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		<updated>2026-04-15T20:20:12Z</updated>
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	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=197</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=197"/>
				<updated>2010-09-03T05:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Maneater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamites==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
&lt;br /&gt;
==Boogeys==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
==Dryads==&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. Plants so large they can swallow a person whole.&lt;br /&gt;
&lt;br /&gt;
Maneater plants are aggressive and loyal to Dryads, and as such are paired with Slicers, although they can be found without them in rare circumstances.&lt;br /&gt;
&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=196</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=196"/>
				<updated>2010-09-03T01:46:40Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Maneater */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamites==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
&lt;br /&gt;
==Boogeys==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
==Dryads==&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants are what&amp;#039;s on the label. I&amp;#039;m typing this section right now stop reading it&lt;br /&gt;
&lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=195</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=195"/>
				<updated>2010-09-03T01:45:54Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamites==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
*Tier 1&lt;br /&gt;
&lt;br /&gt;
==Boogeys==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
==Dryads==&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants &lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=194</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=194"/>
				<updated>2010-09-03T01:45:16Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;quot;==Adamites== Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.  However, Adamites are easy to modify both mentall...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamites==&lt;br /&gt;
Adamites are harmless balls of fluff. They tend to gather around any source of mana they can find to leech off of.&lt;br /&gt;
&lt;br /&gt;
However, Adamites are easy to modify both mentally and physically, and is not uncommon for them to be used for surveillance or small organic bombs.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Very Small&lt;br /&gt;
==Boogeys==&lt;br /&gt;
Boogeys are humanoid monstrosities. Originally they were violent creatures that attacked the races, but as society advanced and monsters were culled, they adapted by eating insects. Boogeys often live in dark places such as basements and warehouses, and are usually tolerated if not encouraged.&lt;br /&gt;
&lt;br /&gt;
However, they have still the animalistic nature underneath it all, and if they feel provoked enough will still attack. Furthermore, they are easy to manipulate mentally and are occasionally controlled by individuals or organizations&lt;br /&gt;
===Traits===&lt;br /&gt;
*Claws - Boogeys do more damage than usual in unarmed combat involving their arms or legs&lt;br /&gt;
*Prehensile Tail: Small&lt;br /&gt;
*Sticky Saliva - Boogey saliva is adhesive, and if launched as a projectile can bind a foe&lt;br /&gt;
*Teeth - Boogeys do much more damage than usual in combat involving their mouth&lt;br /&gt;
==Dryads==&lt;br /&gt;
Dryads are a dangerous and violent race in the modern day. Some are tolerant or even friendly towards other races, but the overwhelming majority are hostilely xenophobic.&lt;br /&gt;
&lt;br /&gt;
In general, they all share a very emotional worldview, as well as a physical weakness to fire.&lt;br /&gt;
&lt;br /&gt;
BLUE is trying to bring peace between Dryads and the other races, so they are common encounters in later missions.&lt;br /&gt;
===Maneater===&lt;br /&gt;
Maneater plants &lt;br /&gt;
===Tangler===&lt;br /&gt;
Tanglers are one of the many carnivorous plant species bred by modern day Dryads. Particularly notable as, if given time, they subdue and take over nervous systems, leaving their prey incapable of stopping their demise.&lt;br /&gt;
&lt;br /&gt;
Dryads often drop Tanglers into wooded or withdrawn villages at night. An average night of sleep is more than sufficient for them to take over. However, at that point the tanglers are young and weak, and easily removed by any free bodies, making this strategy a poor one in larger areas. Given more time, though, and the tanglers take root in the person&amp;#039;s chakra, making it near impossible for any normal person to remove.&lt;br /&gt;
&lt;br /&gt;
Tanglers, both as plants and as hosts, do not recognize dryads, so finding an area with tanglers generally means dryads are not in the immediate premise. In addition, those under the tangler&amp;#039;s effects are slowly being digested by the plant. Depending on when a group comes across a village, they come find villagers covered with plants they can just pull off, decaying people with plants controlling their movements, or a large pile of bones and rubble under a thick tangle of vines, none of which are too pleasant of an experience.&lt;br /&gt;
&lt;br /&gt;
As such, adventurers traveling through areas with known dryad activity are encouraged (moreso than normal) to have at least one guard watch over, preferably with a torch.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*(Whatever they had before tangled)&lt;br /&gt;
*Weakness: Fire - Low&lt;br /&gt;
===Tempter===&lt;br /&gt;
Dryad Tempters are usually the first dryads dead men see. These dryads acts as active sentries around their territories, equipped with an array of plants useful for luring and disorienting outsiders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tempters usually follow targets for a while, looking for signs of weakness or fatigue. They tend to travel alone or in pairs to avoid arousing much suspicion, and try to flee if attacked.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Cautious - High&lt;br /&gt;
*Emotional - High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Tree - Tempters are usually bonded to trees within their settlement. Some tribes destroy the trees of Tempters missing in action, suspecting betrayal or capture.&lt;br /&gt;
*Disorient - As they bring their prey closer, they release spores that blur vision. This makes it so even should the prey suspect the trap, they have a hard time telling friend from foe.&lt;br /&gt;
*Pheromones - Equipped with plants that disorient the mind, these scouts gain huge bonuses in their ability to misleading others.&lt;br /&gt;
*Weakness: Fire - Mid&lt;br /&gt;
===Slicer===&lt;br /&gt;
Dryad Slicers are the more aggressive dryads, who act as the guards within their settlements. They are heavily armed for combat, and often bonded to a carnivorous plant that assists them in combat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slicers fight until incapacitated, and are usually in groups. They are excessively dangerous enemies that should generally be avoided, but are rarely encountered outside of Dryad camps.&lt;br /&gt;
====Personality====&lt;br /&gt;
*Brave - Very High&lt;br /&gt;
*Emotional - Very High&lt;br /&gt;
====Traits====&lt;br /&gt;
*Bonded: Maneater - Slicers are usually tied to a carnivorous plant that assists them in combat.&lt;br /&gt;
*Organic Armor - Slicers take much less damage than normal due to their built-in organic armor.&lt;br /&gt;
*Organic Blades - Slicers deal much more damage than normal when attacking with organic bladed weapons.&lt;br /&gt;
*Tier 4 &lt;br /&gt;
*Weakness: Fire - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dopp-Elle&amp;diff=168</id>
		<title>Dopp-Elle</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dopp-Elle&amp;diff=168"/>
				<updated>2010-07-17T18:37:57Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;====Bio==== Allegiance: Loosely BLUE  Race: Human (Modified, Dual Soul: Shade)  Role: Advocate (Very Unimportant)  Dopp-Elle was a demon created by Deisoja to infiltr…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Bio====&lt;br /&gt;
Allegiance: Loosely [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]] (Modified, Dual Soul: [[Shade]])&lt;br /&gt;
&lt;br /&gt;
Role: Advocate (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dopp-Elle was a demon created by Deisoja to infiltrate the Gang and destroy them from within. However, she was unaware of Elle&amp;#039;s dual soul nature, and she was a poor doppelganger. Instead, she was sent to attack the Gang, but was deus ex machina&amp;#039;d by Flame Girl before being launched away. When she recovered, she found she wanted no part in battle, and tries to push for peace in other manner.&lt;br /&gt;
&lt;br /&gt;
???&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dopp-Elle appears to be a young human with Shade secondary traits, including a sharp tail. She also usually has two additional pairs of hands created by her psychic powers.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Additional Limbs: Arms (x 2)&lt;br /&gt;
* Prehensile Tail: Spiked&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
===Mental===&lt;br /&gt;
Dopp-Elle is caring but inactive. She is unhappy with the battles, and refuses to get involved.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Empathetic - High&lt;br /&gt;
* Psychic&lt;br /&gt;
* True Pacifist&lt;br /&gt;
===Combat===&lt;br /&gt;
NOTE: Cannot be used knowingly for combat.&lt;br /&gt;
* Magic: Binding - Very High?&lt;br /&gt;
* Telekinesis&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=167</id>
		<title>Neko</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=167"/>
				<updated>2010-07-17T04:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Description== Play Category: General  Recovery Element: Ground  Eye Color: Any  Hair Color: Any  Skin Color: Standard  Nekos are feline demi-humans. They&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: General&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground&lt;br /&gt;
&lt;br /&gt;
Eye Color: Any&lt;br /&gt;
&lt;br /&gt;
Hair Color: Any&lt;br /&gt;
&lt;br /&gt;
Skin Color: Standard&lt;br /&gt;
&lt;br /&gt;
Nekos are feline demi-humans. They&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Main_Page&amp;diff=63</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Main_Page&amp;diff=63"/>
				<updated>2010-07-10T22:59:25Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Table of Contents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All names and specifics are subject and even likely to change.&lt;br /&gt;
&lt;br /&gt;
Currently the plan is to give each subject its own page, and later combine any that are small/related enough to do so. Depth first has never failed!&lt;br /&gt;
==Table of Contents==&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Gameplay Concepts]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Settings]]&lt;br /&gt;
* [[Stock Characters]]&lt;br /&gt;
* [[Traits]]&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Factions&amp;diff=62</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Factions&amp;diff=62"/>
				<updated>2010-07-10T21:52:18Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Note: Do I Need to Draw A Diagram? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Major Factions==&lt;br /&gt;
* [[BLUE]]&lt;br /&gt;
* [[HAZE]]&lt;br /&gt;
* [[The Agents]]&lt;br /&gt;
==Other Factions==&lt;br /&gt;
* [[The Administrative Staff]]&lt;br /&gt;
* [[The Gang]] (became BLUE)&lt;br /&gt;
* [[My Team]] &lt;br /&gt;
* [[The Titans]]&lt;br /&gt;
* [[The OO]] (largely defunct)&lt;br /&gt;
* [[The Tadayuki Gang]]&lt;br /&gt;
===Note: Do I Need to Draw A Diagram?===&lt;br /&gt;
Some of the above factions (or at least members) are part of the Major Factions, but have their own goals they prioritize first.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Factions&amp;diff=61</id>
		<title>Factions</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Factions&amp;diff=61"/>
				<updated>2010-07-10T21:51:45Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Othe Factions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Major Factions==&lt;br /&gt;
* [[BLUE]]&lt;br /&gt;
* [[HAZE]]&lt;br /&gt;
* [[The Agents]]&lt;br /&gt;
==Other Factions==&lt;br /&gt;
* [[The Administrative Staff]]&lt;br /&gt;
* [[The Gang]] (became BLUE)&lt;br /&gt;
* [[My Team]] &lt;br /&gt;
* [[The Titans]]&lt;br /&gt;
* [[The OO]] (largely defunct)&lt;br /&gt;
* [[The Tadayuki Gang]]&lt;br /&gt;
===Note: Do I Need to Draw A Diagram?===&lt;br /&gt;
Some of the below factions (or at least members) are part of the Major Factions, but have their own goals they prioritize first.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=60</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=60"/>
				<updated>2010-07-10T20:55:47Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Note: Role and Playing Favorites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a &amp;#039;prologue&amp;#039; idea.&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story. One Tier 5 antagonist can be threatening, more loses the effect. One Tier 5 ally or PC can be compelling, more tends to be boring. As always, there are exceptions, of course.&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
====Note: Role and Playing Favorites====&lt;br /&gt;
If a DM does decide to let a character (especially PC) make this transition, make sure the transition objectively it makes sense. Tier 5 characters are usually there because they want ultimate power; a character who just wants to settle down and live on a farm when this is over rarely would have any justification for doing it (although let&amp;#039;s face it, it would be interesting in the cases it does). In general, if a PC is going to make this transition, it will probably be obvious from their personality in the beginning, even if the character (or even the player) isn&amp;#039;t aware of it.&lt;br /&gt;
====Note: Great Power Standard, Great Responsibility Optional====&lt;br /&gt;
This should be super-obvious, but Tier has nothing to do with importance to the story. Any character who is Tier 5 is not automatically the focus no matter what side they&amp;#039;re on; in fact, they usually become less important.&lt;br /&gt;
&lt;br /&gt;
For a comparison, think of the role Dr. Manhattan ultimately played in Watchmen, when compared to Rorschach (as a protagonist) or Ozymandias (as an antagonist). Also, spoiler alert.&lt;br /&gt;
&lt;br /&gt;
===Note: Tiering Up===&lt;br /&gt;
In general, going up a tier is more than just a change in stats, it&amp;#039;s a dramatic event that touches and changes the character&amp;#039;s very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 1 to Tier 2&amp;#039;&amp;#039;&amp;#039; is not that big of an affair, as Tier 2 is largely &amp;#039;knows how to fight.&amp;#039; DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 2 to Tier 3&amp;#039;&amp;#039;&amp;#039;, however, is generally a defining moment in a character&amp;#039;s growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 3 to Tier 4&amp;#039;&amp;#039;&amp;#039; is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than specifically character driven, because let&amp;#039;s face it, DMs are asses.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 4 to Tier 5&amp;#039;&amp;#039;&amp;#039; is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They&amp;#039;ve sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it&amp;#039;s not really recommended for characters to go through this, especially multiple ones.&lt;br /&gt;
&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Flight==&lt;br /&gt;
===Natural===&lt;br /&gt;
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of flight:&lt;br /&gt;
* Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.&lt;br /&gt;
* Power. Penalties to speed and dodge, hits have minor effect.&lt;br /&gt;
===Limited===&lt;br /&gt;
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of restrictions, although both together are common:&lt;br /&gt;
* Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.&lt;br /&gt;
* Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
Requirement: Tier 2&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=59</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=59"/>
				<updated>2010-07-10T20:43:43Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Tier 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a &amp;#039;prologue&amp;#039; idea.&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story. One Tier 5 antagonist can be threatening, more loses the effect. One Tier 5 ally or PC can be compelling, more tends to be boring. As always, there are exceptions, of course.&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
====Note: Role and Playing Favorites====&lt;br /&gt;
If a DM does decide to let a character (especially PC) make this transition, make sure the transition objectively it makes sense. Tier 5 characters are usually there because they want ultimate power; a character who just wants to settle down and live on a farm when this is over rarely would have any justification for doing it (although let&amp;#039;s face it, it would be interesting in the cases it does). In general, if a PC is going to make this transition, it will probably be obvious from their personality in the beginning, even if the character (or even the player) isn&amp;#039;t aware of it.&lt;br /&gt;
&lt;br /&gt;
===Note: Tiering Up===&lt;br /&gt;
In general, going up a tier is more than just a change in stats, it&amp;#039;s a dramatic event that touches and changes the character&amp;#039;s very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 1 to Tier 2&amp;#039;&amp;#039;&amp;#039; is not that big of an affair, as Tier 2 is largely &amp;#039;knows how to fight.&amp;#039; DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 2 to Tier 3&amp;#039;&amp;#039;&amp;#039;, however, is generally a defining moment in a character&amp;#039;s growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 3 to Tier 4&amp;#039;&amp;#039;&amp;#039; is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than specifically character driven, because let&amp;#039;s face it, DMs are asses.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 4 to Tier 5&amp;#039;&amp;#039;&amp;#039; is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They&amp;#039;ve sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it&amp;#039;s not really recommended for characters to go through this, especially multiple ones.&lt;br /&gt;
&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Flight==&lt;br /&gt;
===Natural===&lt;br /&gt;
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of flight:&lt;br /&gt;
* Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.&lt;br /&gt;
* Power. Penalties to speed and dodge, hits have minor effect.&lt;br /&gt;
===Limited===&lt;br /&gt;
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of restrictions, although both together are common:&lt;br /&gt;
* Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.&lt;br /&gt;
* Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
Requirement: Tier 2&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=58</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=58"/>
				<updated>2010-07-10T20:41:45Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Tier 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a &amp;#039;prologue&amp;#039; idea.&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story. One Tier 5 antagonist can be threatening, more loses the effect. One Tier 5 ally or PC can be compelling, more tends to be boring. As always, there are exceptions, of course.&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*t&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
====Note: Role and Playing Favorites====&lt;br /&gt;
If a DM does decide to let a PC make this transition, make sure the transition objectively it makes sense. Tier 5 characters are usually there because they want ultimate power, a character who just wants to settle down and live on a farm when this is over rarely would have any justification for doing it (although let&amp;#039;s face it, it would be interesting in the cases it does). In general, if a PC is going to make this transition, it will probably be obvious from their personality in the beginning, even if the character (or even the player) isn&amp;#039;t aware of it.&lt;br /&gt;
&lt;br /&gt;
===Note: Tiering Up===&lt;br /&gt;
In general, going up a tier is more than just a change in stats, it&amp;#039;s a dramatic event that touches and changes the character&amp;#039;s very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 1 to Tier 2&amp;#039;&amp;#039;&amp;#039; is not that big of an affair, as Tier 2 is largely &amp;#039;knows how to fight.&amp;#039; DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 2 to Tier 3&amp;#039;&amp;#039;&amp;#039;, however, is generally a defining moment in a character&amp;#039;s growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 3 to Tier 4&amp;#039;&amp;#039;&amp;#039; is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than specifically character driven, because let&amp;#039;s face it, DMs are asses.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 4 to Tier 5&amp;#039;&amp;#039;&amp;#039; is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They&amp;#039;ve sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it&amp;#039;s not really recommended for characters to go through this, especially multiple ones.&lt;br /&gt;
&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Flight==&lt;br /&gt;
===Natural===&lt;br /&gt;
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of flight:&lt;br /&gt;
* Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.&lt;br /&gt;
* Power. Penalties to speed and dodge, hits have minor effect.&lt;br /&gt;
===Limited===&lt;br /&gt;
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of restrictions, although both together are common:&lt;br /&gt;
* Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.&lt;br /&gt;
* Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
Requirement: Tier 2&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=57</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=57"/>
				<updated>2010-07-10T20:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Note: Tiering Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a &amp;#039;prologue&amp;#039; idea.&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
===Note: Tiering Up===&lt;br /&gt;
In general, going up a tier is more than just a change in stats, it&amp;#039;s a dramatic event that touches and changes the character&amp;#039;s very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 1 to Tier 2&amp;#039;&amp;#039;&amp;#039; is not that big of an affair, as Tier 2 is largely &amp;#039;knows how to fight.&amp;#039; DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 2 to Tier 3&amp;#039;&amp;#039;&amp;#039;, however, is generally a defining moment in a character&amp;#039;s growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 3 to Tier 4&amp;#039;&amp;#039;&amp;#039; is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than specifically character driven, because let&amp;#039;s face it, DMs are asses.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Tier 4 to Tier 5&amp;#039;&amp;#039;&amp;#039; is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They&amp;#039;ve sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it&amp;#039;s not really recommended for characters to go through this, especially multiple ones.&lt;br /&gt;
&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Flight==&lt;br /&gt;
===Natural===&lt;br /&gt;
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of flight:&lt;br /&gt;
* Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.&lt;br /&gt;
* Power. Penalties to speed and dodge, hits have minor effect.&lt;br /&gt;
===Limited===&lt;br /&gt;
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of restrictions, although both together are common:&lt;br /&gt;
* Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.&lt;br /&gt;
* Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
Requirement: Tier 2&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=56</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=56"/>
				<updated>2010-07-10T20:30:24Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Tier 5 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea to be used beyond a &amp;#039;prologue&amp;#039; idea.&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
===Note: Tiering Up===&lt;br /&gt;
In general, going up a tier is more than just a change in stats, it&amp;#039;s a dramatic event that pushes the character&amp;#039;s very being. DMs are encouraged to work with their PCs to figure out when they want to move up a tier, and setting up a small arc revolving around the character for the transition.&lt;br /&gt;
&lt;br /&gt;
Tier 1 to Tier 2 is not that big of an affair, as Tier 2 is largely &amp;#039;knows how to fight.&amp;#039; DMs can set up a battle or small dramatic scene for this transition, but anything long term is discouraged due to the disadvantages of Tier 1 in a party and how unimportant the step is, if it is even incorporated.&lt;br /&gt;
&lt;br /&gt;
Tier 2 to Tier 3, however, is generally a defining moment in a character&amp;#039;s growth. A character who starts in Tier 3 generally has more backstory than a standard character, and a character who is leveling up usually gets a small event planned largely around them. The event should probably be heavier than anything the characters have faced before, and specifically taxing on the transitioning character, in general on both a physical and emotional level.&lt;br /&gt;
&lt;br /&gt;
Tier 3 to Tier 4 is usually equally defining. However, an important thing to note is Tier 3 has the highest mortality rate. This transition should be legitimately life-threatening if taken, and in general is only the result of a deeply traumatizing event, such as witnessing a massacre firsthand. Ultimately, these events are usually part of the planned plot rather than character driven, because let&amp;#039;s face it, DMs are asses.&lt;br /&gt;
&lt;br /&gt;
Tier 4 to Tier 5 is defining in a different way. In most cases, the jump only comes from hundreds of years of dedication to bettering themselves. They&amp;#039;ve sacrificed and experienced much during this time, and are in general detached from humanity. In some cases, this transition is done via dabbling in various fields to gain power quickly, and these characters are generally equally detached from the experience. As noted above, it&amp;#039;s not really recommended for player characters to go through this, especially multiple ones.&lt;br /&gt;
&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t feel like, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Flight==&lt;br /&gt;
===Natural===&lt;br /&gt;
The character is able to move throughout air without external aid. Doing so costs mana, and the action is forcibly stopped when it runs out.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of flight:&lt;br /&gt;
* Speed. Bonuses to speed and dodge, hits cause heavy loss of momentum and elevation.&lt;br /&gt;
* Power. Penalties to speed and dodge, hits have minor effect.&lt;br /&gt;
===Limited===&lt;br /&gt;
The character uses an external aid to fly. Although this rarely involves a mana investment, the means usually has a limitation that makes it a less appealing option than natural flight.&lt;br /&gt;
&lt;br /&gt;
There tend to be two types of restrictions, although both together are common:&lt;br /&gt;
* Time. The flight can only be invoked for a certain number of turns, and must be recharged before the possibility of reuse.&lt;br /&gt;
* Use. The flight can only reach certain a certain altitude, be used in certain environmental conditions, or some other restriction preventing it from mimicking natural flight.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
Requirement: Tier 2&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a specific body part that takes extra damage, or a certain kind of attack that deals extra damage. Types and number allowed vary by DM fiat.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=55</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=55"/>
				<updated>2010-07-10T20:06:58Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
===History===&lt;br /&gt;
Nothing is complete without a creation myth. In the beginning, there was Nothing. It had no comparison, it had no meaning. Eventually, Something came into existence. And it gave Nothing meaning, but it was incomplete. It created two imperfect children, Life and Rebirth, and gave them all of existence to play with. They created the stars and planets that filled existence, but they too were lonely. And so, they created the Gods to play in their universe.&lt;br /&gt;
&lt;br /&gt;
The Gods, however, were further imperfections, and were greedy, prideful, and bitter. They had power feuds between themselves, and hated being at the bottom of the hierarchy. As such, they created Servants, to control and command. The Servants were largely more levelheaded than the Gods, but they too wanted something to control. And so the First Tellurians were created by various Gods, largely dumb powerful creatures inhabiting the planets, existing only for the Servants to abuse.&lt;br /&gt;
&lt;br /&gt;
However, without something to sustain them, the First Tellurians started to wipe each other out. The Servants convinced some Gods to create something to stop them, and the Elder Races were born. They were weaker than the Planet Walkers, but smarter, and were largely able to keep a balance. However, more and more Servants and Gods had various ideas, and the New Races came into existence. This chain was finally broken when the Servants of the Chaos God created their race: The humans. Physically weak, but very adaptable.&lt;br /&gt;
&lt;br /&gt;
The humans threw what was finely balanced into, fittingly, chaos. The various races started interacting in a social manner, and the First Tellurians became powerless against innovations. Further, the Servants started to see themselves more in the races than the Gods, and many showed support in spirit for their uprising. Both the power shift and the Servants&amp;#039; reaction frightened the Gods. They felt threatened by this change, and when Life and Rebirth tried to comfort them, the Gods destroyed them in a panic. This further spurred their terror, and they removed themselves from the Tellurian Plane, and locked away the power of Something they had.&lt;br /&gt;
&lt;br /&gt;
However, some Gods and Servants rebelled, and help create a loophole to the power. Three keys, hidden within Tellurian spirits. The Gods had had enough, and struck at these Titans with full force. The Titans never stood a chance, and those who weren&amp;#039;t killed were sealed away as punishment for their treachery.&lt;br /&gt;
&lt;br /&gt;
While this happened, however, humans had worked on a device to end all of this once and for all. The device could pull the Divine Plane back into the Tellurian Plane. Without the power of Something they previously used, the Gods would be trapped on the plane, at the mercy of any further innovations the humans made. Cutting their losses, the Gods sealed their plane off from the Tellurian Plane, to bicker and war amongst themselves until the end of time.&lt;br /&gt;
&lt;br /&gt;
While a victory was achieved, more work had to be done. Forces outside and inside of the blooming society threatened everything they worked for, and so much progress was yet to made.&lt;br /&gt;
===Fields===&lt;br /&gt;
Fields in general are merely background information. Most living things has several fields. Sight, sound, touch, mind, and spirit are common ones, but not all have them. Which means if something can project nothing detectable to the sight field, it can be invisible. Touch, intangible. More when my mom isn&amp;#039;t fucking around on the keyboard.&lt;br /&gt;
&lt;br /&gt;
Without fields, living things are of the same capability as we are ([[Tier 0]]). However, it&amp;#039;s not really something they&amp;#039;d notice without fields, and there&amp;#039;s few chances for them to experience a loss. But, nonliving things do NOT have fields, so that&amp;#039;s important to note. Specifically, most adventurers easily clear through something without a field. A standard wall is nothing to them, for example. &lt;br /&gt;
&lt;br /&gt;
Fields work on something akin to frequencies. More attuned people are able to sense fields and recognize who they belong to, but it&amp;#039;s an entirely different ballpark than being able to tell exactly what that identity means. Characters with excessive understanding of magic and fields (such as [[Dai]]) may be able to hide themselves from specific fields or even cancel fields, but this is such an overpowered technique that it really shouldn&amp;#039;t come up in gameplay.&lt;br /&gt;
==Official Settings==&lt;br /&gt;
===Change in the Air===&lt;br /&gt;
Factions: Loyalists, Revolutionaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Humans help establish a society, the Gods are banned from the Tellurian Plane.&lt;br /&gt;
&lt;br /&gt;
===The Hunger Strikes===&lt;br /&gt;
Factions: Tellurians, Planet Eaters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Majority of planets are wiped out, the planet eaters are destroyed.&lt;br /&gt;
&lt;br /&gt;
===Search and Destroy===&lt;br /&gt;
Factions: Society, The OO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Many races are heavily damaged physically and mentally, but the OO loses all but pockets of power&lt;br /&gt;
&lt;br /&gt;
===Dim Future, Darker Past===&lt;br /&gt;
Factions: [[BLUE]], [[HAZE]], [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: ?????&lt;br /&gt;
&lt;br /&gt;
===Alternate Setting: Stark Reality===&lt;br /&gt;
Factions: Loyalists, Revolutionaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hunger Strikes never occurs, instead the universe folds under the Benefactor and his assistant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: ?????&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=47</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=47"/>
				<updated>2010-07-07T21:31:55Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Weakness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t want to do, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
==Weakness==&lt;br /&gt;
Weaknesses are something that affect your character in a negative manner. It can be a certain part that takes extra damage, or &lt;br /&gt;
&lt;br /&gt;
* Very Low - The character takes small extra damage when weakened.&lt;br /&gt;
* Low - Same as Very Low, but higher damage. &lt;br /&gt;
* Mid - Same as Low, but higher damage. In addition, the character takes penalties to actions one turn after being weakened.&lt;br /&gt;
* High - Same as Mid, but higher damage and three turns afterwards. Furthermore, the character must roll a dice to see if they are stunned next turn.&lt;br /&gt;
* Very High - The character takes major damage when weakened, and is automatically stunned their next turn. They take massive penalties in any activity until they recover the amount of health lost from the hit.&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=46</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=46"/>
				<updated>2010-07-07T20:27:15Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Defining Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Note: The Cautious Loudmouth===&lt;br /&gt;
Some traits seem redundant, and the current definitions don&amp;#039;t help because they&amp;#039;re so vague to allow multiple interpretations themselves. It&amp;#039;s entirely possible traits will come and go, but there&amp;#039;s some archetypes that fit each if asked.&lt;br /&gt;
&lt;br /&gt;
Ultimately the idea is for one NOT to be able to pick all of the defining traits anyway, so some might be off-limits if another is chosen, even if it&amp;#039;s not its &amp;#039;opposite&amp;#039; (Withdrawn if Brave, for instance). It&amp;#039;s all in progress.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t want to do, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
==Weakness==&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=45</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=45"/>
				<updated>2010-07-07T20:07:38Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tier==&lt;br /&gt;
===Tier 0===&lt;br /&gt;
This is where we as normal humans sit. However, the only characters in the storyverse that fit into this tier are the inhabitants created by Metro City. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tier 0 characters get 125% of experience, but they have such heavy penalties there is no reason for this to be used for any character. Additionally, they can only have one defining trait.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 0====&lt;br /&gt;
Physical&lt;br /&gt;
* Size&lt;br /&gt;
* Weight&lt;br /&gt;
Mental&lt;br /&gt;
* NONE&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
&lt;br /&gt;
===Tier 1===&lt;br /&gt;
This is where the average person sits within the storyverse. This is used largely for noncombat NPCs. In some games where the PC start as simple villagers, the game might start at this level, but due to the restrictions it is a poor idea&lt;br /&gt;
&lt;br /&gt;
Tier 1 characters get 115% of experience, but they cap very early and have none of the advantages Tier 2 characters have. In addition, Tier 1 characters are restricted to a max of three Defining Traits, only one of which can reach Mid.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 1====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
* NONE&lt;br /&gt;
===Tier 2===&lt;br /&gt;
This is where the average adventurer sits within the storyverse. In most games PCs will start here, and most of the NPCs that are involved are here or higher.&lt;br /&gt;
&lt;br /&gt;
Tier 2 characters get 100% of experience, but have an experience cap. Tier 2 characters can have anywhere between two to five Defining Traits. Depending on the DM, Very High might be banned and/or a High might be required at this Tier.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 2====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
This is where an experienced adventurer sits within the storyverse. Some traits, such as Psychic, require a character to start in this tier, and as such might be banned from games.&lt;br /&gt;
&lt;br /&gt;
Tier 3 characters get 80% of experience, but have an experience cap. Tier 3 characters work the same as Tier 2 characters in Defining Traits, but have experienced an event which has made one trait particularly high for them, requiring one Very High.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 3====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
* Psychic (Starting Only)&lt;br /&gt;
Combat&lt;br /&gt;
* Telekinesis (Starting Only)&lt;br /&gt;
&lt;br /&gt;
===Tier 4===&lt;br /&gt;
This is where the average veteran adventurer sits with the storyverse. Most longer games will have the party end in this. Unless explicitly permitted, characters are generally banned from starting here and any traits that require the tier are offlimits during creation.&lt;br /&gt;
&lt;br /&gt;
Tier 4 characters get 55% of experience, and have such a high experience cap that they should never reach it in the campaign. Additionally, the events they&amp;#039;ve been through have made them very resolute, requiring three Very High in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 4====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Tier 5===&lt;br /&gt;
This is where only the most powerful characters sit in the storyverse. In general this is only achieved through special means, and it is discouraged to have multiple characters in this Tier in the story&lt;br /&gt;
&lt;br /&gt;
Tier 5 characters get 20% of experience, but have no experience cap. Though they have great power, it has come from either years of dedication to something and/or tampering with more questionable forces, and these experiences have made they excessively resolute, requiring five Very Highs in Defining Traits.&lt;br /&gt;
&lt;br /&gt;
====Traits Available at Tier 5====&lt;br /&gt;
Physical&lt;br /&gt;
*&lt;br /&gt;
Mental&lt;br /&gt;
*&lt;br /&gt;
Combat&lt;br /&gt;
*&lt;br /&gt;
==Defining Traits==&lt;br /&gt;
&lt;br /&gt;
===Note: Everything in Moderation!===&lt;br /&gt;
In small amounts, none of these are &amp;#039;bad&amp;#039; traits to have. They all are common traits in the real world, and all provide a small bonus in creation and some definition to personality. However, if a higher level is taken, they become something that is clearly distinct about the character, and have difficulty acting in a manner contrary to that. At the highest level, they have great trouble even understanding the opposite view.&lt;br /&gt;
&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
Brave characters are willing to face any challenge they meet.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thrill-seeker of the highest order. They suffer heavy penalties when they have to take a less direct method, and are easily manipulated by their desire to face challenges.&lt;br /&gt;
&lt;br /&gt;
Cautious characters try to understand a situation before rushing in.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is overly cautious. They suffer heavy penalties in situations where they don&amp;#039;t understand everything, and are easily manipulated by their desire to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
Emotional characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to their desires. They suffer heavy penalties doing something they don&amp;#039;t want to do, and are easily manipulated by their emotions.&lt;br /&gt;
&lt;br /&gt;
Rational characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a slave to logic. They suffer heavy penalties doing something that makes no sense to them, and are easily manipulated by logical arguments.&lt;br /&gt;
&lt;br /&gt;
===Empathetic/Adrift===&lt;br /&gt;
Empathetic characters are able to connect with others well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a bleeding heart. They suffer heavy penalties around suffering or acts that will harm others, and are easily manipulated by their need to connect with others.&lt;br /&gt;
&lt;br /&gt;
Adrift characters are able to function on their own well.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a thoroughbred loner. They suffer heavy penalties when they have to work cooperatively with or for others, and are manipulated by their desire to be alone. &lt;br /&gt;
&lt;br /&gt;
===Goal-Oriented/Self-Oriented===&lt;br /&gt;
Goal-Oriented individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their goals. They suffer heavy penalties in any situation which sets their goals back, and easily manipulated by the promise of furthering them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Self-Oriented individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is unhealthily focused on their self. They suffer heavy penalties in any situation which might set their self back, and are easily manipulated by the promise of furthering their self.&lt;br /&gt;
&lt;br /&gt;
===Seasoned/Pure===&lt;br /&gt;
Seasoned characters often try to use their knowledge to cut corners.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a type of snob. They suffer heavy penalties in situations where they don&amp;#039;t have to exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
&lt;br /&gt;
Pure characters tend to try to do things the proper way.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a devout purist. They suffer heavy penalties in situations where they have to exercise techniques they&amp;#039;re less familiar with, and are easily manipulated by a promise of the familiar.&lt;br /&gt;
&lt;br /&gt;
====Note: With Five Different Types of Seasoning====&lt;br /&gt;
Seasoning is a filler word right now and may very well be changed in the final draft, but, as with any of these, it ultimately has various interpretations. A character could be a seasoned sycophant or charmer, for instance, preferring to use their words.&lt;br /&gt;
&lt;br /&gt;
Pure can be taken just as well, as someone who frowns upon using words to end a battle rather than action could be qualified as a purist.&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
Outspoken characters always attempt to communicate their own ideas.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a loudmouth. They suffer heavy penalties when they are incapable of communicating or exercising their ideas, and are easily manipulated by the desire to do so.&lt;br /&gt;
&lt;br /&gt;
Withdrawn characters allow others to communicate their ideas first.&lt;br /&gt;
* Very Low&lt;br /&gt;
* Low&lt;br /&gt;
* Mid&lt;br /&gt;
* High&lt;br /&gt;
* Very High - The character is a social hermit. They suffer heavy penalties when put on the spot, and are easily manipulated by situations where they have no need for input.&lt;br /&gt;
&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
==Psychic==&lt;br /&gt;
Requirement: Tier 3&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
==Weakness==&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Papercut&amp;diff=44</id>
		<title>Papercut</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Papercut&amp;diff=44"/>
				<updated>2010-07-06T01:15:32Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Other names:   Allegiance: BLUE  Race: Halfbread  (Inu/Neko)  Role: Goods Provider (Neutral)  Papercut was the child of two adventurers who ended up closer th…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: &lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: Halfbread  ([[Inu]]/[[Neko]])&lt;br /&gt;
&lt;br /&gt;
Role: Goods Provider (Neutral)&lt;br /&gt;
&lt;br /&gt;
Papercut was the child of two adventurers who ended up closer than expected. However, when she was a child, she lost a hand to a villain and her mother realized the impact their adventures were having on her children. She left her father, but Papercut stayed to watch him. She gets her arm replaced with an artificial one created by Weapon Mistress, who becomes her surrogate mother in a way. In her teen years she loses her eyes, and although they too are replaced, her father mourns losing the last thing that reminded him of his wife. Papercut remarks that she might return someday, but her father reveals that his wife died shortly after leaving. Feeling betrayed, Papercut abandons him and stays under Weapon Mistress&amp;#039;s wing. However, she attracts the attention of less well-intentioned people. In the struggle, she ends up taking a fatal attack. Weapon Mistress ends up sustaining her on nanites, but the two are soon fatally struck again. Papercut is able to keep going, but by the time Papercut reacts the enemy have ended up destroying her father and themselves. She inherits her family&amp;#039;s estate and runs the world&amp;#039;s largest corporation, and decides to start a team of adventurers to change the world herself.&lt;br /&gt;
&lt;br /&gt;
Owning a huge corporation makes Papercut an important character, but she lives on NEO so she doesn&amp;#039;t have much impact on Sassers.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Papercut stands out physically in being a teenage halfbreed of inu and neko. However, she also stands out by largely being mechanical inside, and also her ability to transform in an unharmable paper warrior.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Manual Adaptation - Very High&lt;br /&gt;
* Weakness (Magic: Chaos) - Very High&lt;br /&gt;
===Mental===&lt;br /&gt;
Papercut is slowly losing all compassion due to her curse. However, as she does, she made it a habit to do good, in hopes of being able to continue afterwards. However, she is to the point where familiar things feel distant, and she does not make exceptions for things she liked as she once did.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Kinship: Fenrir - Very High&lt;br /&gt;
* Selfless - Low&lt;br /&gt;
* Uncaring - Low&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Freyu&amp;diff=43</id>
		<title>Freyu</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Freyu&amp;diff=43"/>
				<updated>2010-07-05T22:29:22Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Allegiance: ?????  Race: Halfbreed (Angel/Asura)  Role: Waitress, Goods Provider (Neutral)  Born of an asura father and angel mother, Freyu was the sixth in a gro…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Allegiance: ?????&lt;br /&gt;
&lt;br /&gt;
Race: Halfbreed ([[Angel]]/[[Asura]])&lt;br /&gt;
&lt;br /&gt;
Role: Waitress, Goods Provider (Neutral)&lt;br /&gt;
&lt;br /&gt;
Born of an asura father and angel mother, Freyu was the sixth in a group of nine siblings. However, she was the only daughter, and her mother thought it important to teach her angelic magic, despite her asura blood weakening her ability with it. Already an outcast among her siblings, being the center of their mother&amp;#039;s attention only made the animosity grow thicker. Her oldest brother was particularly violent towards her, and one day when he pushed her she passed out. When she awoke, she had lost two arms, but her brother had lost more. Terrified of being unaware of hurting more people, she withdrew from combat situations and set up a diner in Metro City.&lt;br /&gt;
&lt;br /&gt;
????? At the very least, she runs the Diner in Metro City, so she&amp;#039;s fairly important there.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Freyu is clearly a halfbreed of angel and asura. She has four arms (losing two in her youth), and large wings in metal bracers. Despite her halo, her magic ability is still quite meager, and she has to rely on charms to really be able to perform anything. She also used pills to work all hours in her diner early on, and has become reliant on them.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Addiction: Pills&lt;br /&gt;
* Additional Arms&lt;br /&gt;
* Halo&lt;br /&gt;
* Size: Large&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Magic Charms&lt;br /&gt;
===Mental===&lt;br /&gt;
Everything Freyu does, she does for herself. She usually puts on a friendly waitress act, but she has been shown to be cut-throat if anyone tries to cheat her. However, she is afraid to act in heated moments, terrified her rage will be let loose.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Cautious - Very High&lt;br /&gt;
* Natural Emotional State: Rage (Suppressed)&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Skill: Cooking - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Light - Very Low&lt;br /&gt;
* Magic: Binding - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=42</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=42"/>
				<updated>2010-07-05T21:58:25Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Personality Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Personality Traits==&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
===Empathetic/Detached===&lt;br /&gt;
===Hesitant/Resolute===&lt;br /&gt;
===Loose/Chaste===&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
===Selfless/Selfish===&lt;br /&gt;
&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
==Psychic==&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Evolution&amp;diff=41</id>
		<title>Evolution</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Evolution&amp;diff=41"/>
				<updated>2010-07-05T21:56:37Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Other names: Eve  Allegiance: ?????  Race: Sentient Plane  Role: ?????  Evolution is the result of five lives, a lot of magic, and even more luck. From the result, a sent…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Eve&lt;br /&gt;
&lt;br /&gt;
Allegiance: ?????&lt;br /&gt;
&lt;br /&gt;
Race: Sentient Plane&lt;br /&gt;
&lt;br /&gt;
Role: ?????&lt;br /&gt;
&lt;br /&gt;
Evolution is the result of five lives, a lot of magic, and even more luck. From the result, a sentient plane was created, and it was capable of creating an avatar to send to the Tellurian plane. However, at the time she was under control of a dark mage, and killed and tortured many before she was captured. Eventually her escape was facilitated, and soon after she was killed. However, one of the spells that went into her creation was one that made one stronger after a defeat, and after a week the avatar was back. However, a plane cannot be made stronger, so instead the mind of the avatar was. She realized she was being controlled, and she hated this fact. She forced the Gang to help her defeat the dark mage controlling her, and though successful, she once again lost her life. She returned again,  but this time saw the errors of her past two lives and decided to dedicate herself from this point out to helping others, latching onto Blake. He was able to convince the others of how important she was, and she has since done work under Blake.&lt;br /&gt;
&lt;br /&gt;
?????&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
While there is no specific answer for this, at this point she tends to choose a traditionally garbed woman, with wild spiky red hair and extended canines. Outside of that, she is entirely indistinguishable from a normal human (in this case) from a glance. However, she is able to change her form with relative ease. It&amp;#039;s also important to note that as a sentient plane, she is extremely weak against dimensional crushers, which instantly destroy and &amp;#039;cauterize&amp;#039; her, preventing changing form there.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Manual Adaptation - Very High&lt;br /&gt;
===Mental===&lt;br /&gt;
Eve at this point is a compassionate individual who is dedicated to serving Blake and others for her past deeds. While aware of her past horrors, she tries to focus on the future.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Curious - High&lt;br /&gt;
* Loyalty: Blake - Mid&lt;br /&gt;
* Selfless - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Aceln&amp;diff=40</id>
		<title>Aceln</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Aceln&amp;diff=40"/>
				<updated>2010-07-05T21:29:02Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==bio== Allegiance: The Titans  Race: Android  Role: ?????  Aceln was the first android created that was capable of replicating human life. He was a marvel at the time an…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==bio==&lt;br /&gt;
Allegiance: [[The Titans]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: ?????&lt;br /&gt;
&lt;br /&gt;
Aceln was the first android created that was capable of replicating human life. He was a marvel at the time and a magnet for attention, but as time went on he was merely the pioneer, and innovators passed him by. However, he has been capable of staying around to watch as he lost relevance. With the exception of his surrogate sister, he became bitter and withdrawn.&lt;br /&gt;
&lt;br /&gt;
?????&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Aceln is clearly a metal man. He is largely cover with metal armor, but that it&amp;#039;s ripped in several places revealing his inner metal casing. He also has two large chain guns attached to his back, and two claws which utilize thermal energy. He is also a heavy smoker.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Addiction: Smoking&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Chain Gun x 2 (Mounted on Back)&lt;br /&gt;
* Thermal Claws x 2 (Mounted on Arms)&lt;br /&gt;
* Smokes&lt;br /&gt;
===Mental===&lt;br /&gt;
Aceln was a wide-eyed idealist who watched (with his wide eyes) how quickly the world can stop caring. He went from a wonder to wreck in their eyes, and as a result he became angry at the world and avoiding most outside contact. However, he cares deeply for Natrigai, partially because she is more or less in the same boat at this point.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Kinship: Natrigai - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Heavy Weapon - Mid&lt;br /&gt;
* Weapon: Specialized (Thermal Claw) - Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Flame_Girl&amp;diff=39</id>
		<title>Flame Girl</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Flame_Girl&amp;diff=39"/>
				<updated>2010-07-05T19:51:57Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Allegiance: BLUE  Race: Human (Modified)  Role: Coordinator (Important)  Flame Girl started out as a smalltown thrillseeker, completely unaware of anything outsid…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]] (Modified)&lt;br /&gt;
&lt;br /&gt;
Role: Coordinator (Important)&lt;br /&gt;
&lt;br /&gt;
Flame Girl started out as a smalltown thrillseeker, completely unaware of anything outside of her hometown. However, she eventually ended up taking a job that in quick order exposed her to all of it. At the same time, she ended up modified, which she took as a sign she should become a superhero. She joined up with a group of adventurers that included Ace, and stuck by him as he founded BLUE.&lt;br /&gt;
&lt;br /&gt;
Flame Girl helps coordinate missions, so she tends to play an important role. She also often goes off on missions herself when the job allows, so she&amp;#039;s wellknown to the other organizations as well.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Flame Girl looks like a fairly attractive human girl. However, she has feathery wings as well as black twisted growths on the side of her head and around her waist. She is also the current incarnate of the Eternal Body, one of the three keys used to open a portal to the Something.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Eternal Key: Body&lt;br /&gt;
* Natural Flight&lt;br /&gt;
===Mental===&lt;br /&gt;
Flame Girl is a thrillseeker. When she first became what she is, she eagerly took it as a chance to be a superhero. However, while she does care for others, it&amp;#039;s mostly appealing because she wants to do it.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Selfish - Mid&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Fire - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dommi&amp;diff=37</id>
		<title>Dommi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dommi&amp;diff=37"/>
				<updated>2010-07-04T21:42:31Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Bio====&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]]&lt;br /&gt;
&lt;br /&gt;
Role: Part-Time Worker (Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dommi was born and raised in the Metro City Slums. She lost her parents at a young age, but a young Blake found her and the two worked together. Eventually, though, Blake changed his strategy while Dommi stayed behind to watch under children in the Slums. She also works part time at Laidena&amp;#039;s shop.&lt;br /&gt;
&lt;br /&gt;
Dommi is a part-time employee of BLUE and is relatively unimportant in most stories.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dommi, in shape, looks mostly like a standard human. However, her body is scarred, multitoned, and slightly misshapen, as well as large angel wings on her back. She has heavy control over her chakra, meaning she is very capable of controlling her body&amp;#039;s own energy. However, bringing her fists to all sorts of fights caused her to lose a lot of it. Still, she has shown such control over her body that she can quickly integrate parts of others into herself. She started taking &amp;#039;eye for an eye&amp;#039; literally, although she never delivered fatal blows. This ability also makes her ideal for working with soul cloth.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Missing Eye: Left&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
===Mental===&lt;br /&gt;
Dommi is fairly compassionate, and attempts to help other Slum kids avoid ending up as part of the cycle of hate inherent there. She tries to avoid combat and provide direct aid to those in need, rather than taking loftier goals.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Kinship: Blake - Mid&lt;br /&gt;
* Technical Pacifist&lt;br /&gt;
===Combat===&lt;br /&gt;
* Charka - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dommi&amp;diff=36</id>
		<title>Dommi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dommi&amp;diff=36"/>
				<updated>2010-07-04T21:41:56Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;====Bio==== Allegiance: BLUE  Race: Human  Role: Part-Time Worker (Unimportant)  Dommi was born and raised in the Metro City Slums. She lost her parents at a young age, b…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====Bio====&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]]&lt;br /&gt;
&lt;br /&gt;
Role: Part-Time Worker (Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dommi was born and raised in the Metro City Slums. She lost her parents at a young age, but a young Blake found her and the two worked together. Eventually, though, Blake changed his strategy while Dommi stayed behind to watch under children in the Slums. She also works part time at Laidena&amp;#039;s shop.&lt;br /&gt;
&lt;br /&gt;
Dommi is a part-time employee of BLUE and is relatively unimportant in most stories.&lt;br /&gt;
==Traits==&lt;br /&gt;
Dommi, in shape, looks mostly like a standard human. However, her body is scarred, multitoned, and slightly misshapen, as well as large angel wings on her back. She has heavy control over her chakra, meaning she is very capable of controlling her body&amp;#039;s own energy. However, bringing her fists to all sorts of fights caused her to lose a lot of it. Still, she has shown such control over her body that she can quickly integrate parts of others into herself. She started taking &amp;#039;eye for an eye&amp;#039; literally, although she never delivered fatal blows. This ability also makes her ideal for working with soul cloth.&lt;br /&gt;
===Physical===&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Missing Eye: Left&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
===Mental===&lt;br /&gt;
Dommi is fairly compassionate, and attempts to help other Slum kids avoid ending up as part of the cycle of hate inherent there. She tries to avoid combat and provide direct aid to those in need, rather than taking loftier goals.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Kinship: Blake - Mid&lt;br /&gt;
* Technical Pacifist&lt;br /&gt;
===Combat===&lt;br /&gt;
* Charka - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=35</id>
		<title>Dai</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=35"/>
				<updated>2010-07-04T21:23:34Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Daimiscius Zero&lt;br /&gt;
 &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dai was an elvish child who never felt like she belonged. She discovered a kindred spirit in Karm, a fellow zero, among her people&amp;#039;s enemies. The two grew close, and eventually left to explore the world. After some adventures, they attracted the attention of the other zeroes. The two groups didn&amp;#039;t get along, but eventually Dai and Karm were intimidated into joining. After some time, Karm was able to escape, and Dai followed suit. The two spent some time lying low apart, but eventually got back together and adventuring again.&lt;br /&gt;
&lt;br /&gt;
Dai is largely a traveler at this point, and as such plays a very unimportant role in most stories. The exception is any event involving the Zeroes.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dai is indistinguishable from a normal elf physically, she is fairly plain and timid which further hides her. However, underneath that she is the Zero of Energy, a heavy title to bear. She has heavy control over pure energy, as well as fields by extension. Versatile and powerful, she can hide or disguise herself from others, make herself almost unharmable, or weaken an enemy.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Sense Magic - Very High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Metal Bow (Modified)&lt;br /&gt;
** Funnels energy efficiently for long range blasts.&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
The burden of her abilities has left its mark on her psyche, and she feels more detached from people than she feels should be, as well as blaming herself for any accidents in her presence. Unlike most of the other Zeroes, she tries to help others, but her low self-esteem and her inability to really connect prevent her from investing anything longterm.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Low Self-Esteem&lt;br /&gt;
* Kinship: Karm - High&lt;br /&gt;
* Magic Theory - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Binding - Very High&lt;br /&gt;
* Magic: Energy - Very High&lt;br /&gt;
* Weapon: Bow - Mid&lt;br /&gt;
* Weapon: Staff - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=34</id>
		<title>Dai</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=34"/>
				<updated>2010-07-04T21:15:27Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Daimiscius Zero&lt;br /&gt;
 &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dai was an elvish child who never felt like she belonged. She discovered a kindred spirit in Karm, a fellow zero, among her people&amp;#039;s enemies. The two grew close, and eventually left to explore the world. After some adventures, they attracted the attention of the other zeroes. The two groups didn&amp;#039;t get along, but eventually Dai and Karm were intimidated into joining. After some time, Karm was able to escape, and Dai followed suit. The two spent some time lying low apart, but eventually got back together and adventuring again.&lt;br /&gt;
&lt;br /&gt;
Dai is largely a traveler at this point, and as such plays a very unimportant role in most stories. The exception is any event involving the Zeroes.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dai is indistinguishable from a normal elf physically, she is fairly plain and timid which further hides her. However, underneath that she is the Zero of Energy, a heavy title to bear. She has heavy control over pure energy, as well as fields by extension. Versatile and powerful, she can hide or disguise herself from others, make herself almost unharmable, or weaken an enemy.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Sense Magic - Very High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
The burden of her abilities has left its mark on her psyche, and she feels more detached from people than she feels should be, as well as blaming herself for any accidents in her presence. Unlike most of the other Zeroes, she tries to help others, but her low self-esteem and her inability to really connect prevent her from investing anything longterm.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Low Self-Esteem&lt;br /&gt;
* Kinship: Karm - High&lt;br /&gt;
* Magic Theory - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Binding - Very High&lt;br /&gt;
* Magic: Energy - Very High&lt;br /&gt;
* Weapon: Bow - Mid&lt;br /&gt;
* Weapon: Staff - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=33</id>
		<title>Dai</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=33"/>
				<updated>2010-07-04T21:15:07Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Physical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Daimiscius Zero&lt;br /&gt;
 &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dai was an elvish child who never felt like she belonged. She discovered a kindred spirit in Karm, a fellow zero, among her people&amp;#039;s enemies. The two grew close, and eventually left to explore the world. After some adventures, they attracted the attention of the other zeroes. The two groups didn&amp;#039;t get along, but eventually Dai and Karm were intimidated into joining. After some time, Karm was able to escape, and Dai followed suit. The two spent some time lying low apart, but eventually got back together and adventuring again.&lt;br /&gt;
&lt;br /&gt;
Dai is largely a traveler at this point, and as such plays a very unimportant role in most stories. The exception is any event involving the Zeroes.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dai is indistinguishable from a normal elf physically, she is fairly plain and timid which further hides her. However, underneath that she is the Zero of Energy, a heavy title to bear. She has heavy control over pure energy, as well as fields by extension. Versatile and powerful, she can hide or disguise herself from others, make herself almost unharmable, or weaken an enemy.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Sense Magic - Very High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
The burden of her abilities has left its mark on her psyche, and she feels more detached from people than she feels should be, as well as blaming herself for any accidents in her presence. Unlike most of the other Zeroes, she tries to help others, but her low self-esteem and her inability to really connect prevent her from investing anything longterm.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Low Self-Esteem&lt;br /&gt;
* Kinship: Karm - High&lt;br /&gt;
* Magic Theory - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Energy - Very High&lt;br /&gt;
* Weapon: Bow - Mid&lt;br /&gt;
* Weapon: Staff - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=32</id>
		<title>Dai</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=32"/>
				<updated>2010-07-04T21:14:32Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Bio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Daimiscius Zero&lt;br /&gt;
 &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dai was an elvish child who never felt like she belonged. She discovered a kindred spirit in Karm, a fellow zero, among her people&amp;#039;s enemies. The two grew close, and eventually left to explore the world. After some adventures, they attracted the attention of the other zeroes. The two groups didn&amp;#039;t get along, but eventually Dai and Karm were intimidated into joining. After some time, Karm was able to escape, and Dai followed suit. The two spent some time lying low apart, but eventually got back together and adventuring again.&lt;br /&gt;
&lt;br /&gt;
Dai is largely a traveler at this point, and as such plays a very unimportant role in most stories. The exception is any event involving the Zeroes.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dai is indistinguishable from a normal elf physically, she is fairly plain and timid which further hides her. However, underneath that she is the Zero of Energy, a heavy title to bear. She has heavy control over pure energy, as well as fields by extension. Versatile and powerful, she can hide herself from others, make herself almost unharmable, or weaken an enemy.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Sense Magic - Very High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
===Mental===&lt;br /&gt;
The burden of her abilities has left its mark on her psyche, and she feels more detached from people than she feels should be, as well as blaming herself for any accidents in her presence. Unlike most of the other Zeroes, she tries to help others, but her low self-esteem and her inability to really connect prevent her from investing anything longterm.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Low Self-Esteem&lt;br /&gt;
* Kinship: Karm - High&lt;br /&gt;
* Magic Theory - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Energy - Very High&lt;br /&gt;
* Weapon: Bow - Mid&lt;br /&gt;
* Weapon: Staff - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=31</id>
		<title>Dai</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Dai&amp;diff=31"/>
				<updated>2010-07-04T21:14:21Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Other names: Daimiscius Zero  Allegiance: The Zeroes  Race: Elf  Role: Traveler (Very Unimportant)  Dai was an elvish child who never felt like she belonged. She …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Daimiscius Zero &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Elf]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Dai was an elvish child who never felt like she belonged. She discovered a kindred spirit in Karm, a fellow zero, among her people&amp;#039;s enemies. The two grew close, and eventually left to explore the world. After some adventures, they attracted the attention of the other zeroes. The two groups didn&amp;#039;t get along, but eventually Dai and Karm were intimidated into joining. After some time, Karm was able to escape, and Dai followed suit. The two spent some time lying low apart, but eventually got back together and adventuring again.&lt;br /&gt;
&lt;br /&gt;
Dai is largely a traveler at this point, and as such plays a very unimportant role in most stories. The exception is any event involving the Zeroes. &lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Dai is indistinguishable from a normal elf physically, she is fairly plain and timid which further hides her. However, underneath that she is the Zero of Energy, a heavy title to bear. She has heavy control over pure energy, as well as fields by extension. Versatile and powerful, she can hide herself from others, make herself almost unharmable, or weaken an enemy.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Sense Magic - Very High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
===Mental===&lt;br /&gt;
The burden of her abilities has left its mark on her psyche, and she feels more detached from people than she feels should be, as well as blaming herself for any accidents in her presence. Unlike most of the other Zeroes, she tries to help others, but her low self-esteem and her inability to really connect prevent her from investing anything longterm.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Low Self-Esteem&lt;br /&gt;
* Kinship: Karm - High&lt;br /&gt;
* Magic Theory - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Energy - Very High&lt;br /&gt;
* Weapon: Bow - Mid&lt;br /&gt;
* Weapon: Staff - Very Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Blake&amp;diff=30</id>
		<title>Blake</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Blake&amp;diff=30"/>
				<updated>2010-07-04T21:00:16Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;====BLAKE==== ==Bio== Allegiance: BLUE  Race: Human  Role: Figurehead (Important)  Blake is a man of intrigue in multiple meanings. Not much is known about him personally. He hel…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;====BLAKE====&lt;br /&gt;
==Bio==&lt;br /&gt;
Allegiance: BLUE&lt;br /&gt;
&lt;br /&gt;
Race: Human&lt;br /&gt;
&lt;br /&gt;
Role: Figurehead (Important)&lt;br /&gt;
&lt;br /&gt;
Blake is a man of intrigue in multiple meanings. Not much is known about him personally. He helped Dommi as a child, then decided to run as King of Metro City and won (this is canon). Furthermore, among his other abilities, he is host to an ability known only as the Suggestion. He is capable of making anyone&amp;#039;s body betray them within his earshot, forcing the truth out of them or even changing their goals slightly. He is a dangerous man, but for obvious reasons darker powers have difficulty affecting him. &lt;br /&gt;
&lt;br /&gt;
Blake is a figurehead and diplomat for BLUE, so he often plays a large role in stories. It&amp;#039;s notable that his Suggestion allows the DM some breathing room for reasoning at times, although PCs may not like it.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Blake looks largely like a normal human, but he is instantly recognizable for his style. Brown brown hair and a backwards orange cap, green shirt with a metal necklace, and blue jeans make him stand out in a crowd.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Assorted Poisons&lt;br /&gt;
* Pocket Knife x6&lt;br /&gt;
* Throwing Knife x24&lt;br /&gt;
===Mental===&lt;br /&gt;
Blake unsurprisingly has the demeanor of a leader. He jokes a bit, but he is able to keep attention high and tension low. This is in part due to his Suggestion, which facilitates agreement to his goals and offers. Ultimately, he rarely abuses it, and when he does, it&amp;#039;s usually juvenile and harmless. However, psychics feel uncomfortable in the same room as him, in the same way a mouse would feel uncomfortable in the same room as an elephant.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Low&lt;br /&gt;
* Diplomacy - Mid&lt;br /&gt;
* Kinship: Dommi - Low&lt;br /&gt;
* Street Smarts - Mid&lt;br /&gt;
* The Suggestion&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Support: Poison - High&lt;br /&gt;
* Weapon: Explosives - High&lt;br /&gt;
* Weapon: Knives - High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Stock_Characters&amp;diff=29</id>
		<title>Stock Characters</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Stock_Characters&amp;diff=29"/>
				<updated>2010-07-04T20:07:09Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[10000]]&lt;br /&gt;
* [[Ace]]&lt;br /&gt;
* [[Ace Shot 8000]]&lt;br /&gt;
* [[Aceln]]&lt;br /&gt;
* [[Acess]]&lt;br /&gt;
* [[Blake]]&lt;br /&gt;
* [[Dai]]&lt;br /&gt;
* [[Deisoja]]&lt;br /&gt;
* [[Demented Sponge]]&lt;br /&gt;
* [[Devix]]&lt;br /&gt;
* [[Dommi]]&lt;br /&gt;
* [[Dopp-Elle]]&lt;br /&gt;
* [[Drunk]]&lt;br /&gt;
* [[Elle]]&lt;br /&gt;
* [[Evolution]]&lt;br /&gt;
* [[Fenrir]]&lt;br /&gt;
* [[Flame Girl]]&lt;br /&gt;
* [[Freyu]]&lt;br /&gt;
* [[Gal-Vaila]]&lt;br /&gt;
* [[Isabeau]]&lt;br /&gt;
* [[Isis]]&lt;br /&gt;
* [[J-Day]]&lt;br /&gt;
* [[Judith]]&lt;br /&gt;
* [[Karm]]&lt;br /&gt;
* [[Leviathan]]&lt;br /&gt;
* [[Maelstrom]]&lt;br /&gt;
* [[Minor]]&lt;br /&gt;
* [[Natrigai]]&lt;br /&gt;
* [[Osiris]]&lt;br /&gt;
* [[Papercut]]&lt;br /&gt;
* [[Para]]&lt;br /&gt;
* [[Problem]]&lt;br /&gt;
* [[Psynnk]]&lt;br /&gt;
* [[Rapa]]&lt;br /&gt;
* [[Redux]]&lt;br /&gt;
* [[Retina]]&lt;br /&gt;
* [[Sainald]]&lt;br /&gt;
* [[Sandstorm]]&lt;br /&gt;
* [[Shi-Wen]]&lt;br /&gt;
* [[Tad]]&lt;br /&gt;
* [[Tada]]&lt;br /&gt;
* [[Tiamat]]&lt;br /&gt;
* [[Trident]]&lt;br /&gt;
* [[UT]]&lt;br /&gt;
* [[Vanzin]]&lt;br /&gt;
* [[Vexal]]&lt;br /&gt;
* [[Weapon Goddess]]&lt;br /&gt;
* [[Wench]]&lt;br /&gt;
* [[Worphyne]]&lt;br /&gt;
* [[Wrench]]&lt;br /&gt;
* [[Xialong]]&lt;br /&gt;
* [[Yvgetsia]]&lt;br /&gt;
* [[Zemial]]&lt;br /&gt;
* [[Zero Hunter]]&lt;br /&gt;
* [[Zero Zero]]&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=28</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=28"/>
				<updated>2010-07-04T20:06:00Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Sillevus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]], Nanites&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved. However, if she affected by anything that stops her nanites, she will very quickly if not exposed to more.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
====Equipment====&lt;br /&gt;
* STMS Nanites (Entire Body)&lt;br /&gt;
** Capable of forming or reforming as various weapons or machines&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worse off than they left her.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=27</id>
		<title>Ace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=27"/>
				<updated>2010-07-04T20:02:34Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Ace Shot 9000&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: Commander (Very Important)&lt;br /&gt;
&lt;br /&gt;
Ace is an android who was created as part of a weapons program. As he worked with a group of adventurers, he began to recognize the shortcomings of HAZE. As their adventures came to an end, Ace set up a new iteration of the group BLUE with the idea of being able to make a difference to the world in the large scale.&lt;br /&gt;
&lt;br /&gt;
As commander of BLUE, Ace is a very important character to any character aligned to BLUE, and to most who do not.&lt;br /&gt;
&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
Ace is an android with icy blue spiky hair and deep blue eyes. His body is designed to act as metallic armor for his inner workings, and he is heavily outfitted for combat. He is regularly equipped with two large back cannons, an energy sword, a flamethrower, a grappling hook, and a shoulder rifle; but he has several small guns hidden beneath his armor. His back also holds a few high power boosters, and some small ones are hidden under his armor as well. He also recovers from damage slightly quicker due to some nanites in his system.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very Low&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Limited Speed Boost&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
====Equipment====&lt;br /&gt;
* PC-97 Heavy Energy Cannon x2 (Back)&lt;br /&gt;
* PC-14 Standard Flamethrower (Arm: Left)&lt;br /&gt;
* BL-33 Energy Sword (Arm: Right)&lt;br /&gt;
* PC-08 Grappling Hook (Shoulder: Left)&lt;br /&gt;
* PC-11 Multi-Barrel Energy Rifle (Shoulder: Right)&lt;br /&gt;
* B-500 Boosters x5 (Back)&lt;br /&gt;
* B-108 Emergency Booster (Back)&lt;br /&gt;
* B-102 Emergency Boosters x2 (Legs)&lt;br /&gt;
* B-076 Emergency Energy Pistol x4 (Under Armor, Arms x2)&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Scientific Method - Mid&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=26</id>
		<title>Ace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=26"/>
				<updated>2010-07-04T19:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Specifics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Ace Shot 9000&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: Commander (Very Important)&lt;br /&gt;
&lt;br /&gt;
Ace is an android who was created as part of a weapons program. As he worked with a group of adventurers, he began to recognize the shortcomings of HAZE. As their adventures came to an end, Ace set up a new iteration of the group BLUE with the idea of being able to make a difference to the world in the large scale.&lt;br /&gt;
&lt;br /&gt;
As commander of BLUE, Ace is a very important character to any character aligned to BLUE, and to most who do not.&lt;br /&gt;
&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
Ace is an android with icy blue spiky hair and deep blue eyes. His body is designed to act as metallic armor for his inner workings, and he is heavily outfitted for combat. He is regularly equipped with two large back cannons, an energy sword, a flamethrower, a grappling hook, and a shoulder rifle; but he has several small guns hidden beneath his armor. His back also holds a few high power boosters, and some small ones are hidden under his armor as well. He also recovers from damage slightly quicker due to some nanites in his system.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very Low&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Limited Speed Boost&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
====Equipment====&lt;br /&gt;
* BL-97 Heavy Energy Cannon x2 (Back)&lt;br /&gt;
* BL-14 Standard Flamethrower (Arm: Left)&lt;br /&gt;
* BL-33 Energy Sword (Arm: Right)&lt;br /&gt;
* BL-08 Grappling Hook (Shoulder: Left)&lt;br /&gt;
* BL-11 Multi-Barrel Energy Rifle (Shoulder: Right)&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Scientific Method - Mid&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=25</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=25"/>
				<updated>2010-07-04T19:50:36Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Mental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Sillevus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]], Nanites&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved. However, if she affected by anything that stops her nanites, she will very quickly if not exposed to more.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worse off than they left her.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=24</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=24"/>
				<updated>2010-07-04T19:49:23Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Sillevus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]], Nanites&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved. However, if she affected by anything that stops her nanites, she will very quickly if not exposed to more.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worst off than they left her.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=23</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=23"/>
				<updated>2010-07-04T19:47:42Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Bio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Sillevus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]], Nanites&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved.&lt;br /&gt;
&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worst off than they left her.&lt;br /&gt;
&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=22</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=22"/>
				<updated>2010-07-04T19:41:28Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Physical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Silicus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: Human, &amp;#039;Cyborg&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved.&lt;br /&gt;
&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worst off than they left her.&lt;br /&gt;
&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=21</id>
		<title>Weapon Goddess</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Weapon_Goddess&amp;diff=21"/>
				<updated>2010-07-04T19:41:00Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: Created page with &amp;#039;==Bio== Other Names: Silicus Tannir  Allegiance: The Agents  Race: Human, &amp;#039;Cyborg&amp;#039;  Role: Agent 3 (Very Important)  Weapon Goddess&amp;#039;s tale is a strange one. Originally she mer…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other Names: Silicus Tannir&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
Race: Human, &amp;#039;Cyborg&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Role: Agent 3 (Very Important)&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess&amp;#039;s tale is a strange one. Originally she merely a rising star in the world of technology. Apparently others saw her potential as more dangerous than she did, and she was killed. Except she wasn&amp;#039;t. She kept herself alive by using her own nanites, and after exacting revenge, she began to raise a local sullen youth as her own. However, from there she attracted some attention from less noble men, and once again she was left dying without her nanites as her surrogate daughter went to avenge her. As she bled out, she was approached by the Benefactor, who offered her power beyond her dreams if she worked for him. Having nothing to lose, she accepted and became pure nanites, increasing her abilities substantially.&lt;br /&gt;
&lt;br /&gt;
Weapon Goddess acts as the public face for the Agents, as she the most compassionate of the top ones. As such, she is very important to any players that are Agents, and to most who are not.&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Weapon Goddess mostly looks like a normal human, although she often has some clearly mechanical parts overlayed somewhere on her body. However, at this point she is nothing but a bunch of nanites forming the facsimile of a human. While aware of the limitations it involves in some forms, she believes they are capable of perfectly acting as well as her own body and embraces the advantages involved.&lt;br /&gt;
&lt;br /&gt;
* Automatic Recovery: Nanites - Very High&lt;br /&gt;
* Bounded: Nanites&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Overall, Weapon Goddess is an philanthropist. She tends to help those she can, and makes efforts to change the world at large as well. However, she is very vindictive, and those who cross her always find themselves worst off than they left her.&lt;br /&gt;
&lt;br /&gt;
* Caring - Mid&lt;br /&gt;
* Driven - Very High&lt;br /&gt;
* Scientific Method - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Specialized (Nanites) - Very High&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=20</id>
		<title>Ace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=20"/>
				<updated>2010-07-04T19:28:57Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Mental */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Ace Shot 9000&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: Commander (Very Important)&lt;br /&gt;
&lt;br /&gt;
Ace is an android who was created as part of a weapons program. As he worked with a group of adventurers, he began to recognize the shortcomings of HAZE. As their adventures came to an end, Ace set up a new iteration of the group BLUE with the idea of being able to make a difference to the world in the large scale.&lt;br /&gt;
&lt;br /&gt;
As commander of BLUE, Ace is a very important character to any character aligned to BLUE, and to most who do not.&lt;br /&gt;
&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
Ace is an android with icy blue spiky hair and deep blue eyes. His body is designed to act as metallic armor for his inner workings, and he is heavily outfitted for combat. He is regularly equipped with two large back cannons, an energy sword, a flamethrower, a grappling hook, and a shoulder rifle; but he has several small guns hidden beneath his armor. His back also holds a few high power boosters, and some small ones are hidden under his armor as well. He also recovers from damage slightly quicker due to some nanites in his system.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very Low&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Limited Speed Boost&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Scientific Method - Mid&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=19</id>
		<title>Ace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=19"/>
				<updated>2010-07-04T19:28:22Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Bio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Ace Shot 9000&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: Commander (Very Important)&lt;br /&gt;
&lt;br /&gt;
Ace is an android who was created as part of a weapons program. As he worked with a group of adventurers, he began to recognize the shortcomings of HAZE. As their adventures came to an end, Ace set up a new iteration of the group BLUE with the idea of being able to make a difference to the world in the large scale.&lt;br /&gt;
&lt;br /&gt;
As commander of BLUE, Ace is a very important character to any character aligned to BLUE, and to most who do not.&lt;br /&gt;
&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
Ace is an android with icy blue spiky hair and deep blue eyes. His body is designed to act as metallic armor for his inner workings, and he is heavily outfitted for combat. He is regularly equipped with two large back cannons, an energy sword, a flamethrower, a grappling hook, and a shoulder rifle; but he has several small guns hidden beneath his armor. His back also holds a few high power boosters, and some small ones are hidden under his armor as well. He also recovers from damage slightly quicker due to some nanites in his system.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very Low&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Limited Speed Boost&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
Specifics&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Scientific Method - Mid&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=18</id>
		<title>Ace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Ace&amp;diff=18"/>
				<updated>2010-07-04T19:28:10Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Ace Shot 9000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Android]]&lt;br /&gt;
&lt;br /&gt;
Role: Commander (Very Important)&lt;br /&gt;
&lt;br /&gt;
Ace is an android who was created as part of a weapons program. As he worked with a group of adventurers, he began to recognize the shortcomings of HAZE. As their adventures came to an end, Ace set up a new iteration of the group BLUE with the idea of being able to make a difference to the world in the large scale.&lt;br /&gt;
&lt;br /&gt;
As commander of BLUE, Ace is a very important character to any character aligned to BLUE, and to most who do not.&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
Ace is an android with icy blue spiky hair and deep blue eyes. His body is designed to act as metallic armor for his inner workings, and he is heavily outfitted for combat. He is regularly equipped with two large back cannons, an energy sword, a flamethrower, a grappling hook, and a shoulder rifle; but he has several small guns hidden beneath his armor. His back also holds a few high power boosters, and some small ones are hidden under his armor as well. He also recovers from damage slightly quicker due to some nanites in his system.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Automatic Recovery: Nanites - Very Low&lt;br /&gt;
* Limited Flight&lt;br /&gt;
* Limited Speed Boost&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
Specifics&lt;br /&gt;
* Driven - High&lt;br /&gt;
* Scientific Method - Mid&lt;br /&gt;
* Selfish - High&lt;br /&gt;
* Uncaring - High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Energy Weapon (Sword, Cannons) - High, Mid&lt;br /&gt;
* Weapon: Heavy Weapon (Cannons) - Mid&lt;br /&gt;
* Weapon: Ranged Weapon (Rifle) - Low&lt;br /&gt;
* Weapon: Specialized (Flamethrower, Grappling Hook) - Mid, Low&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=17</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=17"/>
				<updated>2010-07-04T19:12:10Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
==Official Settings==&lt;br /&gt;
===Change in the Air===&lt;br /&gt;
Factions: Loyalists, Revolutionaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Humans help establish a society, the Gods are banned from the Tellurian Plane.&lt;br /&gt;
&lt;br /&gt;
===The Hunger Strikes===&lt;br /&gt;
Factions: Tellurians, Planet Eaters&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Majority of planets are wiped out, the planet eaters are destroyed.&lt;br /&gt;
&lt;br /&gt;
===Search and Destroy===&lt;br /&gt;
Factions: Society, The OO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: Many races are heavily damaged physically and mentally, but the OO loses all but pockets of power&lt;br /&gt;
&lt;br /&gt;
===Dim Future, Darker Past===&lt;br /&gt;
Factions: [[BLUE]], [[HAZE]], [[The Agents]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: ?????&lt;br /&gt;
&lt;br /&gt;
===Alternate Setting: Stark Reality===&lt;br /&gt;
Factions: Loyalists, Revolutionaries&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hunger Strikes never occurs, instead the universe folds under the Benefactor and his assistant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Canon Ending: ?????&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=16</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=16"/>
				<updated>2010-07-04T19:10:57Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: /* Loose/Chaste */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Personality Traits==&lt;br /&gt;
===Selfless/Selfish===&lt;br /&gt;
===Emotional/Rational===&lt;br /&gt;
===Empathetic/Detached===&lt;br /&gt;
===Loose/Chaste===&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
* Happiness&lt;br /&gt;
* Rage&lt;br /&gt;
* Sorrow&lt;br /&gt;
==Psychic==&lt;br /&gt;
==Pacifism==&lt;br /&gt;
* Technical&lt;br /&gt;
* True&lt;br /&gt;
==Combat Traits==&lt;br /&gt;
===Weapon Mastery===&lt;br /&gt;
===Magic===&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Main_Page&amp;diff=15</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Main_Page&amp;diff=15"/>
				<updated>2010-07-04T19:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;65.190.153.90: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All names and specifics are subject and even likely to change.&lt;br /&gt;
&lt;br /&gt;
Currently the plan is to give each subject its own page, and later combine any that are small/related enough to do so. Depth first has never failed!&lt;br /&gt;
==Table of Contents==&lt;br /&gt;
* [[Factions]]&lt;br /&gt;
* [[Races]]&lt;br /&gt;
* [[Settings]]&lt;br /&gt;
* [[Stock Characters]]&lt;br /&gt;
* [[Traits]]&lt;/div&gt;</summary>
		<author><name>65.190.153.90</name></author>	</entry>

	</feed>