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Last Build Date: Sun, 22 Apr 2018 19:11:56 GMT

 



TOR: Thangwen

Fri, 20 Apr 2018 14:41:02 GMT

Vilainn6:


Thangwen, Cyrwil, Lýthril

Culture: Elf of Lórien (pg 46, Adv. Companion)

Standard of Living: Prosperous

Cultural blessing: Folk of the Dusk (pg 55 of TOR RPG)

Background: Voice of the Lord and Lady

Calling: Leader (pg 104, Adv. Companion) Shadow weakness: Lure of Power

Specialties: Swimming, Woodwright, Leadership (pg 104, Adv. Companion)

Distinctive features: Lordly, Fair-spoken


Body: 4 Heart: 4 Wits: 6

Body (favoured): 6 Heart (favoured): 7 Wits (favoured): 7


-Common Skills-

'''Awe: 2''' '''Inspire: 2''' '''Persuade: 2'''

Athletics: 3 Travel: 0 Stealth: 2

Awareness: 2 Insight: 0 Search: 0

Explore: 0 Healing: 1 Hunting: 1

'''Song: 2''' Courtesy: 2 Riddle: 0

Craft: 2 Battle: 1 Lore: 3


-Weapon Skills-

'''Sword: 2'''

Bow: 1

Dagger: 1


Rewards: Elven Brooch (pg 50, Adv. Companion)

Virtues: n/a


-Gear-

Bow damage: 5 edge: 10 injury: 14 enc: 1

Sword damage: 5 edge: 10 injury: 16 enc: 2

Dagger damage: 3 edge: G injury: 12 enc: 0

Leather Shirt: enc: 4 protection: 1d


Endurance: 26 Starting Endurance: 26

Fatigue from Encumbrance: 7 Fatigue from Travel: 0 Total Fatigue: 7

Hope: 12 Starting Hope: 12

Temporary Shadow: 0 Permanent Shadow: 0 Total Shadow: 0

Armour: 1d Headgear: 0

Parry: 6 Shield: 0

Damage: 4 Ranged: 4

Wisdom: 1 Valour: 2



Kasumi

Tue, 17 Apr 2018 12:09:04 GMT

202.153.213.39: [[Eberron Tomb of Annihilation]] ===Portrait=== https://imgur.com/s2wO79n ===Character Sheet=== Female Tiefling 5’8” 150 lbs. Light coloured skin, long white hair, violet cat-like eyes. Long white tail. Monk Neutral Good Level 3 Str 10 (+1) Dex 15 (+2) Con 12 (+1) Int 9 (-1) Wis 13 (+1) Cha 16 (+3) ---- Proficiency Bonus: +2 AC: 13 Passive Perception: 13 Initiative: +2 HP: 21 Movement Speed: 40 Attacks: Unarmed: +4 / 1d4+2 Short Sword: +4 / 1d6+2 Tiefling Traits: Darkvision 60' Hellish Resistance Infernal legacy Languages: Elven, Infernal, Common Background: Far Traveller Skill Proficiencies: Perception, Insight Tools: Dice Background Equipment: travellers clothes, maps, jewelry (10gp), pouch with money (5gp) Personality: Has her own ideas about what is and is not food, and she finds the eating habits of others fascinating, confusing or revolting. Ideals: Inquisitive. Everything is new and strange and she has a thirst to learn about this new world. Bond: Wants to find a place where she feels she belongs and is part of a family. Flaw: She pretends to not understand the language to avoid situations. Monk Class Traits: Skills/Proficiencies: Simple weapons, short swords, Cooks utensils, stealth, athletics Deflect Missiles Ki : 3 points Martial Arts Monastic Tradition: Way of the Four Elements - Elemental Attunement, Fist of Unbroken Air Unarmoured defense Unarmoured movement Equipment: Short sword Travellers clothes Cooking utensils Sketchbook and pencils Formal Aerenal clothing Dice 17gp Jewlery (10gp) ===Background=== ====Appearance==== She is around 5”8, with a fit physical appearance. She has bright violet eyes, that look like a cats, light coloured skin, waist length white hair that’s normally braided and a long white tail, like that of a large cat. In addition she has rather pronounced canine teeth. She tends to wear utilitarian clothing when travelling, including a cloak which helps hide both her tail and her cats eyes from casual view. ====Personality==== Inquisitive by nature, she is always interested in listening to a tale or getting to know a person. But she always keeps careful eye, for fear her nature will attract the wrong sort of attention. She tends to keep her personal history a secret, except in the most general terms. She easily slips into playing a role. Sometimes she plays up her foreign nature, whether that’s language or understanding the cultures outside of Aerenal. Admittedly her knowledge in both areas is not great, but plays that up even more when it suits her. “No-one touches the tail” is a commonly said quote of hers as curious people are always wanting to feel the tail or grab her by grabbing her tail. ====History==== From far away Aeranel, Kasumi never really felt at home, always felt the outsider even in her homeland. Her whole life she’d dreamed of find a place and a family. Her actual family whilst not antagonistic to her, were somewhat ashamed of her and her appearance and so hid her for the most part from the outside world. The exception being members of an order of monks who they trusted, and from whom Kasumi trained and learnt their ways. At 14 she decided to leave this cloistered existence and run away, where she stowed away on a trading mission returning to Khorvaire. Since arriving on Khorvaire she has travelled from town to town, doing work where she can as well as learning more about these strange peoples and their lands. She frequently works in jobs such as cooks and barmaids. She goes by the name Kasumi, though it is not her true name. As keepsakes from her homeland, she has Aerenal cooking implements and a small box filled with sauces and spices from her homeland as well as well as a set of formal clothing and an Aerenal short sword. Recalling tales of Elven slaves fleeing to Aerenal from Xen'Drik she's encouraged her new friend, Kaloza, to come with her to see the sights.[...]



Ylva Myshaandottir

Tue, 17 Apr 2018 03:22:29 GMT

99.189.234.3: Created page with " == Ylva Myshaandottir == Female Half Elf 6'1" 165 lbs. Alabaster skin, White hair, Silver eyes '''Str''' 8 (-1) '''Dex''' 16 (+3) '''Con''' 14 (+2) '''Int''' 10 (0) '''Wis..."



== Ylva Myshaandottir ==


Female Half Elf 6'1" 165 lbs. Alabaster skin, White hair, Silver eyes

'''Str''' 8 (-1) '''Dex''' 16 (+3) '''Con''' 14 (+2) '''Int''' 10 (0) '''Wis''' 12 (+1) '''Cha''' 16 (+3)

Sorcerer / 3 Chaotic Neutral

HP 20 AC 16 (Draconic Resilience)


'''Half Elf Traits:'''

Darkvision 60'

Fey Ancestry (Advantage vs. Charm, cannot be magically put to sleep)

Skill Proficiencies: Sleight of Hand, Survival

Languages: Common, Elvish, Orcish

'''Background:''' Far Traveler

Skill Proficiencies: Insight, Perception

Tools: Dice Game [I]Haukna[/I]

Bonus Language: Giant

Background Equipment

Traveler's Clothing

''Haukna'' set

Poorly wrought maps showing position within the world

Pouch w 5 GP.

'''Personality:'''

I express affection or contempt for others in ways that others are not familiar with.

Ideals: I'm far from home and everything is new.

Bond: I'm fascinated by these new lands.

Flaw: I have a weakness for the exotic beauty of the women of these lands.



'''Sorcerer Class Traits:'''

Saves: Constitution, Charisma

Weapon Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Light Crossbow

Skill Proficiencies: Deception, Persuasion

Equipment: Quarterstaff, Arcane Focus, Explorer's Pack

Spell Casting

4 Cantrips: Frostbite (Target makes Con save. Failure 1d6 Cold and Disadvantage on next attack), Mending, Minor Illusion, Ray of Frost

4 Spells known, 4 1st Level spell slots, 2 2nd Level Spell slots

1st Level Spells Known: Feather Fall, Ice Knife (60' range, 1d10 cold and all within 5' of target Dex save or suffer 2d6 cold), Shield

2nd Level Spells Known: Dragon's Breath

Spellcasting: +5 DC: 13

Sorcerous Origin: A scion of the bloodline of the Silver Dragon Myshaan.
Draconic Resilience

Font of Magic: 3 Sorcery Points

Metamagic: Quickened, Twinned[/SBLOCK]

'''Background''' Ylva was born in the far North. Her family has a tradition of being descended from the Silver Dragon Myshaan. When her Sorcerous powers appeared, it was like a bolt of great fortune for the family. However, there were portents. It was determined that, for whatever reasons, Ylva would need to travel far - she could not return home until some yet unforeseen time.

Since then, she has been traveling. Whenever she's in a large enough city, she finds a seer or priestess who has some connection to Myshaan or Her allies, and asks them for the next place to go. She's come to a town called Greenist, with no more knowledge than she must be there.



RPGNet Favourite Anime

Tue, 17 Apr 2018 02:18:46 GMT

Quasar: /* Results */


==Introduction==

The RPGnet anime community has since 2013 held an annual in forum vote to determine what the favourite anime amongst the community was as well as to encourage people to try out new anime that might not have before.

This page will collect the results of each vote in the form of a top 10 list as well as links to both the shows on popular streaming services as well as the voting thread for each year to show what other shows were favourites amongst the community.

==Voting Results==

===2013===
#Psycho-Pass
#Eccentric Family
#Kill la Kill
#Log Horizon
#The Devil is a Part-Timer
#Chihayafuru 2
#From the New World
#Gatchaman Crowds
#Girls und Panzer
#Puella Magi Madoka Madoka Movie #3 - Rebellion

[https://forum.rpg.net/showthread.php?711658-Anime-The-2013-RPG-net-Anime-Best-Of-Vote Forum Thread]

===2014===
#Monthly Girls' Nozaki-kun
#Log Horizon
#Chaika - The Coffin Princess
#Kill la Kill
#Barakamon
#The World is Still Beautiful
#Mushishi
#Shirobako
#Fate/Stay Night: Unlimited Blade Works
#No Game, No Life

[https://forum.rpg.net/showthread.php?743694-Anime-The-2014-RPG-net-Best-Anime-Vote Forum Thread]

===2015===
#One Punch Man
#Sound! Euphonium
#Shirobako
#Yamada-kun and the 7 Witches
#Monster Musume
#Yona of the Dawn
#School-Live!
#Gatchaman Crowds Insight
#Wish Upon the Pleiades
#Death Parade

[https://forum.rpg.net/showthread.php?772032-Anime-The-2015-RPG-net-Best-Anime-Vote Forum Thread]

===2016===
#Shouwa Rakugo Genroku Shinjou
#Flying Witch
#Flip Flappers
#Re:Zero
#Sweetness and Lightning
#Grimgar of Fantasy and Ash
#Erased
#Jojo's Bizarre Adventure: Diamond is Unbreakable
#Sound! Euphonium! Season 2
#Yuri on Ice

[https://forum.rpg.net/showthread.php?795189-Anime-The-2016-RPG-net-Best-Anime-Vote Forum Thread]

===2017===
#Little Witch Academia (Series)
#Made in Abyss
#Princess Principal
#Land of the Lustrous
#Ancient Magus Bride (series)
#Recovery of an MMO Junkie
#Kemono Friends
#My Hero Academia Season 2
#Konosuba Season 2
#Shouwa Genroku Rakugo Shinjuu Season 2

[https://forum.rpg.net/showthread.php?821117-Anime-The-2017-RPG-net-Best-Anime-Vote Forum Thread]

===2018===



Play By Post Games

Tue, 17 Apr 2018 01:09:47 GMT

202.153.213.39:


==Introduction==

The RPGnet forums host a whole host of Play By Post games and this page collects wiki pages created by those groups in the course of their games. Pages include things such as player notes, maps and other campaign resources, character sheets and other odds and ends as well as links to the game threads in the forums.


==Games==

#Dungeons & Dragons 5th Edition
##[[Eberron Tomb of Annihilation]]

#The One Ring
##[[Alex Darkening of Mirkwood]]



Carrier Group:Zombies

Mon, 16 Apr 2018 07:40:43 GMT

Potted Plant: Created page with "Tidbits of information related to the zombies. ===The Virus=== Zombie virus infection causes a fever that lasts for a few days and then appears to go away. But during the fe..."


Tidbits of information related to the zombies.

===The Virus===

Zombie virus infection causes a fever that lasts for a few days and then appears to go away. But during the fever stage it infects the nervous system and then goes dormant. And upon the death of the host, at the moment when brain death occurs, the virus reactivates. Reactivating the central nervous system and taking control of it. Thus reanimating the dead person.

At this stage, every survivor can be assumed to have been exposed to the virus.

The reanimated have the barest minimum of metabolic activity and no higher brain functions. They exist to further spread the virus and to increase the number of reanimated. By attacking the living and the healthy. Zombie bite causes a particularly virulent infection that is dangerous even with hospital care, and likely to be fatal without it. Zombies attempt to savage their victims to death and even eat parts of them, for the zombies still have a minimal, although terribly slow metabolism and still need energy to remain mobile, generally entering periods of immobile dormancy when fresh targets are not available. But they never completely eat their victims, leaving enough for the freshly dead to reanimate.

Their minimal metabolism makes zombies sluggish in movement, except for a brief period shortly following the reanimation. However, it also makes them very difficult to put down. Tissue damage, even to otherwise vital organs, only hinders them. Only their infected neural system is truly vulnerable. Especially the brain. If the brain is damaged, the virus loses control over the reanimated body.

===Zombie Fighting 101===

Headshots are naturally the most efficient way to put down zombies. Crippling the limbs can also make them less of a threat. Zombies may just about ignore tissue damage, but even they cannot keep walking with broken legs.

There is a reason why guns may not always be the optimal choice against zombies. Zombies do not see quite as well as they did when alive, but they react to noises. And gunfire can carry quite a distance. Shooting zombies may not be a problem if you are in an isolated location or have a silenced firearm, but otherwise gunning down a few zombies will cause every other zombie within hearing distance to begin shambling over to see what is for dinner. This may not be a problem either if you are just planning to get in, grab something and get out, but otherwise it can create a no win situation where new zombies keep appearing just as soon as you gun down the previous ones.

Therefore, melee weapons are not just back up weapons in case the ammo runs out. Sure, you risk getting bitten if you enter into melee, but most zombies are slow and lack genuine fighting skill. So if there is not an overwhelming number of them, a fit and skilled person can whack down a number of zombies without causing loud noise that would draw in more. This is also why bows and crossbows are coming back in fashion. They are silent, and as an added bonus, it may be possible to recover used ammunition



Port Nyanzaru Notes

Mon, 16 Apr 2018 06:18:14 GMT

Quasar: Created page with "Eberron Tomb of Annihilation ==Entertainment== Recommended drinking hole - '''''The Thundering Lizard''''', n.b. the bar fights are serious Recommended drinking hole -..."


[[Eberron Tomb of Annihilation]]


==Entertainment==
Recommended drinking hole - '''''The Thundering Lizard''''', n.b. the bar fights are serious

Recommended drinking hole - '''''The Drunken Lizard'''''

Recommended violent paid entertainment - The '''arena''', man vs velociraptors


Recommended nominally non-violent entertainment - '''Dinosaur Racing!'''
There is a grand race (how often?), with the city's finest beasts. '''Big Honker''' is the favorite to win, again, but Zindar's money is on '''Ubtao's Favorite'''. They'll do a circuit around the city; first to the finish line, wins. Too bad they banned weapons during the races a few decades ago. Those were the days, back when the contest had a more martial bent. Zindar participated as a young man, he and his triceratops, '''Black Scale''', won a dozen races before they retired.

==People of Interest==
'''Aramag''' - Port Nyanzaru's extortion / toll-collector / guardian - dragon turtle, blind in one eye

'''Harbor Master: Zindar''', gold half-dragon, interested in tales of Aramag


The merchant princes hold audience at '''Goldenthrone''', the seat of government in the '''Merchant's Ward'''.

Merchant prince '''Wakanga O'tamu'''. He is the most prominent purveyor in magic and lore. He deals in knowledge and potions, for the most part. He has connections with every spellcaster, librarian, and artificer in the city. Also would be interested in hearing about Aramag.

Merchant prince '''Jobal''' has exclusive rights to guides in Port Nyanzaru. If you want a guide, or want to be a guide, that business goes through him.
Jobal was a wilderness guide in his youth, before he returned from an expedition with the rest of his group lost in the jungles. He struck rich with that he brought back from that journey, and has served as one of the merchant princes for decades now. Not Zindar's favourite guy.

'''Grandfather Zitembe''' at the '''Temple of Savras''' is the oldest priest of the Chultan gods in the city.

==Trading==
'''House Tharashk''' has an outpost in the city and does a fair bit of trading in dragonshards

Merchant Prince '''Zhanthi''' has dominion over the gem trade in Port Nyanzaru

There is a (''central? lone?'') marketplace



Travel Notes

Mon, 16 Apr 2018 06:17:28 GMT

Quasar: Created page with "Eberron Tomb of Annihilation Our boat - '''''Storm's Retribution''''' Our captain - '''Keven d'Lyrandar''' (amkes the trip twice per year, imports fabrics to be dyed H..."


[[Eberron Tomb of Annihilation]]


Our boat - '''''Storm's Retribution'''''

Our captain - '''Keven d'Lyrandar''' (amkes the trip twice per year, imports fabrics to be dyed

Hobgoblin kid that owes us a favour - '''Varuuc'''

'''Aramag''' - excessive bouncer for Port Nyanzeru



Carrier Group:RearingsAndPursuits

Mon, 16 Apr 2018 05:54:55 GMT

Potted Plant:


In character creation, Rearings and Pursuit need a bit of name-tweaking to make better sense in a near-future zombie setting. In general, pick ones that seem to provide the kind of stats that fit the character concept. We can then make the choice fit the background, rather than the other way round. Here are some suggestions of what the various choices might mean in the setting. The choices and meanings are naturally not limited to my suggestions. These are just examples.

Rearings:
* Bartertowner = big city background
* Feral = survivalist community
* Nomad = traveled a lot
* Remnant = well educated
* Steader = small town background
* Tribal = rural background
* Trog = gang background

Pursuits:
* Airman = pilot or aviation enthusiast.
* Beastmaster = someone experienced in working with animals, like a vet or farmer.
* Brave = ex military
* Bounty hunter = law enforcement
* Greaser = mechanic, technician, electrician, or similar
* Hauler = trucker or bus driver
* Healer = medical professional
* Lore Keeper = university-level education
* Outrider = biker
* Raider = former violent criminal
* Road warrior = professional driver / military vehicle crew / highway patrol
* Sentinel = professional security
* Scavenger = construction worker / rescue worker
* Shaman = new age enthusiast / folk healer / mystic
* Skulk = former non-violent criminal
* Wastelander = survivalist / hunter



Carrier Group:HowItBegins

Mon, 16 Apr 2018 05:51:51 GMT

Potted Plant: Created page with "US-Mexican border. San Ysidro border crossing. Southern San Diego. Five large vehicles were approaching the crossing from the Mexican side of the border. Four armored personn..." US-Mexican border. San Ysidro border crossing. Southern San Diego. Five large vehicles were approaching the crossing from the Mexican side of the border. Four armored personnel carriers with UN symbols were escorting a heavy military truck carrying what appeared to be a heavily armored octagonal container on the truck bed. The convoy stopped within sight of the crossing. Captain Alvarez, sitting on the passenger seat of the truck, activated the intercom saying: “Dr. Weimann, we have arrived at the crossing. It looks quiet.” “Very well,” A voice answered with a thick German accent. “I will meet you outside.” As Captain Alvarez stepped out of the cabin, a bald, elderly man in a bright white level C hazmat suit stepped out of the container. Captain turned to look at the crossing as the older man joined him. “It seems clear,” Captain Alvarez said. “It is ghastly, really. This was the world’s busiest land border crossing. I thought we would have difficulty getting through. I recall passing this way myself a couple of times before the outbreak, and every lane was completely packed. But now,” the captain spread his arms. “Some stalled cars on the outer lanes, but all the inner lanes are completely empty.” “It makes sense,” Dr. Weimann commented. “They would have made an effort to keep the crossing open as long as people were going through. And then – I suppose people just stopped coming.” “That is what makes it so ghastly,” Captain Alvarez said. “No enterprising individual has even attempted to put up any kind of toll arrangement after the crossing was abandoned. Not enough traffic for even that. The busiest crossing in the world…” “Hope is not yet lost,” Dr. Weimann said. “And this will at least make our crossing easier. What is our supply status?” “We are on our last rations and our fuel situation is not much better. These vehicles drink up a lot, especially the truck. They got us from Mexico City to here safely, but once we reach San Diego, we need to look for additional supplies. And perhaps a more economical mode of transport.” “I do not like the idea of abandoning the medical unit,” Dr. Weimann said. “We still have a lot of ground to cover.” “We need to cover that ground somehow. It is highly improbable that we can find enough fuel to transport the unit all the way. We are on the wrong coast from our destination.” “I know.” Dr. Weimann shook his head. “Maybe we should have followed the eastern coast of Mexico after all.” “We talked about this,” Captain Alvarez said. “That would have meant going through Texas, and that would have been too high of a risk. The latest information says that there are heavily armed gangs prowling on both sides of the border. Our convoy would have looked like a tempting target, and I do not have that many peacekeepers left.” “This way is longer but safer. Yes, I remember what we talked.” Dr. Weimann sighed. “But now I am having doubts whether we made the right choice.” “No use second guessing now,” Captain Alvarez said “Look, I understand that you wish to hang on to the unit for as long as possible. Let’s get to San Diego, see what kind of supplies we might find there, and wait until then to decide whether we can afford to keep the vehicles.” Dr. Weimann nodded, the men got back inside the vehicle, and the convoy started moving again, driving through the crossing. Normally, trucks cannot use San Ysidro, but the military truck was designed to have a low profile even with the cargo, and fit through easily. And there [...]



Carrier Group:Background

Mon, 16 Apr 2018 05:50:32 GMT

Potted Plant: Created page with "It is not known how it started. What is known is that it started in United States. There were as many theories about the cause as there were people telling them. Mutated versi..." It is not known how it started. What is known is that it started in United States. There were as many theories about the cause as there were people telling them. Mutated version of bird of swine flu. Biological warfare by a hostile nation – and rare were the nations that someone did not name as the guilty one. A domestic bioweapon that was accidentally released. An alien virus, brought by a meteorite, escaped from Area 51, or released by the aliens as the first step in terraforming. Not a real virus at all but advanced nanotechnology. The only thing known for sure is how it worked. Initially it looked like just another flu epidemic. Fewer and infection that lasted for a few days and then went away. Initially, it did not raise an alarm. So it had time to spread. The true threat only became apparent later. The virus did not go away with the fever. During the fever stage it infected the nervous system and then went dormant. But upon the death of the host, at the moment when brain death occurred, it reactivated. Reactivating the central nervous system and taking control of it. Thus reanimating the dead person. The reanimated had the barest minimum of metabolic activity and no higher brain functions. It did not take long for them to be called zombies. Their only purpose was to further spread the virus and to increase the number of reanimated. By attacking the living and the healthy. Human bite is prone to cause infections even at best of times, zombie bite proved to cause particularly virulent ones. Few people survived it, especially when the pandemic got worse and access to antibiotics and proper medical care got haphazard. And if they could, zombies attempted to savage their victims to death. Even eating parts of them, for they still had a minimal, although terribly slow metabolism and still needed energy to remain mobile, generally entering periods of immobile dormancy when fresh targets were not available. But they never completely ate their victims, leaving enough for the freshly dead to reanimate. Their minimal metabolism made zombies sluggish in movement, except for a brief period shortly following the reanimation. However, it also made them very difficult to put down. Tissue damage, even to otherwise vital organs, only hindered them. Only their infected neural system was truly vulnerable. Especially the brain. If the brain was damaged, the virus lost control over the reanimated body. Individually, they were outmatched by the more agile living people, and if it had been just zombie bite that created new ones, the pandemic may have been won. But that was not the case. Anyone who had gone through what then became called the zombie fever had the virus in their nervous system, and upon their deaths for any reason, they would reanimate. By the time the link between the earlier flu outbreak and the terrifying reanimations was recognized, the pandemic was worldwide. As outbreaks happened in densely populated cities, they soon started to get out of control until the hordes of zombies overwhelmed the living. And then the horror spread to the rural areas as the zombies started to wander from the fallen cities in search of fresh prey. As civilization started to collapse, panic, looting and starvation added to the catastrophe. Hostile groups of survivors could be more dangerous to each other than zombies. It is now four years after the outbreak. Civilization has fallen. Isolated outposts and wandering groups of survivors exist, but their numbers continue to dwindle. Animals still survive. In addition to humans, apes turned out to be v[...]



Carrier Group:PlayerCharacters

Mon, 16 Apr 2018 05:49:32 GMT

Potted Plant: =Carrier Group= All the player characters created for the Carrier Group Campaign. ==Ronald Depmsey (Dude_Normal)== [[File:585ce803220fab400017260aace87123.jpg|options|thumb|300px|]] ===Background=== Ronald isn't a good man. He wasn't one before the apocalypse started and nothing's happened since the fall of society to change that fact. Born the eldest of three children to a single mother, Ronnie had to grow up quickly to provide for his mother and siblings. At the age of eight, he'd taken up begging in the slums that he resided in and at the age of thirteen he'd take up courier jobs across town for shady individuals Growing up he'd do his best to provide for his penniless family. He'd work long hours on the dockyard of his town, carrying crates to and fro but it wasn't enough. He learned from a work acquaintance of an illegal fist fighting ring run in the dock warehouses at night so he'd decided to join for an extra buck. Ronnie won his first fight then his second and by the end of the night he'd won enough money to comfortably provide for his family as well as becoming the new rookie favorite. Time went by and things were looking up for Ronnie until the apocalypse happened. Ronnie planned to privately sail away to someplace safe with his family with the help of a friend however in the docks he got separated holding off a pack of zombies. Over the last four years, Ronnie's been wandering around the country looking for any sign of his family to little avail mostly because he keeps getting sidetracked and he doesn't know how to drive. ===Stats=== ---- {| | width="10%" valign="top" | {| class="wikitable" |+Skills |- |'''Athletics''' |'''''4''''' |- |'''Boat''' |'''''-''''' |- |'''Brawl''' |'''''3''''' |- |'''Criminal''' |'''''-''''' |- |'''Drive''' |'''''-''''' |- |'''Heal''' |'''''1''''' |- |'''Intimidate''' |'''''3''''' |- |'''Lore''' |'''''-''''' |- |'''Melee''' |'''''4''''' |- |'''Notice''' |'''''4''''' |- |'''Persuade''' |'''''1''''' |- |'''Pilot''' |'''''-''''' |- |'''Ride''' |'''''1''''' |- |'''Scavenge''' |'''''-''''' |- |'''Shoot''' |'''''3''''' |- |'''Sleight''' |'''''-''''' |- |'''Stealth''' |'''''3''''' |- |'''Survive''' |'''''-''''' |- |'''Tech''' |'''''-''''' |- |'''Zoofinity''' |'''''-''''' |- |} | width="10%" valign="top" | {| class="wikitable" |+Attributes |- |'''Rearing''' |'''''Trog''''' |- |'''Pursuit''' |'''''Pit Fighter''''' |- |'''Muscle''' |'''''4''''' |- |'''Understanding''' |'''''1''''' |- |'''Tenacity''' |'''''3''''' |- |'''Appeal''' |'''''1''''' |- |'''Nimbleness''' |'''''3''''' |- |'''Toughness''' |'''''4''''' |- |'''Senses''' |'''''2''''' |- |} {| class="wikitable" |+Inventory |- |'''Belt Lantern''' |'''''1x''''' |- |'''Bladed Gauntlet [Claw/Spur]''' |'''''2x''''' |- |'''Tomahawk Bandolier [Light Axes] (10/10)''' |'''''1x''''' |- |'''Javeline Bag [Short Spears] (8/8)''' |'''''1x''''' |- |'''Hidden Knives''' |'''''4x''''' |- |'''Shield''' |'''''1x''''' |- |'''Light Armour''' |'''''1x''''' |- |'''Duffel Bag''' |'''''1x''''' |- |'''Winter Gear''' |'''''1x''''' |} | width="10%" valign="top" | {| class="wikitable" |+Health |- |'''Health''' |'''''22''''' |- |'''Fortune''' |'''''5''''' |- |'''Armor''' |'''''2''''' |} |} ==Hajjah Fatima Jimenez (Insertname)== ===Background=== "Where are you from?" Islamabad (Bartertown). Fatima moved to California upon her marriage to Muhammad Omer, who at the time was living in Silicon Valley as a quite successful computer programmer. The marriage was arranged by their very traditional parents. Fatima thought of herself as traditional, but it's hard to cling to old values in the midst of California. The worst part of it all was th[...]



Carrier Group: Main Page

Mon, 16 Apr 2018 05:47:00 GMT

Potted Plant:


[[Category:Atomic Highway]]
This is a wiki for Carrier Group, an Atomic Highway play by post campaign about a road trip across zombie USA and Canada.

A bunch of ordinary, if exceptional, survivors by happenstance end up with either the salvation of humanity or its final doom landing on their laps. A counter virus capable of killing the zombie virus, dangerous in its current strain but coming with information about a still populated facility in Canada where it could be turned into a safe form and mass produced. But safely carrying the counter virus to the destination would take a trip from the Mexican border all the way to the wilds of Northern Canada.

The initial Z-virus outbreak happened only four years ago. The modern day landscape and features are still there, although changed and overrun by zombies.

[https://forum.rpg.net/showthread.php?826999-Development-Recruitment-Atomic-Highway-Carrier-Group-–-a-road-trip-across-zombie-USA-and-Canada&p=21823722#post21823722 '''Development Thread'''] This is where the character creation & background info is.

[https://goo.gl/qZz6pj '''Theme music'''] This is the theme music for the campaign.

===Player Characters===
[[Carrier_Group:PlayerCharacters|Descriptions, Backgrounds and Character Sheets of PCs ]]


===Game System Related===
[[Carrier_Group:RearingsAndPursuits|How the Rearings and Pursuits of the system fit into the setting ]]

===Background Concepts and Fluffs===
* [[Carrier_Group:Background|Background Info: The Outbreak]]
* [[Carrier_Group:HowItBegins|Background Info: How It Begins]]
* [[Carrier_Group:Zombies|Background Info: The Zombies]]



Eberron - Tomb of Annihilation - Port Nyanzaru Notes

Mon, 16 Apr 2018 05:38:18 GMT

Quasar: /* People of Interest */


[[Eberron Tomb of Annihilation]]


==Entertainment==
Recommended drinking hole - '''''The Thundering Lizard''''', n.b. the bar fights are serious

Recommended drinking hole - '''''The Drunken Lizard'''''

Recommended violent paid entertainment - The '''arena''', man vs velociraptors


Recommended nominally non-violent entertainment - '''Dinosaur Racing!'''
There is a grand race (how often?), with the city's finest beasts. '''Big Honker''' is the favorite to win, again, but Zindar's money is on '''Ubtao's Favorite'''. They'll do a circuit around the city; first to the finish line, wins. Too bad they banned weapons during the races a few decades ago. Those were the days, back when the contest had a more martial bent. Zindar participated as a young man, he and his triceratops, '''Black Scale''', won a dozen races before they retired.

==People of Interest==
'''Aramag''' - Port Nyanzaru's extortion / toll-collector / guardian - dragon turtle, blind in one eye

'''Harbor Master: Zindar''', gold half-dragon, interested in tales of Aramag


The merchant princes hold audience at '''Goldenthrone''', the seat of government in the '''Merchant's Ward'''.

Merchant prince '''Wakanga O'tamu'''. He is the most prominent purveyor in magic and lore. He deals in knowledge and potions, for the most part. He has connections with every spellcaster, librarian, and artificer in the city. Also would be interested in hearing about Aramag.

Merchant prince '''Jobal''' has exclusive rights to guides in Port Nyanzaru. If you want a guide, or want to be a guide, that business goes through him.
Jobal was a wilderness guide in his youth, before he returned from an expedition with the rest of his group lost in the jungles. He struck rich with that he brought back from that journey, and has served as one of the merchant princes for decades now. Not Zindar's favourite guy.

'''Grandfather Zitembe''' at the '''Temple of Savras''' is the oldest priest of the Chultan gods in the city.

==Trading==
'''House Tharashk''' has an outpost in the city and does a fair bit of trading in dragonshards

Merchant Prince '''Zhanthi''' has dominion over the gem trade in Port Nyanzaru

There is a (''central? lone?'') marketplace



Eberron - Tomb of Annihilation - Travel Notes

Mon, 16 Apr 2018 05:35:56 GMT

Quasar:


[[Eberron Tomb of Annihilation]]


Our boat - '''''Storm's Retribution'''''

Our captain - '''Keven d'Lyrandar''' (amkes the trip twice per year, imports fabrics to be dyed

Hobgoblin kid that owes us a favour - '''Varuuc'''

'''Aramag''' - excessive bouncer for Port Nyanzeru



Eberron Tomb of Annihilation

Mon, 16 Apr 2018 05:23:51 GMT

202.153.213.39:


Page for the ''Play by Post'' RPG 'Tomb of Annihilation' run by [https://forum.rpg.net/member.php?170492-CrimsonCarcharodon CrimsonCarcharodon] which was started in ''2018''..

[https://forum.rpg.net/showthread.php?825489-Eberron-Tomb-of-Annihilation OOC Thread]

[https://forum.rpg.net/showthread.php?825500-Eberron-Tomb-of-Annihilation IC Thread]


==Characters==

[[Anastrianna Amakiir]]

[[Kaloza]]

[[Kasumi]]

[[Koldo]]

[[Mars ir’Jormiri]]

[[Pardimon Kenn]]

[[Ylva Myshaandottir]]

==Campaign Notes==

[[Travel Notes]]

[[Port Nyanzaru Notes]]

[[Party Loot]]

==Links==

[http://orokos.com/roll/ Orokos Dice Roller]

[http://forgottenrealms.wikia.com/wiki/Port_Nyanzaru Port Nyanzaru Entry in Realms Wiki]


[[Category:Dungeons & Dragons 5th Edition]]
[[Category:Eberron]]
[[category:PBP]]



Lensman (Nerik's WIR)

Sun, 15 Apr 2018 14:23:25 GMT

Nerik the Red: Formatting [[Category:Sci-Fi]] == Characters == === Lensman === Clifford Maitland — Mauler Captain Flewelling Fritz von Hohendorff — Commondant of Cadets Gerrond — Commander of Radelix base Haynes — Port Admiral of Prime Base Kimball Kinnison — Grey Lensman Lageston of Mercator V — Stationed on Trenco (deceased) Murphy Raoul LaForge Snowden Tilotsen Tregonsee of Rigel IV — Commander of Trenco Base Voelker Widel Holmberg Worsel the Velantian === ''Brittania'' Crew === (included for historical reasons, the surviving members of the ''Brittania'''s crew have been re-assigned.) Allerdyce — Quartermaster Chatway Dalhousie Henry Henderson — Pilot Jenkins LaVerne Thorndyke — Technician Nelson — Communications Smith Thompson Uhlenhuth — Technician VanBuskirk — Valerian Lieutenant === Allies === 'Spike' the flat — Trenconian === Prime Base Personnel === Clarissa MacDougall — Chief Nurse and expert in inertialess rescues Hotchkiss — communications expert Lacy — Surgeon-Marshal and skeleton enthusiast Schermerhorn — 3rd.-best Patrol pilot Watson — 2nd.-best Patrol pilot === Arisians === Mentor — Kinnison's tutor === Boskonians === 'Ackbar' (real name not known) — New Yorker Boskonian Captain Eichlan — Helmuth's enigmatic and indescribable superior Gilversleeve — Valerian pirate captain Helmuth — Speaker for Boskone (now dead) Krimsky — Vice-Commander of Boyssia II base Sansteed — Boskone department head (presumed dead) Vogenar — Wheelman in Aldebaran I base (very likely dead) Wolmark — high ranking Boskonian (presumed dead) === Other Characters === Blakeslee — former Chief Communications officer in Boyssia II base Crandall 'Bertie' — New Yorker former Boskonian Pilot ''Gladys Forester — Millionairess and Buisinesswoman''. Matthews — Merchant Prince == Setting Information == === Makes of Automobile === ''Crownover sedan — Large and slow'' ''DeKhotinsky sporter — fast car, top speed 140 mph.'' === Space Travel === ''Cruising Speed: 60 parsecs/hour'' ''Full Blast: 90 parsecs/hour'' === Planets === Aldebaran II — Earth colony world Arisia — cloistered homeworld of the mysterious Arisians Boyssia II — location of hidden New-Yorker Boskonian base ''Corvina — Origin of Klono cult'' Delgon — homeworld of the Overlords Radelix — Civilisation member world, inhabitants are highly intelligent Tellus — alternative name for Sol III, Earth Trenco — only known source of the drug Thionite Valeria — heavy gravity dutch colony world Velantia — homeworld of the Velantians === Star Systems === Lundmark's Nebula — possible origin of Boskone Star Cluster AC 257-4736 — location of Helmuth's Grand Base == Glossery of Terms == Bergenholm — Inertia neutraliser Blasted off — lost your/their temper Boskone — space pirate outfit - galactic in scope Free — under inertialess drive Give someone the needle — play a prank/make a fool of Inert — not under inertialess drive Jets/Jets to swing that — Influence/capability to do something Lens, to Lens — use a Lens to send a telepathic communication to someone. Lensing — using a Lens to read someone's mind Klono — spaceman's deity (usually used for expletives) Mauler — slow, heavily armed mobile fortress Net — Device for allowing the safe(-ish) equalisation of intrinsic velocities. Noshabkeming — Valerian deity QX — OK Sense of Perception — non-visual, volumetric sense Seven Sector Callout — [I]really[/I] good looking. Thionite — illegal narcotic, effective on a[...]



Intelligence Estimate pg 2

Sat, 14 Apr 2018 15:11:48 GMT

Carwyn:


[[File:Secret 2.jpeg]]



Intelligence Estimate pg 1

Sat, 14 Apr 2018 15:00:43 GMT

Carwyn:


[[File:Intel Pg 1.jpeg]]



Sanguine Nepaul

Fri, 13 Apr 2018 16:28:16 GMT

Bandos:


Sanguine Nepaul
*'''A7B7B6'''
*'''Age:''' 38
*'''Homeworld'''

Astrogation 1, Drive 0, Electronics 0, Engine (Sensors) 1, Flyer 0, Gun cbt (Slug) 3, Mechanic 1, Medic 1, Pilot 0, Recon 0, Stealth 1, Survival 0, Vacc Suit 1.

*Scout Rank 1

'''Portfolio.'''
*Pension 10,000Cr
*Debt
*Cash on hand 69,000Cr
*Monthly ship payment
*Living Cost

'''Armour'''
*Cloth, - , +8, 5Kg

'''Weapons'''
Advanced Combat Rifle, TL10, 450m, 3Kg, 40 mag, Auto 3 Scope.

'''Augments'''

'''Equipment'''
*Advanced combat rifle 3Kg
*Cloth Armour 5Kg
*Mobile Comm TL10 0.1Kg



The Reach Adventure PCs

Fri, 13 Apr 2018 14:56:42 GMT

Bandos:



[[Vanz Ananzi]]

[[Sanguine Nepaul]]

[[Chairiste Cruitaire]]

[[Kweela of Clan Ironclaw]]

[[Tayyebeh Atef]]

[[Shardy Walker]]



The Reach Adventure

Thu, 12 Apr 2018 19:06:21 GMT

Bandos:


'''The Trojan Reach'''
The Trojan Reach lies between the territory of the predominantly human Third Imperium and Aslan Hierate. To the Imperials it is officially designated Trojan Reach Sector, but locals tend to call their area of space The Trojan Reach or just ‘The Reach’.

The Reach was once dominated by the Sindalian Empire, which collapsed long ago leaving remnants on many worlds. Today, the Reach can be a hazardous place, with conflicts between worlds and minor factions as well as the great powers. This fragmented nature also makes it a place of great opportunity where bold and resourceful people can make a fortune or alter the course of history.

The Aslan view the Reach as a perfect opportunity for expansion and annexation of new territory, while the Imperials take a different view. Imperial-based firms operate throughout the Reach, and in some cases have become very influential. However, the Imperium itself does not have designs on the Reach – it has enough territory and enough problems without trying to pacify a region of barbarian kingdoms and pirate havens. However, the Imperium does not want the Aslan to dominate the Reach either, preferring to retain it as a buffer zone against the Hierate’s expansion.

Thus Aslan involvement in the Reach tends to be rather direct, in the form of landgrabs by small bands of adventurers and raids on targets that might yield a respectable amount of plunder after a glorious fight. Imperial involvement is more subtle, in the form of trade missions, assistance to local groups opposed to the Aslan expansion and the activities of trade corporations which often have their own agenda.

All of this cross-cutting politics can make the Reach a complex and dangerous environment, and in addition there are bands of pirates, upstart worlds trying to create a pocket empire, and of course a few local powers important enough that even the mighty Third Imperium has to take note of them.

[http://forum.rpg.net/showthread.php?826879-Mongoose-Traveller-2nd-Edition-The-Reach-Adventure IC Thread]

[http://forum.rpg.net/showthread.php?825467-Mongoose-Traveller-2nd-Edition-The-Reach-Adventure OOC Thread]

[[The Reach Adventure PCs]]

[[The Reach Adventure NPCs]]

[[The Reach Adventure Maps and Handouts]]



March Travel

Fri, 06 Apr 2018 03:57:45 GMT

108.245.56.226:


* Karl & Fitz out front, not leading horses

* Mitchell, Levchenko following them, leading horses (SAW/GL, RTO/medic)

* Ferris, Groves, also leading horses

* Ghent, Valenkov bringing up rear, not leading horses.


This is for 8 people and 16 horses. We can be at 20 if the 2 in the rear are leading horses, too. It depends on how we feel about having two undistracted folks to the rear vs. more fodder. I'd also like to suggest that our point-riders dismount when they approach a slope, so they can be less conspicuous when looking over the crest.



Shadowtugs

Fri, 06 Apr 2018 00:58:33 GMT

Tolknor:


'''Shadowtugs.

A function of shadow walking where the walker feels a slight pull along paths established by any of a wide ranger of manners. The stronger the path, the stronger the shadowtug.

Trails such as the sea lanes and land routes in to Amber, set down by the royal family, have extremely strong shadowtugs. Broken Pattern paths less strong but still easy to follow.



Vonnilia

Thu, 05 Apr 2018 23:23:58 GMT

Tolknor: Created page with "Vonnilia was a simple leprechaun girl once upon a time. Then she was taken by Yog-Sothoth and forced to bear children. She has not been well since. She is often called She..."


Vonnilia was a simple leprechaun girl once upon a time. Then she was taken by Yog-Sothoth and forced to bear children. She has not been well since.

She is often called She who Slept with Monsters. In some places she is worshiped as a diety



Alexandir Kos Korag III

Thu, 05 Apr 2018 23:16:16 GMT

Tolknor: Created page with "King of Tosa"


King of Tosa



The War Tusk

Wed, 04 Apr 2018 16:29:32 GMT

159.121.204.129: Created page with "Once the mount of a Made God named Jordungond, this beast's master was lost or destroyed, leaving the creature to roam the Howlers' lands on its own, attacking everything it c..."


Once the mount of a Made God named Jordungond, this beast's master was lost or destroyed, leaving the creature to roam the Howlers' lands on its own, attacking everything it comes across in a blind rage.
The monster appears as a giant mammoth with multiple tusks and raging red eyes.

AC: 3 Move: 60’
Hit Dice: 15 Save: 8+
Attack: +10 (3 Attacks) Damage: 1d8 X 2 (Feet Stomp), 1d10 Tusks (The War Tusk deals straight Damage)
Morale: 12 Effort: 5
Special Attacks/Defenses
Charge: The War Tusk commits an Effort and can move up to its full movement speed and automatically hit one opponent with its tusk attack.
Quake: Commit Effort and cause a quake that spreads in a 60 foot radius. Those in the area, must make a Save vs. Evasion or fall and take 1d8 damage. Saving will half the damage (rounded down but not below 1 damage). Those falling must use an action to get back up again.
Rage: As long as the War Tusk makes an attack after, it can expend an effort to ignore the effects of one attack that does physical damage to it if it has not attacked yet.



DissidiaTemplar West Marches/Agnostos Home

Mon, 02 Apr 2018 19:08:27 GMT

DissidiaTemplarRussian: Created page with "File:C:\Users\IvantheGreat\Documents\Central\RPG\Savage Worlds Back up\Agnostos home F.jpg"


[[File:C:\Users\IvantheGreat\Documents\Central\RPG\Savage Worlds Back up\Agnostos home F.jpg]]



York

Mon, 02 Apr 2018 18:43:25 GMT

Tolknor: Created page with "The Primal Realm of York. This vast realm is a primal realm based in what was originally a Shade of Amber forged with a shadow of the jewel of judgment. York's king if..."


The Primal Realm of York.

This vast realm is a primal realm based in what was originally a [[Shade]] of Amber forged with a shadow of the jewel of judgment.

York's king if King Tolknor of York.



Red Markets Get Rich or Die Trying: Whisper

Mon, 02 Apr 2018 06:40:02 GMT

Rowenn552: /* GEAR */ [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Whisper
'''Crew:''' Peace, Love, and Undertaking
'''Spots:''' *'''''Weak''''' - ''Provider''. Somebody's gotta go out there and bring back what's needed. *'''''Soft''''' - ''Woman of My Word''. If I said I'd do it, count it done. *'''''Tough''''' - ''Hustler''. Everybody has a use for Whistler; as a consequence, she knows a lot of people. **''+ I Know a Guy'' - Whistler automatically succeeds at Networking checks **''- I Owe a Guy'' - The Market can call in a marker of 1d10 bounty once/game ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 2
''(Haul: 0/2)'' *Unarmed *Melee *Resistance 1 '''SPD''' 3 *Shoot 3 *Stealth 3 *Athletics 3 '''ADP''' 3
''(Refresh: 3/3)'' *Awareness 3 *Self-Control 3 *Scavenging 3 *Drive *Criminality '''INT''' 1 *Foresight 1 *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: 0/1)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == ''Number of Dependents equal to CHA. [Needy][Strained][Severed]'' * Odelia [_][_][_] Odelia is a dreadlocked woman of East African and Dominican descent, from southern California. She's six months pregnant with the child of Mac, a medic of Whisper's acquaintance who was 'conscripted into medical service' as an Immune by DHQS two months ago. Whisper promised Mac she'd watch over Odelia and his kid. Odelia has some skill as a hydroponics and permaculture farmer, but is suffering complications from the pregnancy and depression from Mac's capture, so Whisper's carrying the load for her. ==REFERENCES== ''Number of References equal to CHA. [Needy][Strained][Severed]'' *Open [_][_][_] ''I Know A Guy'' *Miss Daisy [_][_][_] **Fixer in Recession with a heart of gold. Latent nephew named ‘Sunnyboy’ ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][[...]



DissidiaTemplar West Marches/The World

Sun, 01 Apr 2018 15:33:12 GMT

DissidiaTemplarRussian: The World = The Beginning Period= After the Armageddon, the land was ripe for new factions. (Year 0-100) == The Genesishydra lays the seeds for Monsterkind Year 100== '''The Genesishydra''' - the mother of monsters who undoubtedly survived Armageddon - in its eternal cycle, stirs once more, seeding the land, air, water, and aether beyond with her only by-product: The monsters of myth. Some hatch, grow or germinate quickly, becoming the earliest monsters of the new era. Others are buried deep and won't come alive for a millennia, or until disturbed by forces far later. Some take the form of insidious ideas, lodged in sapients' minds, growing and spreading as the thought is shared. The denizens of the land at the time have many names for the monsters that now stalk them in the dark: Eldrazi, Couroni, Felk, Kaiju, Kami, dinosaur, and even more for the particular breeds and individuals they come across, or are devastated by. There is no knowable purpose to the mother of monsters' spawn, but they seem to exist at a cross-point of evolution, and each breed is unique - united only by one single behavior: each works to feed, protect, or otherwise serve the ever-enduring Genesishyrda. Beyond that, their presence stirs fear into the hearts of those who can feel it, provide deadly challenge for any heroic enough to hunt them, and resources to those capable enough down them and make use of their extraordinary remains. === The Anntorii and the Curtain of Death Year 110=== Somewhere in depths of time, an immensely powerful, dangerous, and presumably deranged caster erected '''The Curtain of Death'''. This nearly translucent wall completely surrounded the continent of interest, permeating deeper into the ground than any have tested and further into the air than any have reached. It has a single, baleful purpose: only one in ten of living creatures survive passing through it. All others perish, painfully, on the spot. Those that survive their first crossing are forever immune to its horrible touch, but there is no way to predict or prevent your demise without taking the ultimate risk (Heredity and astrology have so far provided no salvation). The breadth and depth of the heinous wall means it severed the '''Anari's''' underground empire. The majority of its citizenry left within the Curtain are the enslaved, weakly '''Molinari'''. The ruling class withdrew themselves into what quickly became their new interior capitol: '''Anntorii''', but the larger masses of '''Molinari''' rose up, embracing a form of intellectual freedom they had never known. Their greater numbers allowed them to broker for better treatment, and new positions within society. Engineer, scientist, smith and speaker were all opened to them. From there, exploration was a natural course by extension to see what now lay within their more limited domain, although it would be ages still before they sought what was above, it was a matter of course for a still expanding race: if one dimension is blocked, they would traverse in the other. ==Genesishydra is Stymed Year 120== You would think they didn't enjoy all the new experiences She had enabled them to have, all the exercise Her toys gave them, all the excitement! But lately they hid in t[...]



Kalisz, Poland

Sun, 01 Apr 2018 12:47:59 GMT

Carwyn: Created page with "File:Kalisz.png"


[[File:Kalisz.png]]



T2000 Escape from Kalisz

Sun, 01 Apr 2018 11:44:57 GMT

73.37.249.195: [[File:T2000-3.jpeg]] [[File:T2000.jpeg]] = Master Character List and Map = [https://docs.google.com/spreadsheets/d/1S7noM_vIK9xnutM-07s-DDE0vF7RiP4cytT5hQcPMFM/edit?usp=sharing Google Doc] = Player Characters = * Major Kim Ferris (Combat Engineer) - Squidheadjax * Lieutenant Johnathan "Fitz" Fitzwilliam (Royal Marine/SAS) - Kaleb_Daark * Warrant Officer 2 Karl Woetzel (Army- Aviation (formerly TX Highway Patrol) - Gen.Lee * Gunnery Sergeant Robert Graves (Marine - Force Recon) - Man in Black * Lance Corporal Kenneth Mitchell (Army - Enlisted Airborne) - RoadScholar * Spec-4 Derek Ghent (Army - Enlisted Airborne) - jdtucker * Private Vasily Valenkov (Formerly CCCP Kapitan) Mech. Inf. (Formerly MeP/VDV)) - ChalkLine * Nykolai Lenchenko (Calvary Medic - Formerly Penal Bttn) - Cdnwolf = Maps = [[Kalisz, Poland]] = Custom Weapons = '''L100/G3''' * ROF - 5, DAM - 4, PEN - 2/3/Nil, Blk - 5, Mag - 20, Recoil SS-4 Brst-7, RNG - 65 * With Bipod Recoil SS-2 Brst-4 * With Scope and Aimed shot - RNG-80 = Intelligence = * [[Intelligence Estimate pg 1]] * [[Intelligence Estimate pg 2]] = Standard Procedures = [[Camping]] [[March Travel]] = House Rules = * Each character can lead two horses while riding. One character can hold up to 6 animals at a time. = Game Rules = * Posting when in combat, post a combat summary after your post in ooc with nothing else so it is easy to find, there are too many of you and I don't have time to comb through every post to double check things. The summary looks like: ** Who you are, (Private John) ** Where you are, (In the ditch, crouching, by the wrecked BTR.) ** What you're using how much ammo, (M16A2, 5 magazines) ** What you're doing. (Covering Private Fred's advance to the gully.) * You may '''NOT''' kill or attack with intent to harm another PC without prior GM approval. * When your PC talks, the text of his comments should be enclosed within quotations ("), this is so other players can sort your conversation from your descriptions. Sentences should start with a capital letter, otherwise it is difficult to understand where your sentences start and if people cannot understand your post, they may ignore it as too hard. This is standard writing practice across the western world and a good habit to get into. * Please refrain from using colored text unless absolutely necessary. I have some color blindness and certain colors are very difficult for me to see. Thanks * If you post a long and descriptive turn, you may want to follow it by a 'rulespeak paragraph' after your turn - but before your summary - if you're concerned the GM may get it wrong. Don't skimp on your descriptions, they're the meat of the game, but sometimes a quick clarification of the 'round 1: run to barn, round 2: ready grenade, round 3: throw grenade into loft' makes things amazingly easier for me to GM out and I hate it when I make mistakes about your intentions. * Off list communication to other players should be cc'd to the GM as well. Making plans off list does not make them happen in the game as only on list interaction counts, and the GM is not the enemy but is the umpire so you won't lose out. The GM [...]



Thrice

Sat, 31 Mar 2018 23:43:42 GMT

MixterAsh: /* History */ == '''Thrice, The Bonepicker''' == [[File:Thrice.jpg]] ==Look== Woman, light skin, sturdy grey robes, strong face, bright eyes, rangy body. ==Stats== '''''Cool ''''' 1 '''''Hard ''''' 0 '''''Hot ''''' 1 '''''Sharp ''''' 2 '''''Weird ''''' 1 ==Moves== '''Canny''': When you grasp outward into the world’s psychic maelstrom, roll +Sharp instead of +Weird. '''Still-room''': You get a still-room, a ceremonial space (cf) of healing. Bring your patients into it and you can contemplate, understand, and transform them like a mystic can contemplate and transform reality. '''Sex Move:''' If you and another character have sex, they choose 1: • You get +1 to your history with them, and they get +1 to their history with you. • You recover 1 spent devotion, but they get -1 to their history with you. • You recover 1 spent devotion, and you must answer any one question they ask. ==History== •Which one of you do I see as doomed to self- destruction? - '''Emon''' • Which one of you put a hand in when it mattered, and helped me save a life? - '''Nasus''' • Which one of you has been beside me all along, and has seen everything I’ve seen? - '''Lhorn''' ==Carry Forward== 0 ==Conditions== ==Devotion== ○ ○ ○ ○ ○ ==Backstory== The Bonepicker has a sacred duty to their community, and the skills and mantle are passed down from master to apprentice, only one of each at a time. Their tools are the mortar & pestle, the knife, the incense, the flame, and the water. They use many different plants and minerals for herbalism, fire & water for cleansing, knife and bandages for surgery, and their bare hands pressed to the earth or to a body for divination. They help bring people into the world, and usher them out. One hand in the world of the living, one in the world of the dead, both hands bloody. ==Notes== ==Strings== ==Equipment== The trappings of devotion, without an acolyte. A small practical weapon. Coin or goods worth 2 keep. Clothing - flowing robes, sturdy boots, hooded cowl, adornments made from found items. Small practical weapon - Dagger (deadly: infighting) ==XP== ○ ○ ○ ○ ○ For pasting: ● ○ ==Harm== ==Advancement== Get +1sharp (max sharp+3) Get +1cool (max cool+2) Get +1hard (max hard+2) Get +1hard (max hard+2) Get +1weird (max weird+2) Get a new bonepicker move Get a new bonepicker move Get an acolyte (detail with the MC) Get a move from another playbook Get a move from another playbook -------------------------------- Get +1 to any stat (max stat+3) Retire your character to safety Create a second character to play Change your character to a new playbook Choose 3 basic moves and advance them Advance the other 4 basic moves[...]



Aldrik Elfling

Sat, 31 Mar 2018 18:09:55 GMT

Max: /* Ranger Features */ [[file:Aldrik.jpg|400px|right]] '''Race:''' Half-Elf '''Level:''' 1 '''Class(es):''' Ranger (Guide) 1 '''Alignment:''' Neutral Good '''XP:''' 390 '''HP:''' 3/12 __TOC__ Aldrik's mother, Tamrid, was a healer and herbalist who used to live in the village but, for some reason, moved out into a small secluded hut in the woods a few years before Aldrik was born. Now that she's passed on, he lives out there alone like a hermit, usually coming in to town a couple of times a season to trade furs and herbs for the few needful things he can't find in the wild. Aldrik never knew his father, and his mother refused to talk about the subject, but the rumors that he's a changeling are probably false; at least Tamrid always treated him as her own, and there's a visible family resemblance despite his subtly inhuman features (if he covers his ears he gets mistaken for a girl a lot). Though generally kind and helpful, Aldrik is used to his solitude and always uneasy around people, as wary of strangers as they are of his elfin looks. The villagers gossip about him with varying levels of malice or pity, but there's no denying his uncanny woodcraft and they still come to him when they need something tracked down - like Billy and his sheep, for example... == Abilities == Strength 14 (+2) Dexterity 16 (+3) Constitution 14 (+2) Intelligence 12 (+1) Wisdom 14 (+2) Charisma 8 (-1) == Skills == Acrobatics 1 rank + 3 Dex + 3 class = +7 Climb 1 rank + 2 Str + 3 class = +6 Knowledge (geography) 1 rank + 1 Int + 3 class + 2 trait = +7 Knowledge (nature) 1 rank + 1 Int + 3 class + 1 trait = +6 Perception 1 rank + 2 Wis + 3 class + 2 race = +8 Stealth 1 rank + 3 Dex + 3 class = +7 Survival 1 rank + 2 Wis + 3 class + 3 feat + 1 trait = +10 (+1 to follow tracks) Swim 1 rank + 2 Str + 3 class = +6 === Languages === Common Dwarven Elven == Feats == Point-Blank Shot: +1 ranged attack and damage within 30ft Skill Focus (Survival): +3 Survival == Traits == Devotee of the Green (faith): +1 Knowledge (geography) and (nature) Reactionary (combat): +2 initiative Stargazer (race): +1 Knowledge (geography) and Survival Stigmatized (drawback): -3 Diplomacy to gather information or improve attitude == Half-Elf Features == Adaptability: Skill Focus bonus feat Elven Immunities: Immune to sleep effects, +2 saves against enchantment Keen Sense: +2 Perception Low-light vision: see twice as far in dim light Elf Blood: count as both elf and human Multitalented: two favored classes (Ranger, ???) == Ranger Features == Ranger's Focus: +2 attack and damage against chosen target (1 per day) Track: +1 Survival to follow tracks Wild Empathy: Level + Cha to improve attitude of animal == Equipment == (Light 0-58lbs., Medium 59-116lbs., Heavy 117-175lbs.) * Longbow (1d8 P, x3, 100ft, 3lbs., 75gp) * Estoc (2d4+3 P, 18-20/x2, 4lbs., 50gp) * Dagger (1d4+2 P, 19-20/x2, 1lbs., 2gp) * Leather armor (AC +2, max Dex +6, ACP 0, 15lbs., 10gp) ; Backpack (2lbs., 2gp) * Bedroll (5lbs., 1sp) * Blanket (3lbs., 5sp) * Candle x 4 (2cp) * Cooking pot (4lbs., 8sp) * Mess kit (1lbs., 2sp) * Shears (1/2lbs., 5sp) * [...]



Emon

Sat, 31 Mar 2018 07:38:33 GMT

Dirty Chai:


=='''Emon, the Hocus'''==
[[File:Emon.png]]

==Look==
Man, light skin, immaculate vestments, severe face, forgiving eyes, graceful body
==Stats==
Cool+1, Hard-1, '''Hot'''+1, Sharp=0, '''Weird'''+2
==Moves==
Fortunes, Charismatic, Frenzy
==Equipment==
Followers: my 'family' travels with me, are rigorous and argumentative, and can (in ceremony) reach into the world’s psychic maelstrom; however, they do not belong to me so much as I belong to them.

20/20 followers, fortune+1; plenty: keep+1, insight, augury; fortune: 0; want: demands

No notables

A simple dagger (2 harm)

Goods worth 3 keep

Wears a furred cloak that wraps tightly around his torso from his shoulder to his waist, leaving the other arm and shoulder uncovered. Underneath is a dark, linen tunic with folds of white.
==History==
Which of you are my followers? n/a (history+2)

One of you, I’ve seen your soul. Which one? Lhorn the Mesmerast (history+3)

For everyone else, write history+1. You’re a good and quick judge of others.

Lhorn - history+3

Nasus - history+1

Thrice - history+1

Emon:

- “evidently dislikes and distrusts” Lhorn

- Is “doomed to self-destruction” according to Thrice
==Improvement==
1 XP point out 5



Nasus

Fri, 30 Mar 2018 22:01:01 GMT

205.175.124.99:


'''Nasus the Anointed'''
Nasus has lived his whole life in the sacred precinct of the healing spring. Nasus figures there's been.a spring here since the beginning of the world, or since some passing deity split the stone to make it, maybe to save their lover. But the spring is still here and still a site of pilgrimage. The ancient men put up a henge on the spot; more recently the Imperials built a palace nearby and built a lovely house for the spring with tiled mosaics and statues, before they mostly pissed off back where they came from. Nasus claims descent from some Imperial legate or general, but mostly he's loyal to the spring. He is uncomfortably aware that he's not a very good Anointed One, he gets in fights and isn't celibate, but his friend the historian says that the Anointed have always been like that. Prolonged exposure to the healing waters lengthens life but also increases a man's appetites.
In a time when everything is breaking apart, the Source abides as a place of healing and faith for all. He will give his life and breath to protect it and pass it on to the next generation.

'''Character Sheet'''

Nasus the Anointed

Look: Male, dark skin, half-dressed, strong face, watchful eyes, huge body.

Stats: Cool+2, Hard+1, Hot=0, Sharp+1, Weird-1

'''Moves:'''
Lawbringer

Peacemaker

Step Into The Flow

'''Gear:'''
Staff (2-harm, defensive, reach, 2-handed)

Coin worth 4-keep (Nasus doesn't need to pay upkeep while at the Source)

Ceremonial and everyday vestments

'''The Source:'''
It has healing properties, and can count as a bonepicker’s acolyte.

Features: Hot springs, icy cold water, glazed tile sluice-ducts and plumbing, art, faith & ritual

'''My crew'''

Gage, my guardian

Babylon, my exiled historian

Lissa, my lover

'''Laws of the Source and their punishments:'''

Honor the gods. • Public humiliation

Offer sacrifices of labor or valuable goods. • Forced labor

Don’t touch what isn’t yours. • Restitution

Leave your grudges outside. • Punitive violence



AMENOUKIHASHI

Fri, 30 Mar 2018 20:40:01 GMT

Taimdala: /* == */ Cortex News Archive = Amenoukihashi The Amenoukihashi Ark was in the third wave of arks that departed from Earth-That-Was. It left Tanegishima Space Center in 2100 but failed to arrive in the E Tauri 34 system with the other Arks. It was assumed to be lost or destroyed. The Amenoukihashi was discovered by amateur astronomer Beglan Shea on 2524 in an eccentric orbit. It was learned that the vessel needed to make emergency maneuvers to avoid colliding with an massive object in the Ort cloud. The ship was visited by at least three vessels including the independent merchant ship, Shea sailed aboard, plus vessels from the Planetary Defense Force, and Blue Sun Corporation. It was discovered that the passengers of the Amenoukihashi were alive in suspended animation. Together they were able to be safely awakened and communicated with. The rescue was serendipitous, as the passengers were untouched by the Genetic Pandemic, and therefore able to provide the raw genetic material to manufacture a cure for the disease. The passengers volunteered to help, and over the next few months the cure was developed and distributed across the Verse for free. The Amenoukihashi was was repaired and refueled and flown to Tethys, the moon of Santo, where a large preserve owned by Masayoshi Son, was donated to the passengers hailed as the saviors of humanity. There the people have begun learning the history of the Verse and adjusting to changes in technology, culture and language. Some have successfully reintegrated and settled elsewhere. Technical Data on the Amenoukihashi Data on the Genetic Pandemic Data on the PDF Decatur Data on Blue Sun Pharmaceuticals == Cortex News Archive = ''Ameonukihashi'' == The ''Ameonukihashi'' Ark was in the third wave of arks that departed from Earth-That-Was. It left Tanegishima Space Center in 2100 but failed to arrive in the E Tauri 18 system with the other Arks. It was assumed to be lost or destroyed.

The ''Ameonukihashi'' was discovered by amateur astronomer Beglan Shea on 2524 in an eccentric orbit. It was learned that the vessel needed to make emergency maneuvers to avoid colliding with an massive object in the Ort cloud. The ship was visited by at least three vessels: the independent merchant ship Shea sailed aboard, vessels from the Planetary Defense Force, and Blue Sun Corporation. It was discovered that the passengers of the ''Ameonukihashi'' were alive in suspended animation. Together they were able to be safely awakened and communicated with.

The rescue was serendipitous as the passengers were untouched by the Genetic Pandemic and therefore able to provide the raw genetic material to manufacture a cure for the disease. The passengers volunteered to help and over the next few months the cure was developed and distributed across the Verse for free.

The ''Ameonukihashi'' was repaired and refueled and flown to Tethys, the moon of Santo, where a large preserve owned by Masayoshi Son was donated to the passengers, who were haile[...]



Mivren

Thu, 29 Mar 2018 20:31:11 GMT

MonsterMash: /* MUTATIONS */


'''Mivren'''

A character for the RAD Hack

==Chargen==
*Rad hack chargen: 6#1d20 18 4 11 12 15 7
*rad hack hp: 1d6+4 10
*rad hack slugs: 2d6*10 60
*Rad hack mutations: 2#1d20 17 20
*Rad hack weapon quality: 1d8 7

An elongated humanoid with gills visible on the sides of his neck, wrapped in a long dusty cloak over a worn shirt and shorts. His feet are covered in worn boots and a strip of tinted plastic covers his eyes.

*Starting HP 10
*Current HP 8/10
*HP per level resting 1D6
*RAD die 1d10
*Ability die 1d4

==STATS==
*STR 18 DEX 4 CON 11 INT 12 WIS 15 CHA 7

==MUTATIONS==
*Regeneration - Pass CON test to heal d6+level hit points.
*Amphibian - Breathe underwater for 10 minutes. Advantage on test for moving in water.

==Gear==
*Current load 7/18
*Slugs 7
*Items
**Medium Melee - baseball bat quality d8
**Fresh Food usage d4
**Fresh Water usage d8
**Small sack
**Torches (6) usage d6 each
**Lighter usage d4
**Rusty spikes

==SPECIAL FEATURES==
Adaptive: Upon leveling up, a Mutant can swap two attributes around.
Used to the Glow: Mutants exposed to Radiation roll their Radiation Die with Advantage



Red Markets Get Rich or Die Trying: Moonchild

Thu, 29 Mar 2018 11:25:10 GMT

Rowenn552: /* GEAR */ [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Moonchild
'''Crew:''' Peace, Love, and Undertaking
'''Spots:''' *'''''Weak''''' - ''Natural Rebel'' - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise. *'''''Soft''''' - ''Be Positive'' - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs. *'''''Tough''''' - Immune **''+Genetic Lottery'' - Can’t be infected. **''-Meal Ticket'' - Living body is worth 5 bounty per permanently “harvested” hit box. ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/1)'' *Unarmed *Melee 1 *Resistance '''SPD''' 2 *Shoot 2 *Stealth *Athletics 2 '''ADP''' 2
''(Refresh: 2/2)'' *Awareness 2 *Self-Control *Scavenging *Drive 1 *Criminality 2 '''INT''' 3 *Foresight *Research *Mechanics 3 *First Aid 3 *Profession '''CHA''' 2 *Networking *Persuasion 2 *Sensitivity *Deception 2 *Intimidation *Leadership '''WIL''' 1
''(Will remaining: 1/1)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == ''Number of Dependents equal to CHA. [Needy][Strained][Severed]'' * Lovebird [_][_][_] * Open [_][_][_] ==REFERENCES== ''Number of References equal to CHA. [Needy][Strained][Severed]'' *Open [_][_][_] *Open [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][[...]



Red Markets Get Rich or Die Trying: Collar

Thu, 29 Mar 2018 11:23:08 GMT

73.207.190.182: /* GEAR */ [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Collar
'''Crew:''' Peace, Love, and Undertaking
'''Spots:''' *'''''Weak''''' - ''Piety''. Collar is clinging to his faith and the trappings of it like a life raft, which means that he'll sometimes take actions that are impractical (e.g., stopping in a firefight to give a fallen foe last rites). *'''''Soft''''' - ''Re-gather the flock''. Whatever happened to Collar's last congregation, it's gone now. He's determined to rebuild one. And, more generally, to reconstitute or preserve what remains of the Catholic church in the Loss. *'''''Tough''''' - Roach **''+Survivor'' - Damage Humanity to assist any skill check: +1 per point **''-Sole'' - Start cracked in all three Humanity threats. ==POTENTIAL AND SKILLS== '''STR''' 1
''(Haul: 0/1)'' *Unarmed *Melee *Resistance 1 '''SPD''' 1 *Shoot 1 *Stealth 1 *Athletics 1 '''ADP''' 2
''(Refresh: 2/2)'' *Awareness 1 *Self-Control 2 *Scavenging *Drive *Criminality '''INT''' 2 *Foresight 1 *Research 2 *Mechanics *First Aid *Profession: Priest 2 '''CHA''' 3 *Networking 1 *Persuasion 3 *Sensitivity *Deception *Intimidation 1 *Leadership 3 '''WIL''' 2
''(Will remaining: 2/2)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == ''Number of Dependents equal to CHA. [Needy][Strained][Severed]'' * Eduardo Sanchez [_][_][_]. Young adult man; Deacon of Collar's church. * Esmerelda Sanchez [_][_][_]. Teenage sister of Eduardo. * Marie Barnes [_][_][_]. Elderly parishoner of Collar's church; also a Roach. ==REFERENCES== ''Number of References equal to CHA. [Needy][Strained][Severed]'' *Bertha [X][_][_] *Open [_][_][_] *Open [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[#][#][#][#][#]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''



Red Markets Get Rich or Die Trying: Dean

Thu, 29 Mar 2018 11:20:48 GMT

Rowenn552: /* GEAR */ [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Dean
'''Crew:''' Love, Peace, and Undertaking
'''Spots:''' *'''''Weak''''' - ''Romantic''. He likes to imagine himself the star of a Zombie survival movie, yes he's got Romero syndrome real bad. *'''''Soft''''' - ''Women and children first''. *'''''Tough''''' - Latent **''+Once Bitten'' - Can’t be infected. **''-Twice Hated'' - Becomes a Vector upon death; remains infectious and persecuted in life Nobody likes Latents until there are C's at the door, then it's "Hey Dean, help a brother out." ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 3
''(Haul: 0/3)'' *Unarmed 2 *Melee 3 *Resistance 1 '''SPD''' 2 *Shoot 1 *Stealth 1 *Athletics 2 '''ADP''' 2
''(Refresh: 2/2)'' *Awareness 1 *Self-Control 2 *Scavenging 2 *Drive 1 *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid 1 *Profession (Police) 1 '''CHA''' 1 *Networking *Persuasion 1 *Sensitivity *Deception *Intimidation 1 *Leadership '''WIL''' 2
''(Will remaining: 2/2)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == ''Number of Dependents equal to CHA. [Needy][Strained][Severed]'' * Pops AKA Professor Bishop [_][_][_] ==REFERENCES== ''Number of References equal to CHA. [Needy][Strained][Severed]'' *Open [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''
[_][_][_][_][_]'''CRACK'''[_[...]



Red Markets Get Rich or Die Trying Character Sheet Template

Thu, 29 Mar 2018 11:16:13 GMT

Rowenn552: [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:'''
'''Crew:'''
'''Spots:''' *'''''Weak''''' - *'''''Soft''''' - *'''''Tough''''' - **''+The good'' - **''-The bad'' - ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 1 *Shoot *Stealth *Athletics '''ADP''' 1
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

_ = Open, no damage
# = Humanity Damage ==GEAR== '''''Backpack''''' *Upkeep 1 *Charges - Static *Effect - Taker can carry STR in Haul and personal gear. *Qualities - Essential, Static '''''Rations''''' *Upkeep 1 *Charges - 10 *Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll. *Qu[...]



Red Markets Character Sheet Template

Thu, 29 Mar 2018 11:11:27 GMT

Rowenn552: [[Category:Red Markets]] ==TAKER INFO== '''Taker Name:'''
'''Crew:'''
'''Spots:''' *''''Weak'''' - *''''Soft'''' - *''''Tough'''' - **''+The good'' - **''-The bad'' - ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 1 *Shoot *Stealth *Athletics '''ADP''' 1
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

_ = Open, no damage
# = Humanity Damage ==GEAR== '''''Backpack''''' *Upkeep 1 *Charges - Static *Effect - Taker can carry STR in Haul and personal gear. *Qualities - Essential, Static '''''Rations''''' *Upkeep 1 *Charges - 10 *Effect - Used to Buy-a-Roll on skills that require exertion. Each additional spend adds +1 to the roll. *Qualities - Esse[...]



Moonchild

Thu, 29 Mar 2018 04:26:32 GMT

Rowenn552: [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Moonchild
'''Crew:''' Peace, Love, and Undertaking
'''Spots:''' *''''Weak'''' - ''Natural Rebel'' - Moonchild detests authority and will support rebellion against it unconditionally, even when this is not particularly wise. *''''Soft'''' - ''Be Positive'' - Wherever he goes, Moonchild tries to keep people's spirits up and keep the love alive with music and good vibrations. And drugs. *''''Tough'''' - Immune **''+Genetic Lottery'' - Can’t be infected. **''-Meal Ticket'' - Living body is worth 5 bounty per permanently “harvested” hit box. ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 2 *Shoot *Stealth *Athletics '''ADP''' 2
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 3 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''



Collar

Thu, 29 Mar 2018 04:26:19 GMT

Rowenn552: [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Collar
'''Crew:''' Peace, Love, and Undertaking
'''Spots:''' *''''Weak'''' - ''Piety''. Collar is clinging to his faith and the trappings of it like a life raft, which means that he'll sometimes take actions that are impractical (e.g., stopping in a firefight to give a fallen foe last rites). *''''Soft'''' - ''Re-gather the flock''. Whatever happened to Collar's last congregation, it's gone now. He's determined to rebuild one. And, more generally, to reconstitute or preserve what remains of the Catholic church in the Loss. *''''Tough'''' - Roach **''+Survivor'' - Damage Humanity to assist any skill check: +1 per point **''-Sole'' - Start cracked in all three Humanity threats. ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 1 *Shoot *Stealth *Athletics '''ADP''' 1
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[#][#][#][#][#]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'[...]



Dean

Thu, 29 Mar 2018 04:26:05 GMT

Rowenn552: [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:''' Dean
'''Crew:''' Love, Peace, and Undertaking
'''Spots:''' *'''''Weak''''' - ''Romantic''. He likes to imagine himself the star of a Zombie survival movie, yes he's got Romero syndrome real bad. *'''''Soft''''' - ''Women and children first''. *'''''Tough''''' - Latent **''+Once Bitten'' - Can’t be infected. **''-Twice Hated'' - Becomes a Vector upon death; remains infectious and persecuted in life Nobody likes Latents until there are C's at the door, then it's "Hey Dean, help a brother out." ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 3
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 2 *Shoot *Stealth *Athletics '''ADP''' 2
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 2
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-[...]



Taker Template

Wed, 28 Mar 2018 19:41:10 GMT

Rowenn552: [[Get Rich or Die Trying, A Red Markets Campaign]] Main Page ==TAKER INFO== '''Taker Name:'''
'''Crew:'''
'''Spots:''' *''''Weak'''' - *''''Soft'''' - *''''Tough'''' - **''+The good'' - **''-The bad'' - ==POTENTIAL AND SKILLS== #Assign 5 points between your six Potentials: STR, SPD, ADP, INT, CHA, WIL #Spend 20 points between your skills. Skills are located under their associated Potentials. Skills bought at chargen are traded at a one-to-one ratio. '''STR''' 1
''(Haul: 0/STR score)'' *Unarmed *Melee *Resistance '''SPD''' 1 *Shoot *Stealth *Athletics '''ADP''' 1
''(Refresh: ADP score/ADP score)'' *Awareness *Self-Control *Scavenging *Drive *Criminality '''INT''' 1 *Foresight *Research *Mechanics *First Aid *Profession '''CHA''' 1 *Networking *Persuasion *Sensitivity *Deception *Intimidation *Leadership '''WIL''' 1
''(Will remaining: WIL score/WIL score)''
''Pro. Dev. Costs:'' *''+1 Potential = 10 bounty'' *''Skill ranks = the new skill value in bounty and must be bought incrementally from 1 to 2, then 2 to 3, and so on... (ex. No Skill to 1 = 1 bounty, Skill 1 up to 2 = 2 bounty, Skill 2 up to 3 = 3 bounty...). No skill can exceed its linked Potential.'' ==DEPENDENTS == *Number of Dependents equal to CHA. [_][_][_] ==REFERENCES== *Number of References equal to CHA. [_][_][_] ==THREATS== '''PHYSICAL-''' HEAD 10 [_][_][_] [_][_][_] [_][_][_] [_] R.ARM TORSO L.ARM 5 7-9 6 [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] [_][_] [_][_][_][_] [_][_] R.LEG L.LEG 1-2 3-4 [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] [_][_] _ = Open, no damage
-/ = Stun
X = Kill '''HUMANITY-'''
'''''Detachment-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Stress-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

'''''Trauma-'''''
[_][_][_][_][_]'''CRACK'''[_][_][_][_][_]'''CRUMBLE'''[_][_][_][_][_]'''BREAK'''

_ = Open, no damage
# = Humanity Damage ==GEAR== '''''Backpack''''' *Upkeep 1 *Charges - Static *Effect - Taker can carry STR in Haul and personal gear. *Qualities - Essential, Static '''''Rations''''' *[...]



Get Rich or Die Trying, A Red Markets Campaign

Wed, 28 Mar 2018 19:21:24 GMT

Rowenn552: /* Important People */ [[Category:PBP]] [[Category:Red Markets]] In which we follow the exploits of the Taker crew '''''Peace, Love, and Undertaking''''' on their journey to better the lives of the Lost and those that call the enclave, ''Sky High'', home. ==Threads== [https://forum.rpg.net/showthread.php?826529-Red-Markets-Get-Rich-or-Die-Trying IC]
[https://forum.rpg.net/showthread.php?826400-Red-Markets-Get-Rich-or-Die-Trying OOC]
[https://forum.rpg.net/showthread.php?826087-(INTEREST-RECRUITMENT)-Red-Markets-a-game-of-economic-horror-or-How-I-Tried-To-Pay-The-Bills-And-Not-Get-Bit Recruitment] ==The Takers== [[Red Markets_ Get Rich or Die Trying Character Sheet Template | Taker Template]]
DannyK as [[Red Markets_ Get Rich or Die Trying: Dean | Dean]]
Iustum as [[Red Markets_Get Rich or Die Trying: Collar | Collar]]
IronMongoose as [[Red Markets_Get Rich or Die Trying: Moonchild | Moonchild]]
Atlictoatl as [[Red Markets_Get Rich or Die Trying: Whisper | Whisper]] ==Sheets== [https://docs.google.com/spreadsheets/d/1DeQAO24DyHx_-BKJ1LoWMgj94FYpwkag4fSRg3hvZQU Takers at a glance]
[https://docs.google.com/spreadsheets/d/1-sMThlNB7d-Ne3uduJJZnRzdz4-kEIv5dZMYTiM4nSY Crew Budget and Portfolio] =='''''Sky High'''''== ===Important Groups=== ''(In order of relative social importance within Sky High’s tiered society)'' *''(Tier 1)'' The Astronomers - Original surviving owners turned landlords. These astronomy aficionados have over time turned reclusive retreating to their grand observatory atop the mountain where they find solace in the stars. *''(Tier 2)'' The Artisans - A collective of skilled laborers, engineers, and technicians that keep Sky High producing precision parts, energy, and technical skill as an export. The Artisans are unofficially the most powerful group socially since they control the day to day operations and maintenance of Sky High’s amenities. ===Important People=== *Father Hubble - Real name Christopher Jacobson, but has gained his current moniker through his role as head of the Astronomers. He is infamously zealous in his quest to protect the information held within the observatory. *Will Daws - Leader of The Artisans. Will was a mechanical engineer pre-Crash and has been pivotal in much of the advances of the enclave. *Tammy Townsend: Tammy was the primary real estate agent selling lots in the Enclave pre-crash. She has a comprehensive knowledge of the buildings and resources available in the Enclave. *Jack Neville - Previous owner of the hot air balloon, landed shortly after the enclave was founded to pick up supplies. Has never really forgiven Hubble for having his balloon taken from him, but now runs a small goods &[...]



Europa unchained:template

Wed, 28 Mar 2018 18:07:10 GMT

Timon:


{| border="2"
|- valign="top"
|[[File:Steampunk_squirrel.PNG]]
|
{| border="1" cellpadding="15"
|- valign="top"
|-
|
|'''+3 Good Mode'''
|'''+2 Fair Mode'''
|'''+1 Average Mode'''
|-
|'''Specialized'''
| +5 skills
| +4 skills
| +3 skills
|-
|'''Focussed'''
| +4 skills
| +3 skills
| +2 skills
|-
|'''Trained'''
| +3 skills
| +2 skills
| +1 skills
|-
|}
|}



Empire's Epitaph:Main Page

Wed, 28 Mar 2018 02:59:10 GMT

The Tim: /* The Rain Fields */ [[File:Fallen_Empire.jpg]] =PCs= {|class="wikitable" |- !Name !Playbook !Cool !Hard !Hot !Sharp !Weird !Played by |- |[[Lhorn]] |The Mesmerast | +1 | '''+1''' | -2 | +1 | '''+2''' |Chronicler |- |[[Nasus]] |The Annointed | '''+2''' | +1 | =0 | '''+1''' | -1 |DannyK |- |[[Emon]] |The Hocus | +1 | -1 | '''+1''' | =0 | '''+2''' |Dirty Chai |- |[[Thrice]] |The Bonepicker | '''+1''' | =0 | +1 | '''+2''' | -1 |MixterAsh |} ==XP Tracker== {| class="wikitable" |- ! Name ! Current XP |- | Lhorn | ⚪⚪⚪⚪⚪ |- | Nasus | ⚪⚪⚪⚪⚪ |- | Emon | ⚫⚪⚪⚪⚪ |- | Thrice | ⚫⚪⚪⚪⚪ |} =Places of Note= ==The Wraithwood== [[File:Wraithwood.jpg]] Within the forest's borders life is twisted by the profaned waters of a once sacred spring. The foulness of the Wraithwood spreads as a slow, steady rot. ==The Rain Fields== Although the final wars of the empire ruined many fields, this stretch of fair weathered land survived intact. Ancient farming techniques combined with irrigation channels allow it to yields a great deal of food for its size. Those who have lived here have lived here and worked that land for many generations, even as those who claimed dominion over them have changed, their communities and traditions have endured. ==The Spring's Villa== Where the ancient holy spring emerges from the ground, the Empire built a holy villa. And around the holy villa the required support structures, a full temple plaza sprawling across the landscape. It is cracked and ruined now. The work to maintain the space beyond the spring site proper not put in. Damage from conflict unrepaired. Elements striking until stone became dust. Now, there is a village that mixes the intact imperial buildings, what new structures could be erected, and ruins that just need a bit of patching to be of use. When crowds come for sacred rites at the spring, the plaza fills up with people waiting for their chance to enter the sacred space proper. Beyond the plaza itself is mostly the remnants of roads and huts, with the buildings starting to thin out and give way to agriculture—particularly on the way to the Rain Fields. ==Cave Temple==[...]