit, +2 to damage - uses 3 rounds of ammunition<br />
<br />
RETIRED:<br />
'''[[ST: Mersiel Rainer|Mersiel Rainer]]''' 14 14 13 +0 10 +1 ????? +1 Laser Pistol 1d6+1<br />
<br />
'''[[ST:_Verity_Land|Verity Land]]''' 14 10 14 +1 10 +1 unarmed +4/+6 SMG 1d8+2/+4*</div>Hiturohttps://wiki.rpg.net/index.php?title=ST:_Combat_Tracker&diff=441185ST: Combat Tracker2023-07-09T23:06:39Z<p>Hituro: </p>
<hr />
<div>- Main Page; [[Sigma Tau Sector]]<br />
<br />
Character: Total Current Armor Initiative Move Melee Primary Ranged Primary Secondary Combat Combat <br />
HP HP Class Bonus Rate Bonus Melee Bonus Ranged Ranged Focus Focus <br />
'''[[Spencer Jeffries]]''' 20 20 13 +0 10 +3 Unarmed d10+2 +3 Laser Pistol d6+2<br />
<br />
'''[[ST: Ivan Butler|Ivan Butler]]''' 8 8 13 +0 10 0 unarmed +1 Laser Pistol 1d6<br />
<br />
'''[[ST: Gadreel Azrian|Gadreel Azrian]]''' 14 14 14 +1 10 +3 Knife 1d4+1 +4 Laser Rifle 1d10+1 Laser Pistol 1d6+1 Alert, Close Combatant, Gunslinger<br />
<br />
'''[[ST:_Cassandra_Tettius| Cassandra Tettius]]''' 10 3 13 +0 10 +1 ????? +1 Custom Mag Rifle +1 to hit (2d8+2)<br />
<br />
*weapon capable of burst fire: +2 to hit, +2 to damage - uses 3 rounds of ammunition<br />
<br />
RETIRED:<br />
'''[[ST: Mersiel Rainer|Mersiel Rainer]]''' 14 14 13 +0 10 +1 ????? +1 Laser Pistol 1d6+1<br />
<br />
'''[[ST:_Verity_Land|Verity Land]]''' 14 10 14 +1 10 +1 unarmed +4/+6 SMG 1d8+2/+4*</div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=437591G2W: Metuta2023-05-19T08:51:01Z<p>Hituro: <ul></p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Wizard<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 7<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks:<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 14<br />
** Mental: 14<br />
** Physical: 14<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience: You are unharmed by mundane extremes of cold or by heat less than that of a fur- nace. You suffer only half damage from magical or extremely intense flame or frost attacks<br />
* Elemental Sparks: You can conjure petty amounts of flame, water, ice, stone, or wind, sufficient to do small tricks, chill drinks, light candles, or do other minor things. Conjured substances last no longer than a scene, and conjured water cannot lastingly quench thirst. This art cannot actually be useful in solving a problem or overcoming a challenge more than once per game session.<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
<br />
====Spells====<br />
<ul><br />
<li>1st</li><br />
<ul><br />
<li><span style="color:green">Elemental Favour</span><br />
<pre>The elementalist makes a direct appeal to a non-magical mass of earth, stone, water, flame, or air no larger than a ten-foot cube. At the end of the round, the mass will move or reshape itself within that space as the elemen- talist requests, maintaining its new form until the end of the scene. If its new shape is one that is stable without magical help, it can be told to remain in it after the spell is finished.</pre></li><br />
<li>Elemental Spy<br />
<pre>The elementalist enchants a stone, ounce of liquid, flame no smaller than a candleflame, or a particular plume of smoke or incense. For one day per level, so long as the charmed object is not destroyed, dispersed, or consumed, they can as a Main Action see and listen to anything around the object as if they were standing there.<br />
.</pre></li><br />
<li><span style="color:green">Cognitive Supersession of the Inferior Orders</span><br />
<pre>The mage targets a visible, normal, non-magical animal or insect, obtaining temporary control of the beast and the ability to share its senses. The animal gains a telepathic bond with the caster, obeying any non-suicidal command and allowing the mage to perceive everything it perceives. The beast will not fight for the caster, but can perform complex actions entirely out of character for it while un- der the mage’s control. The mage must focus to share the beast’s senses, requiring a Main Action and leaving the mage unable to act physically while so focused. The spell lasts until the mage releases the beast, it is dispelled, or it is cast again.<br />
.</pre></li><br />
<li><span style="color:green">The Long Amber Moment</span><br />
<pre>This spell may be cast as an On Turn spell, provided no other has been cast this round, and targets a single willing or helpless creature the caster is touching. The subject is shifted out of the flow of conventional time, freezing and being limned in a pale sepia light. They and all their carried possessions are rendered impervious to all non-magical harm and are frozen in temporal stasis until the spell ends or is dispelled. Enchanted creatures are quite light, counting as only four items of Encum- brance due to their unwieldiness. The spell ends when the mage releases it, or up to a maximum of one day per caster level. If cast on himself, the mage cannot end it before the full duration expires.</pre></li><br />
</ul><br />
</ul></div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436510Gateway to the West:Main Page2023-04-20T20:26:34Z<p>Hituro: /* Combat Tracker */</p>
<hr />
<div><div style="display:flex;flex-direction:row;justify-content:space-between;width:100%"><br />
<div><br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
__TOC__<br />
</div><br />
[[File:WWN_Wiki_art.jpg|500px]]<br />
</div><br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
===Combat Tracker===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells !! Effort<br />
|-<br />
| Metuta || 7/7 || 0/14 || 0/1 || 0/4<br />
|-<br />
| Giorgios || 6/6 || 0/11 || ||<br />
|-<br />
| Arthan || 6/6 || 0/12 || 0/1 || 0/1<br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || ||<br />
|}<br />
<br />
===Quick Skill Reference===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! Skills<br />
|-<br />
| Metuta || Heal, '''Magic 1''', Ride, Shoot, Survive<br />
|-<br />
| Giorgios || Connect, Craft (smith), Notice, Sneak, Stab, Survive<br />
|-<br />
| Arthan || Administer, Know, Magic, Notice, Pray, Sneak, Stab<br />
|-<br />
| Timbeo Tam || Lead, Notice, Shoot, '''Stab 1'''<br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436509Gateway to the West:Main Page2023-04-20T20:25:23Z<p>Hituro: </p>
<hr />
<div><div style="display:flex;flex-direction:row;justify-content:space-between;width:100%"><br />
<div><br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
__TOC__<br />
</div><br />
[[File:WWN_Wiki_art.jpg|500px]]<br />
</div><br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
===Combat Tracker===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells !! Effort<br />
|-<br />
| Metuta || 7/7 || 0/14 || 0/1 ||<br />
|-<br />
| Giorgios || 6/6 || 0/11 || ||<br />
|-<br />
| Arthan || 6/6 || 0/12 || 0/1 || 0/1<br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || ||<br />
|}<br />
<br />
===Quick Skill Reference===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! Skills<br />
|-<br />
| Metuta || Heal, '''Magic 1''', Ride, Shoot, Survive<br />
|-<br />
| Giorgios || Connect, Craft (smith), Notice, Sneak, Stab, Survive<br />
|-<br />
| Arthan || Administer, Know, Magic, Notice, Pray, Sneak, Stab<br />
|-<br />
| Timbeo Tam || Lead, Notice, Shoot, '''Stab 1'''<br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436508Gateway to the West:Main Page2023-04-20T20:21:54Z<p>Hituro: /* Player Characters */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
===Combat Tracker===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells !! Effort<br />
|-<br />
| Metuta || 7/7 || 0/14 || 0/1 ||<br />
|-<br />
| Giorgios || 6/6 || 0/11 || ||<br />
|-<br />
| Arthan || 6/6 || 0/12 || 0/1 || 0/1<br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || ||<br />
|}<br />
<br />
===Quick Skill Reference===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! Skills<br />
|-<br />
| Metuta || Heal, '''Magic 1''', Ride, Shoot, Survive<br />
|-<br />
| Giorgios || Connect, Craft (smith), Notice, Sneak, Stab, Survive<br />
|-<br />
| Arthan || Administer, Know, Magic, Notice, Pray, Sneak, Stab<br />
|-<br />
| Timbeo Tam || Lead, Notice, Shoot, '''Stab 1'''<br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436507Gateway to the West:Main Page2023-04-20T20:18:13Z<p>Hituro: /* Player Characters */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells !! Effort<br />
|-<br />
| Metuta || 7/7 || 1/14 || 1/1 ||<br />
|-<br />
| Giorgios || 6/6 || 1/11 || ||<br />
|-<br />
| Arthan || 6/6 || 1/12 || 1/1 || 1/1<br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || ||<br />
|}<br />
<br />
===Quick Skill Reference===<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! Skills<br />
|-<br />
| Metuta || Heal, '''Magic 1''', Ride, Shoot, Survive<br />
|-<br />
| Giorgios || Connect, Craft (smith), Notice, Sneak, Stab, Survive<br />
|-<br />
| Arthan || Administer, Know, Magic, Notice, Pray, Sneak, Stab<br />
|-<br />
| Timbeo Tam || Lead, Notice, Shoot, '''Stab 1'''<br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Timbeo_Tam&diff=436506G2W: Timbeo Tam2023-04-20T20:17:23Z<p>Hituro: /* Skills */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
*Name: Timbeo Tam<br />
*Class: Fighter <br />
*Level: 1 <br />
*XP: 0/3<br />
*Age: 31 <br />
*Languages: Common <br />
*Background: Soldier <br />
*Description: A world-weary wanderer, Timbeo Tam has been traveling since he was a teenager, serving in one army after another. Realizing this was no way to get wealthy, he has switched careers to that of an adventurer. <br />
<br />
==Attributes:==<br />
*Strength 16 (+1)<br />
*Dexterity 9<br />
*Constitution 9 <br />
*Intelligence 12<br />
*Wisdom 9<br />
*Charisma 13<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 8/8<br />
* System Strain:<br />
* AC:<br />
* Attacks:<br />
* Saves:<br />
** Evasion:<br />
** Mental:<br />
** Physical:<br />
<br />
===Skills===<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* Heal<br />
* Know<br />
* '''Lead 0'''<br />
* Magic<br />
* '''Notice 0'''<br />
* Perform<br />
* Pray<br />
* Punch<br />
* Ride<br />
* Sail<br />
* '''Shoot 0'''<br />
* Sneak<br />
* '''Stab 1'''<br />
* Survive<br />
* Trade<br />
* Trade<br />
* Work<br />
<br />
===Magic Powers===<br />
<br />
<br />
===Foci===<br />
*Alert 1. Cannot be surprised, nor can opponents use an execution attack against me. +1 to initiative rolls, or roll twice and take best.<br />
*Armsmaster 1. Ready a stowed melee or thrown weapon as an instant action, add stab damage to melee or thrown weapon, or shock.<br />
<br />
===Class Abilities===<br />
*Killing Blow, add Class level, rounded up, to all damage dealt. +1 to all damage dealt.<br />
*Veteran's Luck. Once per scene can turn a missed attack into a hit or a hit into a miss as an instant action.<br />
<br />
==Equipment==<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (16)<br />
**Tinder box and (3) torches<br />
** Bedroll<br />
**<br />
* Money: 15 sp<br />
**</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436467Gateway to the West:Main Page2023-04-19T16:33:07Z<p>Hituro: /* Player Characters */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells<br />
|-<br />
| Metuta || 7/7 || 1/14 || 1/1<br />
|-<br />
| Giorgios || 6/6 || 1/11 ||<br />
|-<br />
| Arthan || 6/6 || 1/12 || <br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || <br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=436466Gateway to the West:Main Page2023-04-19T16:28:27Z<p>Hituro: /* Player Characters */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 1/12 | Effort: 1/1 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 2<13<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
{| class="wikitable"<br />
|-<br />
!Char !! HP !! Strain !! Spells<br />
|-<br />
| Metuta || 3/7 || 0/14 || 1/1<br />
|-<br />
| Giorgios || 2/6 || 0/11 ||<br />
|-<br />
| Arthan || 6/6 || 1/12 || <br />
|-<br />
| Timbeo Tam || 8/8 || 0/9 || <br />
|}<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
* Readied (6/8)<br />
**Pieced Armor (AC 14)<br />
**Large shield (+1 AC)<br />
**Short Sword (1d6+2 damage, Shock 3/AC 15)<br />
**Dagger (1d4+2 damage, Shock 2/AC 15)<br />
**Backpack<br />
<br />
* Stowed (9/16)<br />
**Tinder box and (3) torches (1 enc)<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
**Rations, 1 week (Enc 4)<br />
**Waterskin (Enc 1)<br />
* Money: 15 sp<br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: 30'<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=G2W:_Metuta&diff=435373G2W: Metuta2023-03-30T14:23:10Z<p>Hituro: /* Equipment */</p>
<hr />
<div>- Main Page; [[Gateway to the West:Main_Page]]<br />
<br />
__NOTOC__<br />
<br />
<div style="display:grid;grid-template-columns:1fr 400px"><br />
<div><br />
*Name: '''Metuta'''<br />
*Class: Wizard<br />
*Level: 1 <br />
*XP: 0<br />
*Age: <br />
*Languages: Native, Trade Tongue<br />
*Background: Nomad<br />
*Description: <br />
<br />
<div style="display:grid;grid-template-columns:1fr 1fr 1fr"><br />
<div><br />
==Attributes:==<br />
*Strength 9 (+0) <br />
*Dexterity 14 (+1)<br />
*Constitution 14 (+1) <br />
*Intelligence 16 (+1)<br />
*Wisdom 12 (+1)<br />
*Charisma 11 (+1)<br />
<br />
===Other Stats===<br />
*Movement Rate:<br />
* HP: 7<br />
* System Strain:<br />
* AC:<br />
* BAB: 0<br />
* Attacks:<br />
* Effort: 4<br />
* Saves:<br />
** Evasion: 14<br />
** Mental: 14<br />
** Physical: 14<br />
</div><br />
<br />
<div><br />
<br />
==Skills==<br />
* Administer<br />
* Connect<br />
* Convince<br />
* Craft<br />
* Exert<br />
* '''Heal: 0'''<br />
* Know<br />
* Lead<br />
* '''Magic: 1'''<br />
* Notice<br />
* Perform<br />
* Pray<br />
* Punch<br />
* '''Ride: 0'''<br />
* Sail<br />
* '''Shoot: 0'''<br />
* Sneak<br />
* Stab<br />
* '''Survive: 0'''<br />
* Trade<br />
* Trade<br />
* Work<br />
</div><br />
<br />
<div><br />
<br />
==Equipment==<br />
<onlyinclude><br />
* Readied (5/7):<br />
** Bow +1, Large (1d8, Dex+1, 100/600, 2H R PM, Enc 2) <br />
** Dagger (1d4, shock 1/AC 15, Str/Dex, 30/60, S T PM, Enc 1)<br />
** Arrows 20 (Enc 1)<br />
** Backpack (Enc 1/0)<br />
** Clothes (Enc 1/0)<br />
** Healer's Pouch (Enc 1)<br />
<br />
* Stowed (7/14):<br />
** Cooking utensitls, and 1 week of rations (Enc 5)<br />
** Lantern (Enc 1), Oil (2x Enc 1)<br />
** Waterskin, one gallon (Enc 1)<br />
<br />
* Torga the Riding Armadillo (5/15)<br />
** Tent (Enc 1)<br />
** Fodder (Enc 2)<br />
** Bow, Large (1d8, Dex, 100/600, 2H R PM, Enc 2) <br />
** Bedroll (Enc 1)<br />
<br />
* Treasure:<br />
** 82s<br />
</onlyinclude><br />
</div><br />
</div><br />
</div><br />
[[File:Metuta 1.jpg|400px]]<br />
</div><br />
<br />
===Foci===<br />
<br />
* Gifted Chirurgeon: 1 <br />
** You may attempt to stabilize one Mortally Wounded adjacent person per round as an On Turn action. <br />
** When rolling Heal skill checks, roll 3d6 and drop the lowest die. <br />
** You heal twice as many hit points as usual when applying first aid after a battle<br />
<br />
==Magic Powers==<br />
====Arts====<br />
* Elemental Resilience<br />
* Elemental Sparks<br />
* Elemental Blast (Scene Effort, 50ft magic attack (+3), 1d6+2 damage)<br />
<br />
====Spells====<br />
* 1st<br />
** <span style="color:green">Elemental Favour</span><br />
** Elemental Spy<br />
** <span style="color:green">Cognitive Supersession of the Inferior Orders </span><br />
** <span style="color:green">The Long Amber Moment</span></div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=435372Gateway to the West:Main Page2023-03-30T14:22:14Z<p>Hituro: /* Encumbrance Ape */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 0/12 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 1<14<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
*Movement: 30<br />
<br />
'''Giorgios'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
*Readied Items (3/6):<br />
** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
** Clothes, Common<br />
** Backpack<br />
*Stowed Gear (12/12):<br />
** One man tent (1 enc)<br />
** Blanket (1 enc)<br />
** Bedroll (1 enc)<br />
** Lantern (Enc 1)<br />
** Tinder box (Enc *)<br />
** (2) Flasks of Oil, 1 pint (Enc 1)<br />
** Writing kit & 20 sheets of paper (Enc 1)<br />
** Rations, 1 week (Enc 4)<br />
** Waterskin (Enc 1)<br />
** Healers Pouch (Enc 1)<br />
** Cartographer's Tools<br />
*Treasure:<br />
**42 sp<br />
*Total Stowed:<br />
*Movement: 130'<br />
<br />
'''Timbeo'''<br />
*Readied Items:<br />
*Stowed Gear: <br />
*Treasure: <br />
*Total Stowed:<br />
*Movement:<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hiturohttps://wiki.rpg.net/index.php?title=Gateway_to_the_West:Main_Page&diff=435371Gateway to the West:Main Page2023-03-30T14:20:54Z<p>Hituro: /* Encumbrance Ape */</p>
<hr />
<div>[[File:WWN_Wiki_art.jpg|500px]]<br />
<br />
'''Sulldawga's WWN game'''<br />
<br />
'''Game Thread Links''': [https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300 Recruitment Thread]<br />
<br />
==Player Characters==<br />
<br />
* '''[[G2W: Character Sheet Starter|Character Sheet Starter]]'''<br />
* '''[[G2W: Metuta|Metuta]]''' (Hituro) HP: 7/7 | System Strain 0/14 | AC 11 | Bow to hit d20+2, d8+1 dmg<br />
* '''[[G2W: Giorgios|Giorgios]]''' (Monster Mash) HP: 6/6 | System Strain 0/11 | AC 14 | Short sword to hit d20+1, d6+1 dmg, Shock 2<16<br />
* '''[[G2W: Arthan|Arthan]]''' (Koren n'Rhys) HP: 6/6 | System Strain 0/12 | AC 11 | Staff to hit d20+1, d6+1 dmg, Shock 1<14<br />
* '''[[G2W: Timbeo Tam|Timbeo Tam]]''' (thirdkingdom) HP: 8/8 | System Strain 0/9 | AC 15 | Short sword to hit d20+3, d6+3 dmg, Shock 2<16<br />
<br />
==Encumbrance Ape==<br />
<br />
'''Metuta'''<br />
{{:G2W:_Metuta}}<br />
**Movement: 30<br />
<br />
'''Giorgios'''<br />
**Readied Items:<br />
**Stowed Gear: <br />
**Treasure: <br />
**Total Stowed:<br />
*Movement: <br />
<br />
'''Arthan'''<br />
**Readied Items (3/6):<br />
*** (2) Daggers (1d4 dmg, Shock 1/AC 15, Rng 30/60, Enc 2)<br />
*** Staff (1d6 dmg, Shock 1/AC 13, Enc 1)<br />
*** Clothes, Common<br />
*** Backpack<br />
**Stowed Gear (12/12):<br />
*** One man tent (1 enc)<br />
*** Blanket (1 enc)<br />
*** Bedroll (1 enc)<br />
*** Lantern (Enc 1)<br />
*** Tinder box (Enc *)<br />
*** (2) Flasks of Oil, 1 pint (Enc 1)<br />
*** Writing kit & 20 sheets of paper (Enc 1)<br />
*** Rations, 1 week (Enc 4)<br />
*** Waterskin (Enc 1)<br />
*** Healers Pouch (Enc 1)<br />
*** Cartographer's Tools<br />
**Treasure:<br />
***42 sp<br />
**Total Stowed:<br />
**Movement: 130'<br />
<br />
'''Timbeo'''<br />
**Readied Items:<br />
**Stowed Gear: <br />
**Treasure: <br />
**Total Stowed:<br />
**Movement:<br />
<br />
==Character Generation Guidelines==<br />
*PCs start at 1st level but we'll be using the Fast Levelling option from WWN<br />
*If it's within the WWN rulebook or the Atlas of the Latter Earth, it's fair game<br />
*4d6, drop 1 is allowed if you want to roll your stats; otherwise, use RAW<br />
*Feel free to assign stats to whichever attribute you like<br />
*Max HP at level 1<br />
**Reroll all HP each time you level up; if you roll lower than the previous total, add one HP instead<br />
*Start with the maximum 180 sp<br />
<br />
==Setting==<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24695738 The town of Ket]<br />
<br />
[https://wiki.rpg.net/images/a/a9/Town_of_Ket.png Map of town of Ket]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692112 Languages]<br />
<br />
[https://forum.rpg.net/index.php?threads/closed-recruitment-gateway-to-the-west.907300/post-24692133 Religion]<br />
<br />
==Rumors==<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24717777 Post 30] From Elder Visant - "There are three regions immediately to the west. To the northwest is the Forest of Nen. Directly to the west is a region dominated by the Blackwater Swamp. And the area around the Falkenhorn is called the Hallastor Hills. From the little I have learned, I believe one of the shrines, dedicated to a Chaotic deity, is somewhere in the Hallastor Hills. The soldiers who explored that area have told stories of a region, at least a mile wide, where it never stops raining. Could that be the location? The soldiers did not linger so who can say?"<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24727963 Post 49] From the Temple of Pem - Hundreds of years ago, there was a settlement of elves living in a town called Thilrenthalas, in the foothills of the Falkenhorn. They lived in peace with the more numerous humans of the area but apparently some terrible fate befell them and the settlement was wiped out. The scroll is not clear what evil destroyed the elves. It talks of winged lizards but everyone knows dragons are just a fairy tale meant to scare children and fools. It also mentions something called an Urd, which is apparently a kobold with wings protruding from its back. Of course, kobolds are as real as dragons so who knows what to make of the scroll, but if the elves were wiped out around the time the humans retreated across the Moche, there may still be treasure in the ruins! Arthan notes the ruins are in the hills to the NW of the mountain.<br />
* [https://forum.rpg.net/index.php?threads/gateway-to-the-west-1-crossing-the-moche.907686/post-24728066 Post 51] From Fort-Captain Nisus - "Look here now, son. The woods to the northwest, they've got all sorts of dangerous creatures in there which are preventing my soldiers from expanding the perimeter around Fort Progress. In the south end, I can deal with regular sized snakes but they got these rattlers as big as a horse! Same thing with the spiders. They jump out of holes, grab a man lickity-split, and pull it back in the hole afore anyone can react. And up north, they got these spider-men that weave webs like regular spiders but they're six feet tall! You go up north and clean out them forests, I'll pay you a bounty for every giant snake, giant spider, or... err, spider-man. Just get 'em out of there before they eat every scout in my troop!" '''and''' "Look here now, kid. I like the cut of your jib. Let me line you up with a money making opportunity. You heard of Axe Beaks? Nasty creatures, chop your hand off as soon as look at you. But... hold up now, hear me out. You get one early and train it, it's better than a horse. Close to the same speed but it'll watch your back out there in the badlands. Anyway, you go straight west, past Fort Illumination, my soldiers tell me there's a couple herds of wild ones. Grab some young ones, train 'em up, you'll be riding in style. Just do me a favor when you're out there, see? We found some fields that look like someone's been growing vegetables. These green banana-shaped things, 'cept when you peel 'em, they got some juicy yellow kernels on the inside. Supposed to be good eating. Anyways, if there's someone out there growing food, it's probably bandits or the like, so keep your eyes open. I pay bounties for bandits too."<br />
<br />
==Custom Rules==<br />
*Shelter and Weather<br />
**The gist is, generally speaking, you're going to want tents. Blankets for sure, at least until the summer.<br />
**Penalties here will follow the WWN rules for Starving, Thirsting and Freezing<br />
*Disease and Illness<br />
**The Heal skill will be valuable here<br />
*Food, Gear, and Supplies<br />
**Near the river, I will be handwaving the availability of water but food will be important<br />
**This does not apply in mountain areas, nor swamps unless you want to make lots of disease checks<br />
**The further away from the river you travel, the more likely that water will be a concern<br />
***I will give you some in-game warnings of this<br />
**If you want to hunt or fish for food, we're using the Foraging rules in WWN<br />
*Traveling through a Hex<br />
**Because this is a pointcrawl and not a hexcrawl, there's going to be a little more handwaving from me. I expect that you will be going off in random directions at first, but will soon default to known paths, discovered roads, following rivers and streams, etc<br />
**I am tracking miles traveled but not studiously marking sub-hexes explored or anything like that<br />
**I will allow the WWN rule of "to lightly explore a standard six-mile hex for points of interest takes a full day of scouting" but emphasis on "lightly"<br />
**I will initially provide a hexmap that has hex type (e.g., Plains, Hills) but no more detail.<br />
**I am going to roll for random encounters every six miles traveled (with allowances for extra checks if the party remains in one place for too long)<br />
***My encounter table gives only a 1 in 6 chance of encountering any given "monster", with the other 5 in 6 representing tracks, spoor, etc.<br />
*Upkeep<br />
**Typical "upkeep rules" where you choose a level of comfort and pay that much up front each month.<br />
**Use the amounts from the Services and Living Expenses table on p 34 of the rules.<br />
*Wilderness Travel Gear<br />
**One man tent - 20 sp (1 enc)<br />
**Blanket - 1 sp (1 enc)<br />
**Bedroll - 5 sp (1 enc)<br />
**Wilderness Travel Gear bundle - 40 sp (5 enc)<br />
***one man tent<br />
***bedroll<br />
***blanket<br />
***cooking utensils<br />
***small hammer<br />
***shovel<br />
***waterskin<br />
***tinder box</div>Hituro