<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://www.ti.wit-n-wiz.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=98.26.93.45</id>
		<title>Sote - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.ti.wit-n-wiz.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=98.26.93.45"/>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Special:Contributions/98.26.93.45"/>
		<updated>2026-04-15T20:20:17Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.24.4</generator>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=481</id>
		<title>Locations</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Locations&amp;diff=481"/>
				<updated>2010-12-02T02:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
To get a grasp on the planet both for myself and those working for me, at the center of the planet there is a core of pure Mana.&lt;br /&gt;
&lt;br /&gt;
Much higher above that, but still much deeper than the planet&amp;#039;s crust, are pitch dark labyrinths of caves. [[Drow]] and [[Redux&amp;#039;s]] tend to be the only races at this depth, living together in patches; though there are many untold great treasures left from the age of the gods, and even greater untold horrors lurking in some parts. Neither of these have really been defined!&lt;br /&gt;
&lt;br /&gt;
Above the caves, where the soil is softer, [[Gnome]]s live in almost seclusion, swimming freely through the earth as if it was water. Naturally, they are prey to creatures that do the same, and have unique access to many things have sunk below the face of the planet. As they are the only race to be able to do so, they don&amp;#039;t have much outside interaction, except with their neighbors above and below them in rare situations.&lt;br /&gt;
&lt;br /&gt;
Finally reaching the crust, [[Dwarves]] fill many cave mouths leading deeper into the planet. They tend to hollow out a general living space as large as they can, and farm any valuable materials they sense in or near it, or any place they&amp;#039;ve dug to do so before. They too have access to some things can be found only within the planet, and as such are valued in society and in contact with many of the civilized races.&lt;br /&gt;
&lt;br /&gt;
Many caves however lie within or near deep woods, which have become one of the most dangerous areas. Though they used to be homes of other races such as [[Fae]], [[Kitsune]], [[Dragon]]s, and [[Elves]], many of those have moved on to other areas or at least occupy much less, now being home almost exclusively of the violent and xenophobic [[Dryad]]s and many untamed beasts.&lt;br /&gt;
&lt;br /&gt;
Wide, grassy plains are most readily associated with [[Centaur]]s on Sote, who use the area to farm crops, dominating the supply of vegetation for civilizations. They&amp;#039;re also often home to races that are civilized but aren&amp;#039;t fans of sprawling cities, such as the more traditional [[Harpie]]s. &lt;br /&gt;
&lt;br /&gt;
Plains and open areas are often turned into small towns and cities if given time, which are the most diverse offerings nowadays, as many races have abandoned any sense of wilderness. [[Human]]s tend to make the majority of the populations, but [[Usagi]] and [[Tengu]] are also almost exclusively found in cities now. [[Neko]]s and [[Goblin]]s enjoy making sleek futuristic cities, but these are few and far between due to the size and resources they need.&lt;br /&gt;
&lt;br /&gt;
Wide, significantly less grassy deserts are currently largely uninhabited by races permanently, although there are many that feel at home in it at times, such as [[Salamander]]s and some breeds of the adaptable [[Giant]]s, Dragons, Fae, and [[Troll]]s. These areas are again home to many undiscovered treasures under the sand, and again many dangers.&lt;br /&gt;
&lt;br /&gt;
Traveling to the opposite in humidity, the sea is equally filled with life. [[Merfolk]] most readily make up the majority of civilized water races and the only one exclusively in the water, making their homes in lopsided and tall buildings. [[Kappa]] and [[Undine]] have become involved with civilization and indeed can leave the water to travel to the surface to check out the offerings of those cities instead, and many races such as Salamanders, [[Naga]]s, or the adaptable races are able to travel down to see the offerings of the sea instead. However, by and large the sea is untamed, especially its darkest depths, which holds the same caveats as the deepest caves.&lt;br /&gt;
&lt;br /&gt;
Returning to the surface and traveling up, larger hills and smaller mountains are most often associated with Giants, if only because they&amp;#039;re most obvious there. As the temperature drops and the snow falls, larger mountains become home exclusively to [[Yuki]], who take unkindly to visitors in their small territory. This is aggravated when such mountains turn out to be volcanoes, which are hotspots (ha ha!) for Salamanders.&lt;br /&gt;
&lt;br /&gt;
Yuki also dominate the freezing poles, but this is solely due to them being the only race capable of easily surviving there, and these Yuki, due to such large areas, are much friendlier to outsiders. But much like deserts, these areas house little hospitality in general, though they hide great rewards and dangers as well. &lt;br /&gt;
&lt;br /&gt;
From the description, the following races were left out entirely:&lt;br /&gt;
*[[Angel]] (Sure they can fly, but where do they hang naturally?)&lt;br /&gt;
*[[Asura]] (Which isn&amp;#039;t too hard to believe as they don&amp;#039;t really have a set home)&lt;br /&gt;
*[[Cubus]] (Majority in their own plain, otherwise tend to be in cities?)&lt;br /&gt;
*[[Inu]] (Which IS concerning because I realized I never get them an explicit niche and now it shows)&lt;br /&gt;
*[[Karm&amp;#039;s]] (Extinct)&lt;br /&gt;
*[[Mandragora]] (Same as Inu)&lt;br /&gt;
*[[Minotaur]] (Probably small settlements on plains before moving to the cities?)&lt;br /&gt;
*[[Orc]] (Almost exclusively in cities as well now?)&lt;br /&gt;
*[[Raijuu]] (Where IS their natural habitat?)&lt;br /&gt;
*[[Vanzin&amp;#039;s]] (Extraterrestrial)&lt;br /&gt;
&lt;br /&gt;
Not horrible, but I&amp;#039;d kinda like to put most of them somewhere. I also didn&amp;#039;t describe beaches and swamps (and I&amp;#039;m sure some others), because I don&amp;#039;t really know what to put there (Trolls were originally swamp because they&amp;#039;re alligator-esque, but that&amp;#039;s no longer the ONLY option they have). That also includes non-race-wise, I mean, it feels kinda silly putting treasures in swamps? Poor swamps. Maybe they&amp;#039;ll get Raijuu.&lt;br /&gt;
==Specifics==&lt;br /&gt;
===Deep Caves===&lt;br /&gt;
Deep below the surface are labyrinths of tunnels covering the underside of the planet, connecting many caves from around the world. However, this deep in the cave range are extreme temperatures and a severe lack of light, so it is mostly empty.&lt;br /&gt;
&lt;br /&gt;
The Formric were a later race created with great burrowing abilities, and they quickly dug deep into the planet, interweaving their colonies. Later, an offshoot of Elves who directly opposed OO sought safety, and were welcomed to the vast underground network, adjusting to survive.&lt;br /&gt;
&lt;br /&gt;
Although the Planet Eaters never arrived on Sote, many of their Void Mites reached the planet and burrowed deep into the planet, wiping themselves out in the planet core. In their journey, many hit Formric colonies, wiping them out; and many more ended up flooding the tunnels with mana from the core, wiping out even more and destroying the familiar structure. The elf inhabitants prove their worth during this crisis, able to use their mastery of magic to reroute the mana and save many lives.&lt;br /&gt;
&lt;br /&gt;
The tunnels are mostly clear of hostile creatures, although any mana pits usually have some sort of predator around for eating the spawning Adamites. There are rumors that a few Void Mites themselves are still alive deep in the tunnels, but these reports are disregarded as &amp;#039;depressing.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;90%)&lt;br /&gt;
** Formic&lt;br /&gt;
** Deep Elves&lt;br /&gt;
* Minority (&amp;lt;10%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Goblins&lt;br /&gt;
** Trolls&lt;br /&gt;
** Cubus&lt;br /&gt;
** Nekos&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Humans (&amp;lt;1%)&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Corrupted Adamites&lt;br /&gt;
** Ghouls&lt;br /&gt;
** Boogies&lt;br /&gt;
** Kobolds&lt;br /&gt;
** Sponges&lt;br /&gt;
* Minority (&amp;lt;1%)&lt;br /&gt;
** Basilisks&lt;br /&gt;
** Drakes&lt;br /&gt;
** Liches&lt;br /&gt;
** Void Mites?&lt;br /&gt;
&lt;br /&gt;
===Mountain Caves===&lt;br /&gt;
Just past the surface of the planet are tunnels connected the outside world to the deeper caves. These caves are rich with solid mana veins, left untapped when the Formric burrowed deeper. The dwarves were a later race created shortly after the Formric began their subterranean paradise, and found many hidey-holes in mountains to protect them from the savage creatures. They soon discover the mana veins, and began to restructure the entirety of these entrance caves to support the mining of these as well as supporting the growing size and population of their race as protection became more viable. Soon other races began to approach the dwarves for their secrets, and the dwarves effectively started metal trade, helping set the foundation for what would eventually become society.&lt;br /&gt;
&lt;br /&gt;
While dwares make up the majority of Mountain cave inhabitants, there are many that were or became unsuitable for dwarven needs and hostile creatures took residence instead. Several large creatures find the size suitable for a resting chamber, and in abandoned caves Nymphs sometimes move like ghosts, hoping to find the revelry that once filled the caves.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Dwarves&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Goblins&lt;br /&gt;
** Humans&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Ogres&lt;br /&gt;
** Drakes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Nymphs&lt;br /&gt;
===Woods===&lt;br /&gt;
Deep woods have always been a dangerous place on Sote. Originally some of the First Tellurians were savage hunters, but as civilization has progressed a new threat arose, the once peaceful Dryads. Their homes being cut into as cities grew, Dryads tend to control the heart of forests but tend to maintain a perimeter on wherever they feel their territory start. The only areas within forests that tend to be untamed by Dryads tend to be dominated by beasts not even they can oppose. Going into a forest is a bad idea, going into a forest without a clear plan is the equivalent of suicide.&lt;br /&gt;
&lt;br /&gt;
A small number or area of forests sometimes house a small village or community of other races who cleared out the Dryads before them. That said, these communities are not always welcoming of outsiders, and even if they are, claiming to remove Dryads from a forested area is something like claiming to remove the sand from the desert, there&amp;#039;s always still more around.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;95%)&lt;br /&gt;
** Dryads&lt;br /&gt;
** OO&lt;br /&gt;
* Minority (&amp;lt;5%)&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Cockatrices&lt;br /&gt;
** Tanukis&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Kobolds&lt;br /&gt;
===Plains===&lt;br /&gt;
Plains were once a mixed bag for races, they provided no cover for enemies, but that also meant the races themselves were unprotected. Centaurs were one of the first races to take a dive and establish actual villages on the plains, cultivating the natural plants and coordinating defensive maneuvers when attacked. Eventually these villages thrived, and many races came to the Centaurs asking for reliable food in exchange for something, which laid down an agricultural trade and was pretty much the start of any form of civilization.&lt;br /&gt;
&lt;br /&gt;
The plains being a hotspot for races already, humans came along and started developing towns to entertain and engross travelers. Most of these towns thrived (due to contracts with minotaurs bought out from centaurs) and turned into bustling cities, pinnacles of creation and innovation, and symbols of civilization. Humans started to work with other races to form groups dedicated to eradicating things that threatened their lifestyles, most notably the once dangerous First Tellurians.&lt;br /&gt;
&lt;br /&gt;
Humans clearly won out, and many cities became melting pots of all races and cultures. Centaurs stuck to small farms, feeling most comfortable with that, and Nekos felt that they might not be able to beat the sheer magnitude of the humans, but they could certainly improve the quality, and built sleek futuristic cities. Harpies, who became upset over losing their cultural identity, became building their own villages again to try to preserve their traditions.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Humans&lt;br /&gt;
** Nekos&lt;br /&gt;
** Orcs&lt;br /&gt;
** Minotaurs&lt;br /&gt;
** Goblins&lt;br /&gt;
** Centaurs&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Tengus&lt;br /&gt;
** Cubus&lt;br /&gt;
** Harpies&lt;br /&gt;
** Usagi&lt;br /&gt;
** Kappa&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;80%)&lt;br /&gt;
** Orges&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Boogeys&lt;br /&gt;
===Deserts===&lt;br /&gt;
Desert are already dangerous to many races on their own, the significant heat and lack of any viable subsistence make it deadly in general. This is not helped by the fact that it has some of the planet&amp;#039;s deadliest creatures. Large vulture-like creatures set up large nests and head out in all directions, intent of stripping nutrition from any foolish enough to end up in the desert. Large scorpion-like creatures hug the canyons and valleys, intent of catching any stranglers that are trying to avoid the former. And large worms burrow deep underground, searching for subsistence of their own.&lt;br /&gt;
&lt;br /&gt;
Not all races find the desert unforgiving, though. Salamanders love the heat and are more protected than other races to the predators that fill the landscape. And gnomes in particular are able to move through the sand as if it were water, having only trouble defending themselves from worms.&lt;br /&gt;
&lt;br /&gt;
The desert itself is desolate of civilization, any salamanders or other races living as nomads. An ancient civilization once lied in the desert, producing vibrations to scare off the burrowing worms. Unfortunately, as the vultures became more plentiful, they soon came to check what produced those vibrations and stripped the city of all life, leaving no clue of the inhabitants. The city still stands empty, routinely attacked by the vultures examining the creatures. Gnomes have taken residence under the city, as the vibrations protect them from their primary predator. They occasionally explore the surface of the city for visitors with protective shells made of sand, so they can quickly retreat into the ground should the vultures strike.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;lt;80%)&lt;br /&gt;
** Gnomes&lt;br /&gt;
* Minority (&amp;lt;20%)&lt;br /&gt;
** Salamanders&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Vultures&lt;br /&gt;
** Scorpions&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Worms&lt;br /&gt;
&lt;br /&gt;
===Sea===&lt;br /&gt;
The sea covers the majority of the surface of Sote, and is probably the most untamed area of it, with strict routes maintained for transcontinental travel. Even on these routes are great perils like storms and pirates, but off the routes lurk things far more dangerous.&lt;br /&gt;
&lt;br /&gt;
Merfolk tend to hug towards land, as it makes their camps easier to find. Kappa have relatively recently joined their camps, though they often leave for the surface upon maturity. Merfolk tend to be fiercely protective against hostile outsiders, so the coasts are usually relatively peaceful.&lt;br /&gt;
&lt;br /&gt;
Just a bit further out are small settlements of salamanders or giants looking for underwater mana springs, as well as large reefs of Sponge. But past those are dark, primordial things that are driven by hunger.&lt;br /&gt;
&lt;br /&gt;
Of particular note is the Undine, a creature that is actually made up of two types of creature. They are able to alter to the flow of water, and in large groups are able to create deadly whirlpools and other water phenomena. So deadly, in fact, that most other creatures know to stay clear of them, so small groups ventured out in search of food on their own. Several of these ended up attacking Merfolk, but their attacks were so weak on their own the Merfolk read them as playfulness and treated them as pets. The Undine took the free food and shelter, and adapted to be more like their providers, which in turn got them more favor, until they functionally became a basic race. Like the Kappa, some of them journey to the surface out of the promise of more goods, but most &amp;#039;civilized&amp;#039; ones are content with their place among the Merfolk.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;70%)&lt;br /&gt;
** Merfolk&lt;br /&gt;
** Kappa&lt;br /&gt;
* Minority (&amp;lt;30%)&lt;br /&gt;
** Undine&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
** Nagas&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
&lt;br /&gt;
===Swamps and Marshes===&lt;br /&gt;
The only areas with heavy vegetation that don&amp;#039;t house many Dryads and even fewer hostile ones, civilization rarely encroached on swamps and marshes as they are not sources of any essentials. As such, the areas remain largely unchanged since their inception. Raijuu slide along the surface of the sitting water, while small groups of particularly tolerant Dryads, Trolls, Nagas, and Fae often make homes in any vegetation growing, and Sponge cover much of the water surface and base of plants.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
** Raijuu&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Nagas&lt;br /&gt;
** Fae&lt;br /&gt;
** Trolls&lt;br /&gt;
** Dryads&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
===Mountain Peaks===&lt;br /&gt;
Mountain tops are often extremes, and many of the most esoteric races thrive in this location as a result. Giants love the solitude above the tree line, Yuki love the snow-tipped peaks and Salamanders love volcanic domes. Of course, each race wants different things, and conflict is bound to happen. Mountain Yuki in particular are very aggressive to any giants or salamanders or really anything that enter their territory.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Yuki&lt;br /&gt;
** Salamanders&lt;br /&gt;
** Giants&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
*Majority (&amp;gt;95%)&lt;br /&gt;
** Snow&lt;br /&gt;
** Phoenix&lt;br /&gt;
===Arctic===&lt;br /&gt;
The arctic, much like the desert, is a hard place for any life to be sustained. However, the Arctic Yuki thrive in the temperature, and due to their uncontested rule of the area, are very welcoming of strangers. The relatively small and fast creatures that thrive in the desert give way to larger and sturdier beasts in the wintery wilderness.&lt;br /&gt;
&lt;br /&gt;
Racial Demographics&lt;br /&gt;
* Majority (&amp;gt;99%)&lt;br /&gt;
** Yuki&lt;br /&gt;
&lt;br /&gt;
Creature Demographics&lt;br /&gt;
* Majority (&amp;gt;60%)&lt;br /&gt;
**&lt;br /&gt;
* Minority (&amp;lt;40%)&lt;br /&gt;
** Snow&lt;br /&gt;
&lt;br /&gt;
==SAS==&lt;br /&gt;
A continent with many untamed sections, and diverse climates and locations. The most notable place on the continent is Metro City.&lt;br /&gt;
&lt;br /&gt;
Spread throughout the continent there are still withdrawn villages of purely dryads, elves, or humans, as well as a very rare one of one or two others.&lt;br /&gt;
&lt;br /&gt;
(So what do SAS stand for?)&lt;br /&gt;
===Metro City===&lt;br /&gt;
A city of many names, artificially created by [[Tad]] trying to create a home after losing the peninsula. The nature citizens are weak ([[Tier 0]]) beings whose energies are recycles by the cycle after they die, same with destroyed buildings. They lack desire, going about meaningless business until they are killed. As [[BLUE]] has started to set up base here, the senseless violence has decreased, but most often only replaced by sensible violence.&lt;br /&gt;
&lt;br /&gt;
The city became a target for those who sought to exploit it, and a slums developed around it. This area is very violent and all resources are pretty much constantly contested. Further out, there are more permanent and developed buildings, which has started becoming a community of its own.&lt;br /&gt;
&lt;br /&gt;
Recently, a young outsider entrepreneur has somehow gained a rule over the city, and has allowed many businesses to build within the city limits. These buildings are NOT part of the city have to be rebuilt by hand if destroyed.&lt;br /&gt;
====The Presidential Building====&lt;br /&gt;
A large sleek spire in the middle of the city, it is somehow intimidating as well as inviting. [[Blake]] rules the city from here, handing out deeds to business owners, working to try to solve internal and external social problems, and dicking around in his free time. Currently it is undergoing renovations to become the official BLUE headquarters as well. &lt;br /&gt;
====Freyu&amp;#039;s Diner====&lt;br /&gt;
A diner within the limits run by [[Freyu]] (gasp!), the main source of food for outsides in both the city limits and those in the areas around it. The place is opened all hours, and is generally ran by Freyu alone unless she has a waitstaff on duty. She is very intolerant of people acting out in the diner, and even moreso of damage to it, recruiting any that slight her to work for her until they pay off their debt. The diner is open to any faction.&lt;br /&gt;
&lt;br /&gt;
DMs are encouraged to throw random supporting characters in the area into the waitstaff every now and then for kicks. You know you want to.&lt;br /&gt;
====Laidena&amp;#039;s Tailor====&lt;br /&gt;
A clothing shop ran by [[Laidena]] and assisted by [[Dommi]], provider mostly for those in the Slums and the forming city. Accepts commissions at any hour and usually produces results within a day unless particularly esoteric. Recently it has been revealed Laidena opened the shop in Metro City to keep an eye on the city for [[HAZE]], but it still functions normally and for any faction.&lt;br /&gt;
====Rapa&amp;#039;s Store====&lt;br /&gt;
Weapons, armor, and general goods are provided here. If a character needs something special delivered, Rapa is usually able to get it, though it might take some time. In certain cases, providers refuse or the request to too obscure, but it&amp;#039;s rare for her to give up her pursuit easily. Rapa is open to commission at any hour to anybody, but she shows huge bias to BLUE employees, giving them discounts and prioritizing them over others.&lt;br /&gt;
&lt;br /&gt;
==NEO==&lt;br /&gt;
The most technologically focused continent, as where as HAZE&amp;#039;s headquarters are. In most drafts it&amp;#039;s about 1.5 times larger than SAS, but due to the focus that ratio might flip, especially seeing how NEO is more heavily watched by HAZE and as such more tame.&lt;br /&gt;
&lt;br /&gt;
Humans, nekos, and goblins make up the majority of the native population, although obviously they are joined by all walks of life employed by HAZE.&lt;br /&gt;
&lt;br /&gt;
(Again, the abbreviation)&lt;br /&gt;
===The Heart===&lt;br /&gt;
Papercut&amp;#039;s company&amp;#039;s headquarters, a large monopoly that makes many of the goods of Sote and distributes even more. The staff is fairly small for the size but very dedicated, with all hours and organizations covered under its plans.&lt;br /&gt;
==The Floating Continent==&lt;br /&gt;
A once fertile peninsula of SAS, destroyed from within shortly after the attack by the Planet Eaters after the chain of volcanoes lining it were activated and amplified. Barren and bereft of life, the area was struck by a mana satellite, creating a fine dust cloud over the area for a while. When it finally settled, the area was gone, assumed to have finally sank at the stress. A few people speculated that the area became adrift, developing a new environment from the mana and becoming an attraction to those seeking power. These remarks were shrugged off as &amp;#039;poorly-written.&amp;#039;&lt;br /&gt;
==LUU==&lt;br /&gt;
A continent that was a group of civilized and diplomatic kingdoms working together, refusing the rule of HAZE instead governing themselves. When a felon usagi of HAZE carrying a strange item entered their domain, they forbade HAZE from entering and removing him, welcoming him as a visitor. The rest of the details are unclear to most, just knowing the areas is off-limits nowadays. If they think about it at all, they usually assume the item was misused and covered the area in unstable magics or something.&lt;br /&gt;
&lt;br /&gt;
The reality is far worse. The item was part of a dead planet&amp;#039;s core, and he was able to use it to subtly manipulate the citizens. He altered the structure to benefit him, as those free of his control became more anxious. HAZE decided to send in a group to destroy him, and they failed. Specifically, one of them betrayed the others, not seeing the problem herself. As she sent more time with the usagi, though, it became clear just how much his actions were hurting the continent, and he was slain by the one he love, but not before leaving an heir.&lt;br /&gt;
&lt;br /&gt;
His heir proved even more dangerous, absorbing part of the core (which shattered as a result), ignoring the subtleties of control at all. She could make people do whatever she wanted, and she was going to. The continent quickly fell into civil war as she spread her control, and many of those who rose up against her only wanted power themselves, now armed with a shard of the core themselves. The continent was falling from its diplomacy and becoming unthinking armies, and HAZE decided to quarantine it and seal it off. The act was mostly pointless, though: The heir and her kind had no desire to leave, their armies had no thoughts of escape, and those who were still free of mind were the only ones who suffered its effects.&lt;br /&gt;
&lt;br /&gt;
Nowadays, those with the power tend to play games of control amongst each other, with the occasional shifts of powers as one rises and another one falls. It&amp;#039;s considered poor sport to lure or force others from another continent, but these acts are usually appreciated, as they tend to backfire on the cheater and introduce new pieces that are unable to leave. And so the game goes on.&lt;br /&gt;
&lt;br /&gt;
Due to her vast fortune being worthless, the heir also set up several different ways to invest in external companies and even provide for them. As such, she actually has a more concrete grasp on the world than HAZE, and could drive it into chaos financially if she ever wanted to. But as the games begin to bore her, she has instead become fascinated with the businesses she has a hand in.&lt;br /&gt;
&lt;br /&gt;
Originally the largest continent, about twice the size of SAS. It&amp;#039;ll probably get shrunk unless the size does discourage people from going there. (Also abbreviation)&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=480</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=480"/>
				<updated>2010-11-22T15:46:41Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In most cases, the stats are obvious in their domain:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; is for how hard someone can physically hit (active), and how much abuse one can take (passive).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; is how much magic one can use (active) and how much they have stored up (reserve).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agilitiy&amp;#039;&amp;#039;&amp;#039; is how fast a character can move (speed), and how freely they can do so (flexibility).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conviction&amp;#039;&amp;#039;&amp;#039; is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).&lt;br /&gt;
&lt;br /&gt;
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.&lt;br /&gt;
&lt;br /&gt;
From there, the inevitable substats!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Chakra, maybe times ten? We&amp;#039;ll see.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Chakra:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Total Mana:&amp;#039;&amp;#039;&amp;#039; This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Usable Mana:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ectoplasm:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Conviction, maybe times five? Recovery by Will? We&amp;#039;ll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.&lt;br /&gt;
&lt;br /&gt;
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge. Physical attacks cost a small amount of energy, but it&amp;#039;s so minute it&amp;#039;s recovered almost instantaneously so that&amp;#039;s not represented in the normal rules. Special rules will be covered later.&lt;br /&gt;
&lt;br /&gt;
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.&lt;br /&gt;
&lt;br /&gt;
Psychic attacks rely on Ectoplasm (and Awareness?) to attack, Conviction to resist mental and Chakra (or their own psychic stat) to resist physical, and Awareness and Speed (and possibly Flexibility) to dodge physical. Mental attacks might hit by default (and do nothing in some cases), but also leave the attacker entirely prone. We&amp;#039;ll see!&lt;br /&gt;
&lt;br /&gt;
Movement relies on Speed, and in heavy combat, rough terrain, or tight spaces, Flexibility as well/solely. &lt;br /&gt;
&lt;br /&gt;
Stats like Knowledge and Conviction aren&amp;#039;t used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.&lt;br /&gt;
&lt;br /&gt;
Other Options:&lt;br /&gt;
*Grapples - Can be done with any attack stat: one&amp;#039;s own arms and legs, certain kinds of magic, or using psychic powers. Relies on the attack stat for that attacker, Flexibility or higher attack stat to escape, and Agility and Awareness to avoid. Physical grapples are the hardest to escape as the attacker gets to use their full Chakra stat, but magic and psychic attacks are capable of doing it from long-range and/or multi-tasking. Multi-limb grapples (or multiple casts) add a number of successful&lt;br /&gt;
*Disarms - Relies on a combination of the attack stat, Agility, and Weapon Proficiency to succeed or avoid. Physical gets the advantage of using the full Chakra stat, but magic and psychic attack are capable of doing it from long-range and/or multi-tasking.&lt;br /&gt;
*Push/Pull - Tends to be used only in special attacks. Relies on attack stat, and the difference of Size class. Physical attacks get the full use of Chakra, but can also suffer some negative consequences.&lt;br /&gt;
**Knocking Prone - Currently only the result of a critical success during a push/pull, or as a chance in some special attacks.&lt;br /&gt;
*Charge - Physical special attack (Blast is an equivalent magical/psychic one). Attack relies on attack stat and Agility to succeed and resist, and Awareness and Agility to avoid. If successful and the target is the same Size or larger than the attacker, the target is pushed a number of squares relating to the the attacker&amp;#039;s Speed.&lt;br /&gt;
===Sample Rolls===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 4/3&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 3/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 70 ((4+3)*10)&lt;br /&gt;
**Chi: 20 (4*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/3&lt;br /&gt;
*Conviction 1/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 20 ((1+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
At the encounter start, both recognize there will be battle in the infinite White Void. Initiative is rolled for each. Ace rolls a 7, Fenrir a 7 too (taken from random.org). Their Speed is added to their Initiative, so Ace ends up with a 10 and Fenrir an 11. HOWEVER, Ace has the Battle Ready trait, allowing him to add his Awareness to Initiative, giving him a 15. &lt;br /&gt;
&lt;br /&gt;
Ace gets first strike, moving back 3 squares, boosting back another three squares (his Speed) at the cost of 9 chakra, then charging up his cannon.&lt;br /&gt;
&lt;br /&gt;
Fenrir uses his Relentless Pursuit trait to mark Ace, sacrificing any dodge rolls for +2 Defense from the target&amp;#039;s attacks as well as moving two (half of Speed) spaces closer at the end of the target&amp;#039;s turn (this might cost Chi to activate/each turn?). Fenrir moves four squares closer, then will move another two closer on the completion on Ace&amp;#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Ace exerts all his remaining Chi to power his cannon, which does the remaining Chi divided by 2 rounded down DICE of damage. Normally Fenrir would have a Flexibility roll to see if he could avoid it, but he sacrificed that for his trait. As such, Fenrir is automatically struck for damage. Ace&amp;#039;s Offense is 4 and Fenrir Defense 4 plus the two from Relentless Pursuit, meaning each dice does -2 damage (for a minimum of 0). The rolls are: 10, 11, 9, 7, and 12, or 8, 9, 7, 5, and 12 (crit successes override Defense?), coming to a total of 41 damage in one attack. Ace has to cool down until his Chi refills to where it was before the attack (we&amp;#039;ll see?), but Fenrir is knocked back five (the number of dice) squares, and has to roll higher than a 5 (the number of dice) to avoid falling prone. He rolls a 12, avoiding falling prone and recovering one square from the blast (as it was more than double the number of dice). In addition, Fenrir moves his two squares, putting him four squares from Ace.&lt;br /&gt;
&lt;br /&gt;
Fenrir does not stop his pursuit, moving four squares towards Ace again. Now that he&amp;#039;s in attack range, he slashes wildly at Ace. He rolls a 2, which his Speed is added to for a 6. Ace&amp;#039;s Agility is a 5, so Ace takes the hit. Fenrir then rolls for damage, and rolls a 1 (random really hates Fenrir). Fenrir would normally get a +2 to attack (his Offense is 5 and Ace&amp;#039;s Defense is 3, and maybe even more due to Ace having no Chi), but a crit failure may override Offense.&lt;br /&gt;
&lt;br /&gt;
So right now, the substats that have suffered any changed are as follow:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 69&lt;br /&gt;
**Chi: 0&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 25&lt;br /&gt;
&lt;br /&gt;
Ace&amp;#039;s turn again, but he can&amp;#039;t attack until he recovers to 11 Chi. He recovers 3 each turn, and jettisons his cannons. Ace has a special ability (trait?) that for every two pieces of equipment he jettisons, he recovers one more Chi each turn, and his boost ability cost one less Chi, so next turn he&amp;#039;ll recover 4 Chi and boost with cost 2 Chi per square. But right now, he can barely stand up, so he just moves back three squares. Infinite white void, after all.&lt;br /&gt;
&lt;br /&gt;
Fenrir decides to try a running tackle for five (maybe higher) Chi. He rolls an 11, which overtakes Ace&amp;#039;s Agility and counts as a hit. In addition, Ace is grappled and must roll higher than Fenrir&amp;#039;s total Chakra to resist falling prone. Ace rolls a 10 (poor Fenrir), which is higher than Fenrir&amp;#039;s 9 Chakra so the tackle only does we&amp;#039;ll say 2 dice of damage? Well, the rolls both came up 1&amp;#039;s, so again Fenrir winds up barely scratching Ace.&lt;br /&gt;
&lt;br /&gt;
Ace regains 4 Chi this turn, but is still grappled from Fenrir&amp;#039;s attack. Ace must again roll against Fenrir&amp;#039;s total Chakra to escape the grapple. Ace rolls a 2, and can add his Offense to it to try to force his way out, but that only brings it up to a six, not beating Fenrir&amp;#039;s 9. As a result, Ace remains grappled for the turn, unable to act or move.&lt;br /&gt;
&lt;br /&gt;
Fenrir regains 4 Chi this turn himself, and decides to throw Ace for another 5 Chi. Ace is Mid Size (three) and Fenrir&amp;#039;s Strenth is 5, so he can throw his three spaces. In addition, Ace must roll higher than a 6 (the number of spaces thrown times two) to avoid being knocked prone. Ace rolls a three, modified with his Awareness for a 7, barely avoiding being prone (although that would barely matter one on one anyway). Ace still takes 2 dice of damage, 4 and 6, coming out to a 6 and 8 due to Fenrir&amp;#039;s superior attack.&lt;br /&gt;
&lt;br /&gt;
Ace recovers 4 Chi this turn, bringing him back up to 11 and letting him attack again. Being three squares away, Ace decides to again boost three squares away again to try to keep Fenrir away. This cost only six Chi this time. Fenrir is still pursuing, though, so he gains two squares anyway.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 53&lt;br /&gt;
**Chi: 5&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 19&lt;br /&gt;
&lt;br /&gt;
Fenrir once again regains 4 Chi and moves four squares to Ace, and once again slashes wildly. Rolls a 8, Speed makes it 12, easily beating out Ace&amp;#039;s 5 Agility. Roll for damage, 11+2, finally laying some good damage into Ace.&lt;br /&gt;
&lt;br /&gt;
Ace in response expends 5 Chi (still gaining four the turn) to use his energy sword on Fenrir. He rolls a 8, Speed makes it 11, beating Fenrir&amp;#039;s 7. Rolling two dice for damage, 8 and 4, 6 and 2 due to the Pursuit.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 40&lt;br /&gt;
**Chi: 4&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 41&lt;br /&gt;
**Chi: 23&lt;br /&gt;
&lt;br /&gt;
Fenrir attacks wildly again, rolling a 9, Speed makes it a 13, beating Ace&amp;#039;s Agility 5 (plus Fenrir using the same attack grants Ace his Awareness bonus of 4, but still loses out). Damage is 5, so 7 more health gone.&lt;br /&gt;
&lt;br /&gt;
Ace is aware he&amp;#039;s not going to be able to get out of range of Fenrir, so he jettisons his shoulder equipment that&amp;#039;s long-range only, granting him another Chi per turn and only 1 Chi to boost. He decides to just punch Fenrir in the face, yeah, right in the face. He rolls a 2, Speed makes it five, not beating Fenrir&amp;#039;s speed. However, it hits due to the pursuit anyway. Roll for damage is a 1, just barely doing anything.&lt;br /&gt;
&lt;br /&gt;
Fenrir AGAIN attack wildly again, rolling a 7 and Speed making it a 11. Ace is able to draw from both Agility AND Knowledge entirely, meaning Fenrir now has to beat 14 to hit with that attack. Fenrir does not, so he hits mostly air.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi in this turn now, but decides to save up for a different move so he tries a punch again. Ace rolls a 8 plus 3, eleven versus his Speed (7) plus Awareness (2), so Ace still pulls through regardless of the pursuit. Unfortunately, once again a 1, just scratching.&lt;br /&gt;
&lt;br /&gt;
Fenrir tries to tackle again, rolling a 2, falling short of grasping Ace again.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi, and decides to empty his flamethrower into Fenrir for 15 Chi. 12, 9, 10 turn to 12, 7, and 8, and Fenrir needs to come out higher than 15 to avoid 3 turns of fire damage. He rolls a 4 plus 4 defense for an 8, so he&amp;#039;s on fire.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 33&lt;br /&gt;
**Chi: 3&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 12&lt;br /&gt;
**Chi: 20&lt;br /&gt;
&lt;br /&gt;
Fenrir considers the battle lost and abandons the pursuit, retreating from the infinite white void.&lt;br /&gt;
&lt;br /&gt;
Things to note:&lt;br /&gt;
*One on one physical combat in a vacuum is very boring and tedious! As such, it won&amp;#039;t be common? It&amp;#039;s just to spitball.&lt;br /&gt;
*Some of Ace&amp;#039;s attacks maybe should draw from mana instead (but not all of them).&lt;br /&gt;
*Numbers seem really wonky at times. But it&amp;#039;s spitball, we&amp;#039;ll iron it out.&lt;br /&gt;
==Social==&lt;br /&gt;
Social encounters tend to be shorter but more directed and involving more opponents. It&amp;#039;s rare you&amp;#039;ll be able to convince someone to follow your view easily, and even then one more is rarely enough.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Freyu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Durran&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 4/2&lt;br /&gt;
Substats&lt;br /&gt;
*Health 50 ((3+2)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 2 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((4+2)*5), refill at 2 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phyl&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 3/3&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Conviction 2/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 60 ((3+3)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((3+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
Phyl is an adventurer who has acquired a rare artifact. Durran is a corrupt HAZE employee who wants it. Freyu is merely attending her diner, where the two meet.&lt;br /&gt;
&lt;br /&gt;
Durran sits down with Phyl and says the artifact is important, a lot of people are after it and it may be safer in a vault, especially for Phyl. He rolls a 10, plus his Charm for another 4. If Phyl had seen an example of Durran&amp;#039;s networking before, the effect could have even higher bonuses.&lt;br /&gt;
&lt;br /&gt;
Phyl is forced to react to the threat only having a Conviction of 5, but reasons that Durran can&amp;#039;t do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately.&lt;br /&gt;
&lt;br /&gt;
Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to concede to her. Opposed Convictions will probably not be added (unless maybe they&amp;#039;re on the same side), but in any case there&amp;#039;s a good chance Freyu gets a bonus for being in her diner anyway.&lt;br /&gt;
&lt;br /&gt;
Phyl is willing to stop for Freyu, he drops out of the struggle. Durran chooses to persist and spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid.&lt;br /&gt;
&lt;br /&gt;
Freyu accepts them as such, but &amp;#039;&amp;#039;she doesn&amp;#039;t care.&amp;#039;&amp;#039; Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react.&lt;br /&gt;
&lt;br /&gt;
Freyu reacts. The action was aggressive enough that she simply disengages from the battle of wills, and tosses him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over.&lt;br /&gt;
&lt;br /&gt;
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren&amp;#039;t a form of mind control, there has to be external motivation to follow the person&amp;#039;s words if they are counter to their standard behavior.&lt;br /&gt;
&lt;br /&gt;
Something else notable is in this example the relevant stats are a lot closer than in the combat example, and it shows after pretty much everyone succeeds with ease every roll. Which is good in my eyes, as it means even slight differences in stats are important to have a slight advantage, meaning that, well, everything counts.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
*I haven&amp;#039;t quite figured out WHEN to spend Charisma (and how much). I&amp;#039;m thinking something like whenever you&amp;#039;re trying to persuade someone whom last bested you in a roll, or to nip any undesired response (including being ignored) in the bud given reasonable outside circumstances. A person with high Conviction could reason with someone who agrees with their goals really easily obviously and not have to spend Charisma on rolls, but even with high Conviction, it&amp;#039;d be an effort (as in Charisma spent) not to have their greatest enemy want to kill them on the spot.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=479</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=479"/>
				<updated>2010-11-22T15:38:37Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In most cases, the stats are obvious in their domain:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; is for how hard someone can physically hit (active), and how much abuse one can take (passive).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; is how much magic one can use (active) and how much they have stored up (reserve).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agilitiy&amp;#039;&amp;#039;&amp;#039; is how fast a character can move (speed), and how freely they can do so (flexibility).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conviction&amp;#039;&amp;#039;&amp;#039; is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).&lt;br /&gt;
&lt;br /&gt;
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.&lt;br /&gt;
&lt;br /&gt;
From there, the inevitable substats!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Chakra, maybe times ten? We&amp;#039;ll see.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Chakra:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Total Mana:&amp;#039;&amp;#039;&amp;#039; This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Usable Mana:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ectoplasm:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Conviction, maybe times five? Recovery by Will? We&amp;#039;ll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.&lt;br /&gt;
&lt;br /&gt;
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge. Physical attacks cost a small amount of energy, but it&amp;#039;s so minute it&amp;#039;s recovered almost instantaneously so that&amp;#039;s not represented in the normal rules. Special rules will be covered later.&lt;br /&gt;
&lt;br /&gt;
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.&lt;br /&gt;
&lt;br /&gt;
Psychic attacks rely on Ectoplasm (and Awareness?) to attack, Conviction to resist mental and Chakra (or their own psychic stat) to resist physical, and Awareness and Speed (and possibly Flexibility) to dodge physical. Mental attacks might hit by default (and do nothing in some cases), but also leave the attacker entirely prone. We&amp;#039;ll see!&lt;br /&gt;
&lt;br /&gt;
Movement relies on Speed, and in heavy combat, rough terrain, or tight spaces, Flexibility as well/solely. &lt;br /&gt;
&lt;br /&gt;
Stats like Knowledge and Conviction aren&amp;#039;t used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.&lt;br /&gt;
&lt;br /&gt;
Other Options:&lt;br /&gt;
*Grapples - Can be done with any attack stat: one&amp;#039;s own arms and legs, certain kinds of magic, or using psychic powers. Relies on the attack stat for that attacker, Flexibility or higher attack stat to escape, and Agility and Awareness to avoid. Physical grapples are the hardest to escape as the attacker gets to use their full Chakra stat, but magic and psychic attacks are capable of doing it from long-range and/or multi-tasking. Multi-limb grapples (or multiple casts) add a number of successful&lt;br /&gt;
*Disarms - Relies on a combination of the attack stat, Agility, and Weapon Proficiency to succeed or avoid. Physical gets the advantage of using the full Chakra stat, but magic and psychic attack are capable of doing it from long-range and/or multi-tasking.&lt;br /&gt;
*Push/Pull - Tends to be used only in special attacks. Relies on attack stat, and the difference of Size class. Physical attacks get the full use of Chakra, but can also suffer some negative consequences.&lt;br /&gt;
**Knocking Prone - Currently only the result of a critical success during a push/pull, or as a chance in some special attacks.&lt;br /&gt;
*Charge - Physical special attack (Blast is an equivalent magical/psychic one). Attack relies on attack stat and Agility to succeed and resist, and Awareness and Agility to avoid. If successful and the target is the same Size or larger than the attacker, the target is pushed a number of squares relating to the the attacker&amp;#039;s Speed.&lt;br /&gt;
===Sample Rolls===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 4/3&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 3/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 70 ((4+3)*10)&lt;br /&gt;
**Chi: 20 (4*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/3&lt;br /&gt;
*Conviction 1/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 20 ((1+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
At the encounter start, both recognize there will be battle in the infinite White Void. Initiative is rolled for each. Ace rolls a 7, Fenrir a 7 too (taken from random.org). Their Speed is added to their Initiative, so Ace ends up with a 10 and Fenrir an 11. HOWEVER, Ace has the Battle Ready trait, allowing him to add his Awareness to Initiative, giving him a 15. &lt;br /&gt;
&lt;br /&gt;
Ace gets first strike, moving back 3 squares, boosting back another three squares (his Speed) at the cost of 9 chakra, then charging up his cannon.&lt;br /&gt;
&lt;br /&gt;
Fenrir uses his Relentless Pursuit trait to mark Ace, sacrificing any dodge rolls for +2 Defense from the target&amp;#039;s attacks as well as moving two (half of Speed) spaces closer at the end of the target&amp;#039;s turn (this might cost Chi to activate/each turn?). Fenrir moves four squares closer, then will move another two closer on the completion on Ace&amp;#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Ace exerts all his remaining Chi to power his cannon, which does the remaining Chi divided by 2 rounded down DICE of damage. Normally Fenrir would have a Flexibility roll to see if he could avoid it, but he sacrificed that for his trait. As such, Fenrir is automatically struck for damage. Ace&amp;#039;s Offense is 4 and Fenrir Defense 4 plus the two from Relentless Pursuit, meaning each dice does -2 damage (for a minimum of 0). The rolls are: 10, 11, 9, 7, and 12, or 8, 9, 7, 5, and 12 (crit successes override Defense?), coming to a total of 41 damage in one attack. Ace has to cool down until his Chi refills to where it was before the attack (we&amp;#039;ll see?), but Fenrir is knocked back five (the number of dice) squares, and has to roll higher than a 5 (the number of dice) to avoid falling prone. He rolls a 12, avoiding falling prone and recovering one square from the blast (as it was more than double the number of dice). In addition, Fenrir moves his two squares, putting him four squares from Ace.&lt;br /&gt;
&lt;br /&gt;
Fenrir does not stop his pursuit, moving four squares towards Ace again. Now that he&amp;#039;s in attack range, he slashes wildly at Ace. He rolls a 2, which his Speed is added to for a 6. Ace&amp;#039;s Agility is a 5, so Ace takes the hit. Fenrir then rolls for damage, and rolls a 1 (random really hates Fenrir). Fenrir would normally get a +2 to attack (his Offense is 5 and Ace&amp;#039;s Defense is 3, and maybe even more due to Ace having no Chi), but a crit failure may override Offense.&lt;br /&gt;
&lt;br /&gt;
So right now, the substats that have suffered any changed are as follow:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 69&lt;br /&gt;
**Chi: 0&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 25&lt;br /&gt;
&lt;br /&gt;
Ace&amp;#039;s turn again, but he can&amp;#039;t attack until he recovers to 11 Chi. He recovers 3 each turn, and jettisons his cannons. Ace has a special ability (trait?) that for every two pieces of equipment he jettisons, he recovers one more Chi each turn, and his boost ability cost one less Chi, so next turn he&amp;#039;ll recover 4 Chi and boost with cost 2 Chi per square. But right now, he can barely stand up, so he just moves back three squares. Infinite white void, after all.&lt;br /&gt;
&lt;br /&gt;
Fenrir decides to try a running tackle for five (maybe higher) Chi. He rolls an 11, which overtakes Ace&amp;#039;s Agility and counts as a hit. In addition, Ace is grappled and must roll higher than Fenrir&amp;#039;s total Chakra to resist falling prone. Ace rolls a 10 (poor Fenrir), which is higher than Fenrir&amp;#039;s 9 Chakra so the tackle only does we&amp;#039;ll say 2 dice of damage? Well, the rolls both came up 1&amp;#039;s, so again Fenrir winds up barely scratching Ace.&lt;br /&gt;
&lt;br /&gt;
Ace regains 4 Chi this turn, but is still grappled from Fenrir&amp;#039;s attack. Ace must again roll against Fenrir&amp;#039;s total Chakra to escape the grapple. Ace rolls a 2, and can add his Offense to it to try to force his way out, but that only brings it up to a six, not beating Fenrir&amp;#039;s 9. As a result, Ace remains grappled for the turn, unable to act or move.&lt;br /&gt;
&lt;br /&gt;
Fenrir regains 4 Chi this turn himself, and decides to throw Ace for another 5 Chi. Ace is Mid Size (three) and Fenrir&amp;#039;s Strenth is 5, so he can throw his three spaces. In addition, Ace must roll higher than a 6 (the number of spaces thrown times two) to avoid being knocked prone. Ace rolls a three, modified with his Awareness for a 7, barely avoiding being prone (although that would barely matter one on one anyway). Ace still takes 2 dice of damage, 4 and 6, coming out to a 6 and 8 due to Fenrir&amp;#039;s superior attack.&lt;br /&gt;
&lt;br /&gt;
Ace recovers 4 Chi this turn, bringing him back up to 11 and letting him attack again. Being three squares away, Ace decides to again boost three squares away again to try to keep Fenrir away. This cost only six Chi this time. Fenrir is still pursuing, though, so he gains two squares anyway.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 53&lt;br /&gt;
**Chi: 5&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 19&lt;br /&gt;
&lt;br /&gt;
Fenrir once again regains 4 Chi and moves four squares to Ace, and once again slashes wildly. Rolls a 8, Speed makes it 12, easily beating out Ace&amp;#039;s 5 Agility. Roll for damage, 11+2, finally laying some good damage into Ace.&lt;br /&gt;
&lt;br /&gt;
Ace in response expends 5 Chi (still gaining four the turn) to use his energy sword on Fenrir. He rolls a 8, Speed makes it 11, beating Fenrir&amp;#039;s 7. Rolling two dice for damage, 8 and 4, 6 and 2 due to the Pursuit.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 40&lt;br /&gt;
**Chi: 4&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 41&lt;br /&gt;
**Chi: 23&lt;br /&gt;
&lt;br /&gt;
Fenrir attacks wildly again, rolling a 9, Speed makes it a 13, beating Ace&amp;#039;s Agility 5 (plus Fenrir using the same attack grants Ace his Awareness bonus of 4, but still loses out). Damage is 5, so 7 more health gone.&lt;br /&gt;
&lt;br /&gt;
Ace is aware he&amp;#039;s not going to be able to get out of range of Fenrir, so he jettisons his shoulder equipment that&amp;#039;s long-range only, granting him another Chi per turn and only 1 Chi to boost. He decides to just punch Fenrir in the face, yeah, right in the face. He rolls a 2, Speed makes it five, not beating Fenrir&amp;#039;s speed. However, it hits due to the pursuit anyway. Roll for damage is a 1, just barely doing anything.&lt;br /&gt;
&lt;br /&gt;
Fenrir AGAIN attack wildly again, rolling a 7 and Speed making it a 11. Ace is able to draw from both Agility AND Knowledge entirely, meaning Fenrir now has to beat 14 to hit with that attack. Fenrir does not, so he hits mostly air.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi in this turn now, but decides to save up for a different move so he tries a punch again. Ace rolls a 8 plus 3, eleven versus his Speed (7) plus Awareness (2), so Ace still pulls through regardless of the pursuit. Unfortunately, once again a 1, just scratching.&lt;br /&gt;
&lt;br /&gt;
Fenrir tries to tackle again, rolling a 2, falling short of grasping Ace again.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi, and decides to empty his flamethrower into Fenrir for 15 Chi. 12, 9, 10 turn to 12, 7, and 8, and Fenrir needs to come out higher than 15 to avoid 3 turns of fire damage. He rolls a 4 plus 4 defense for an 8, so he&amp;#039;s on fire.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 33&lt;br /&gt;
**Chi: 3&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 12&lt;br /&gt;
**Chi: 20&lt;br /&gt;
&lt;br /&gt;
Fenrir considers the battle lost and abandons the pursuit, retreating from the infinite white void.&lt;br /&gt;
&lt;br /&gt;
Things to note:&lt;br /&gt;
*One on one physical combat in a vacuum is very boring and tedious! As such, it won&amp;#039;t be common? It&amp;#039;s just to spitball.&lt;br /&gt;
*Some of Ace&amp;#039;s attacks maybe should draw from mana instead (but not all of them).&lt;br /&gt;
*Numbers seem really wonky at times. But it&amp;#039;s spitball, we&amp;#039;ll iron it out.&lt;br /&gt;
==Social==&lt;br /&gt;
Social encounters tend to be shorter but more directed and involving more opponents. It&amp;#039;s rare you&amp;#039;ll be able to convince someone to follow your view easily, and even then one more is rarely enough.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Freyu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Durran&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 4/2&lt;br /&gt;
Substats&lt;br /&gt;
*Health 50 ((3+2)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 2 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((4+2)*5), refill at 2 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phyl&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 3/3&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Conviction 2/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 60 ((3+3)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((3+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
Phyl is an adventurer who has acquired a rare artifact. Durran is a corrupt HAZE employee who wants it. Freyu is merely attending her diner, where the two meet.&lt;br /&gt;
&lt;br /&gt;
Durran sits down with Phyl and says the artifact is important, a lot of people are after it and it may be safer in a vault, especially for Phyl. He rolls a 10, plus his Charm for another 4. If Phyl had seen an example of Durran&amp;#039;s networking before, the effect could have even higher bonuses.&lt;br /&gt;
&lt;br /&gt;
Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can&amp;#039;t do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately.&lt;br /&gt;
&lt;br /&gt;
Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to concede to her. Convictions will probably not be added (unless maybe they&amp;#039;re on the same side), but in any case there&amp;#039;s a good chance Freyu gets a bonus for being in her restaurant anyway.&lt;br /&gt;
&lt;br /&gt;
Phyl is willing to stop for Freyu, he drops out of the struggle. Durran chooses to persist and spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid.&lt;br /&gt;
&lt;br /&gt;
Freyu accepts them as such, but &amp;#039;&amp;#039;she doesn&amp;#039;t care.&amp;#039;&amp;#039; Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react.&lt;br /&gt;
&lt;br /&gt;
Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over.&lt;br /&gt;
&lt;br /&gt;
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren&amp;#039;t a form of mind control, there has to be external motivation to follow the person&amp;#039;s words if they are counter to their standard behavior.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
*I haven&amp;#039;t quite figured out WHEN to spend Charisma (and how much). I&amp;#039;m thinking something like whenever you&amp;#039;re trying to persuade someone whom last bested you in a roll, or to nip any undesired response in the bud given reasonable outside circumstances. A person with high Conviction could reason with someone who agrees with their goals really easily obviously and not have to spend Charisma on rolls, but even with high Conviction, it&amp;#039;d be an effort (as in Charisma spent) not to have their greatest enemy want to kill them on the spot.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=478</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=478"/>
				<updated>2010-11-22T15:37:21Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Social */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In most cases, the stats are obvious in their domain:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; is for how hard someone can physically hit (active), and how much abuse one can take (passive).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; is how much magic one can use (active) and how much they have stored up (reserve).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agilitiy&amp;#039;&amp;#039;&amp;#039; is how fast a character can move (speed), and how freely they can do so (flexibility).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conviction&amp;#039;&amp;#039;&amp;#039; is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).&lt;br /&gt;
&lt;br /&gt;
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.&lt;br /&gt;
&lt;br /&gt;
From there, the inevitable substats!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Chakra, maybe times ten? We&amp;#039;ll see.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Chakra:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Total Mana:&amp;#039;&amp;#039;&amp;#039; This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Usable Mana:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ectoplasm:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Conviction, maybe times five? Recovery by Will? We&amp;#039;ll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.&lt;br /&gt;
&lt;br /&gt;
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge. Physical attacks cost a small amount of energy, but it&amp;#039;s so minute it&amp;#039;s recovered almost instantaneously so that&amp;#039;s not represented in the normal rules. Special rules will be covered later.&lt;br /&gt;
&lt;br /&gt;
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.&lt;br /&gt;
&lt;br /&gt;
Psychic attacks rely on Ectoplasm (and Awareness?) to attack, Conviction to resist mental and Chakra (or their own psychic stat) to resist physical, and Awareness and Speed (and possibly Flexibility) to dodge physical. Mental attacks might hit by default (and do nothing in some cases), but also leave the attacker entirely prone. We&amp;#039;ll see!&lt;br /&gt;
&lt;br /&gt;
Movement relies on Speed, and in heavy combat, rough terrain, or tight spaces, Flexibility as well/solely. &lt;br /&gt;
&lt;br /&gt;
Stats like Knowledge and Conviction aren&amp;#039;t used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.&lt;br /&gt;
&lt;br /&gt;
Other Options:&lt;br /&gt;
*Grapples - Can be done with any attack stat: one&amp;#039;s own arms and legs, certain kinds of magic, or using psychic powers. Relies on the attack stat for that attacker, Flexibility or higher attack stat to escape, and Agility and Awareness to avoid. Physical grapples are the hardest to escape as the attacker gets to use their full Chakra stat, but magic and psychic attacks are capable of doing it from long-range and/or multi-tasking. Multi-limb grapples (or multiple casts) add a number of successful&lt;br /&gt;
*Disarms - Relies on a combination of the attack stat, Agility, and Weapon Proficiency to succeed or avoid. Physical gets the advantage of using the full Chakra stat, but magic and psychic attack are capable of doing it from long-range and/or multi-tasking.&lt;br /&gt;
*Push/Pull - Tends to be used only in special attacks. Relies on attack stat, and the difference of Size class. Physical attacks get the full use of Chakra, but can also suffer some negative consequences.&lt;br /&gt;
**Knocking Prone - Currently only the result of a critical success during a push/pull, or as a chance in some special attacks.&lt;br /&gt;
*Charge - Physical special attack (Blast is an equivalent magical/psychic one). Attack relies on attack stat and Agility to succeed and resist, and Awareness and Agility to avoid. If successful and the target is the same Size or larger than the attacker, the target is pushed a number of squares relating to the the attacker&amp;#039;s Speed.&lt;br /&gt;
===Sample Rolls===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 4/3&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 3/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 70 ((4+3)*10)&lt;br /&gt;
**Chi: 20 (4*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/3&lt;br /&gt;
*Conviction 1/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 20 ((1+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
At the encounter start, both recognize there will be battle in the infinite White Void. Initiative is rolled for each. Ace rolls a 7, Fenrir a 7 too (taken from random.org). Their Speed is added to their Initiative, so Ace ends up with a 10 and Fenrir an 11. HOWEVER, Ace has the Battle Ready trait, allowing him to add his Awareness to Initiative, giving him a 15. &lt;br /&gt;
&lt;br /&gt;
Ace gets first strike, moving back 3 squares, boosting back another three squares (his Speed) at the cost of 9 chakra, then charging up his cannon.&lt;br /&gt;
&lt;br /&gt;
Fenrir uses his Relentless Pursuit trait to mark Ace, sacrificing any dodge rolls for +2 Defense from the target&amp;#039;s attacks as well as moving two (half of Speed) spaces closer at the end of the target&amp;#039;s turn (this might cost Chi to activate/each turn?). Fenrir moves four squares closer, then will move another two closer on the completion on Ace&amp;#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Ace exerts all his remaining Chi to power his cannon, which does the remaining Chi divided by 2 rounded down DICE of damage. Normally Fenrir would have a Flexibility roll to see if he could avoid it, but he sacrificed that for his trait. As such, Fenrir is automatically struck for damage. Ace&amp;#039;s Offense is 4 and Fenrir Defense 4 plus the two from Relentless Pursuit, meaning each dice does -2 damage (for a minimum of 0). The rolls are: 10, 11, 9, 7, and 12, or 8, 9, 7, 5, and 12 (crit successes override Defense?), coming to a total of 41 damage in one attack. Ace has to cool down until his Chi refills to where it was before the attack (we&amp;#039;ll see?), but Fenrir is knocked back five (the number of dice) squares, and has to roll higher than a 5 (the number of dice) to avoid falling prone. He rolls a 12, avoiding falling prone and recovering one square from the blast (as it was more than double the number of dice). In addition, Fenrir moves his two squares, putting him four squares from Ace.&lt;br /&gt;
&lt;br /&gt;
Fenrir does not stop his pursuit, moving four squares towards Ace again. Now that he&amp;#039;s in attack range, he slashes wildly at Ace. He rolls a 2, which his Speed is added to for a 6. Ace&amp;#039;s Agility is a 5, so Ace takes the hit. Fenrir then rolls for damage, and rolls a 1 (random really hates Fenrir). Fenrir would normally get a +2 to attack (his Offense is 5 and Ace&amp;#039;s Defense is 3, and maybe even more due to Ace having no Chi), but a crit failure may override Offense.&lt;br /&gt;
&lt;br /&gt;
So right now, the substats that have suffered any changed are as follow:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 69&lt;br /&gt;
**Chi: 0&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 25&lt;br /&gt;
&lt;br /&gt;
Ace&amp;#039;s turn again, but he can&amp;#039;t attack until he recovers to 11 Chi. He recovers 3 each turn, and jettisons his cannons. Ace has a special ability (trait?) that for every two pieces of equipment he jettisons, he recovers one more Chi each turn, and his boost ability cost one less Chi, so next turn he&amp;#039;ll recover 4 Chi and boost with cost 2 Chi per square. But right now, he can barely stand up, so he just moves back three squares. Infinite white void, after all.&lt;br /&gt;
&lt;br /&gt;
Fenrir decides to try a running tackle for five (maybe higher) Chi. He rolls an 11, which overtakes Ace&amp;#039;s Agility and counts as a hit. In addition, Ace is grappled and must roll higher than Fenrir&amp;#039;s total Chakra to resist falling prone. Ace rolls a 10 (poor Fenrir), which is higher than Fenrir&amp;#039;s 9 Chakra so the tackle only does we&amp;#039;ll say 2 dice of damage? Well, the rolls both came up 1&amp;#039;s, so again Fenrir winds up barely scratching Ace.&lt;br /&gt;
&lt;br /&gt;
Ace regains 4 Chi this turn, but is still grappled from Fenrir&amp;#039;s attack. Ace must again roll against Fenrir&amp;#039;s total Chakra to escape the grapple. Ace rolls a 2, and can add his Offense to it to try to force his way out, but that only brings it up to a six, not beating Fenrir&amp;#039;s 9. As a result, Ace remains grappled for the turn, unable to act or move.&lt;br /&gt;
&lt;br /&gt;
Fenrir regains 4 Chi this turn himself, and decides to throw Ace for another 5 Chi. Ace is Mid Size (three) and Fenrir&amp;#039;s Strenth is 5, so he can throw his three spaces. In addition, Ace must roll higher than a 6 (the number of spaces thrown times two) to avoid being knocked prone. Ace rolls a three, modified with his Awareness for a 7, barely avoiding being prone (although that would barely matter one on one anyway). Ace still takes 2 dice of damage, 4 and 6, coming out to a 6 and 8 due to Fenrir&amp;#039;s superior attack.&lt;br /&gt;
&lt;br /&gt;
Ace recovers 4 Chi this turn, bringing him back up to 11 and letting him attack again. Being three squares away, Ace decides to again boost three squares away again to try to keep Fenrir away. This cost only six Chi this time. Fenrir is still pursuing, though, so he gains two squares anyway.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 53&lt;br /&gt;
**Chi: 5&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 19&lt;br /&gt;
&lt;br /&gt;
Fenrir once again regains 4 Chi and moves four squares to Ace, and once again slashes wildly. Rolls a 8, Speed makes it 12, easily beating out Ace&amp;#039;s 5 Agility. Roll for damage, 11+2, finally laying some good damage into Ace.&lt;br /&gt;
&lt;br /&gt;
Ace in response expends 5 Chi (still gaining four the turn) to use his energy sword on Fenrir. He rolls a 8, Speed makes it 11, beating Fenrir&amp;#039;s 7. Rolling two dice for damage, 8 and 4, 6 and 2 due to the Pursuit.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 40&lt;br /&gt;
**Chi: 4&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 41&lt;br /&gt;
**Chi: 23&lt;br /&gt;
&lt;br /&gt;
Fenrir attacks wildly again, rolling a 9, Speed makes it a 13, beating Ace&amp;#039;s Agility 5 (plus Fenrir using the same attack grants Ace his Awareness bonus of 4, but still loses out). Damage is 5, so 7 more health gone.&lt;br /&gt;
&lt;br /&gt;
Ace is aware he&amp;#039;s not going to be able to get out of range of Fenrir, so he jettisons his shoulder equipment that&amp;#039;s long-range only, granting him another Chi per turn and only 1 Chi to boost. He decides to just punch Fenrir in the face, yeah, right in the face. He rolls a 2, Speed makes it five, not beating Fenrir&amp;#039;s speed. However, it hits due to the pursuit anyway. Roll for damage is a 1, just barely doing anything.&lt;br /&gt;
&lt;br /&gt;
Fenrir AGAIN attack wildly again, rolling a 7 and Speed making it a 11. Ace is able to draw from both Agility AND Knowledge entirely, meaning Fenrir now has to beat 14 to hit with that attack. Fenrir does not, so he hits mostly air.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi in this turn now, but decides to save up for a different move so he tries a punch again. Ace rolls a 8 plus 3, eleven versus his Speed (7) plus Awareness (2), so Ace still pulls through regardless of the pursuit. Unfortunately, once again a 1, just scratching.&lt;br /&gt;
&lt;br /&gt;
Fenrir tries to tackle again, rolling a 2, falling short of grasping Ace again.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi, and decides to empty his flamethrower into Fenrir for 15 Chi. 12, 9, 10 turn to 12, 7, and 8, and Fenrir needs to come out higher than 15 to avoid 3 turns of fire damage. He rolls a 4 plus 4 defense for an 8, so he&amp;#039;s on fire.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 33&lt;br /&gt;
**Chi: 3&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 12&lt;br /&gt;
**Chi: 20&lt;br /&gt;
&lt;br /&gt;
Fenrir considers the battle lost and abandons the pursuit, retreating from the infinite white void.&lt;br /&gt;
&lt;br /&gt;
Things to note:&lt;br /&gt;
*One on one physical combat in a vacuum is very boring and tedious! As such, it won&amp;#039;t be common? It&amp;#039;s just to spitball.&lt;br /&gt;
*Some of Ace&amp;#039;s attacks maybe should draw from mana instead (but not all of them).&lt;br /&gt;
*Numbers seem really wonky at times. But it&amp;#039;s spitball, we&amp;#039;ll iron it out.&lt;br /&gt;
==Social==&lt;br /&gt;
Social encounters tend to be shorter but more directed and involving more opponents. It&amp;#039;s rare you&amp;#039;ll be able to convince someone to follow your view easily, and even then one more is rarely enough.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Freyu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Durran&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 4/2&lt;br /&gt;
Substats&lt;br /&gt;
*Health 50 ((3+2)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 2 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((4+2)*5), refill at 2 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phyl&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 3/3&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Conviction 2/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 60 ((3+3)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((3+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
Phyl is an adventurer who has acquired a rare artifact. Durran is a corrupt HAZE employee who wants it. Freyu is merely attending her diner, where the two meet.&lt;br /&gt;
&lt;br /&gt;
Durran sits down with Phyl and says the artifact is important, a lot of people are after it and it may be safer in a vault, especially for Phyl. He rolls a 10, plus his Charm for another 4. If Phyl had seen an example of Durran&amp;#039;s networking before, the effect could have even higher bonuses.&lt;br /&gt;
&lt;br /&gt;
Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can&amp;#039;t do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately.&lt;br /&gt;
&lt;br /&gt;
Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to concede to her. Convictions will probably not be added (unless maybe they&amp;#039;re on the same side), but in any case there&amp;#039;s a good chance Freyu gets a bonus for being in her restaurant anyway.&lt;br /&gt;
&lt;br /&gt;
Phyl is willing to stop for Freyu, he drops out of the struggle. Durran chooses to persist and spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid.&lt;br /&gt;
&lt;br /&gt;
Freyu accepts them as such, but &amp;#039;&amp;#039;she doesn&amp;#039;t care.&amp;#039;&amp;#039; Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react.&lt;br /&gt;
&lt;br /&gt;
Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over.&lt;br /&gt;
&lt;br /&gt;
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren&amp;#039;t a form of mind control, there has to be external motivation to follow the person&amp;#039;s words if they are counter to their standard behavior.&lt;br /&gt;
&lt;br /&gt;
Some notes:&lt;br /&gt;
*I haven&amp;#039;t quite figured out WHEN to spend Charisma (and how much). I&amp;#039;m thinking something like whenever you&amp;#039;re trying to persuade someone whom last bested you in a roll, or to nip any undesired response in the bud given reasonable outside circumstances. A person with high Conviction could push someone who agrees with their goals really easily obviously and not have to spend Charisma rolls, but even with high Conviction, it&amp;#039;d be an effort (as in Charisma spent) not to have their greatest enemy want to kill them on the spot.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=477</id>
		<title>Mechanics</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mechanics&amp;diff=477"/>
				<updated>2010-11-22T05:44:33Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In most cases, the stats are obvious in their domain:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; is for how hard someone can physically hit (active), and how much abuse one can take (passive).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mana&amp;#039;&amp;#039;&amp;#039; is how much magic one can use (active) and how much they have stored up (reserve).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Intelligence&amp;#039;&amp;#039;&amp;#039; is for how quickly someone can notice something (awareness), and how easily/likely they are to contextualize it (knowledge).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Agilitiy&amp;#039;&amp;#039;&amp;#039; is how fast a character can move (speed), and how freely they can do so (flexibility).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conviction&amp;#039;&amp;#039;&amp;#039; is how subtly someone can control a social situation (charm), or how powerfully they can dominate it (will).&lt;br /&gt;
&lt;br /&gt;
Overall, they all seem unique and distinct from one another. Of course, there will be some overlap into other areas, but the combination of stats should be obvious then.&lt;br /&gt;
&lt;br /&gt;
From there, the inevitable substats!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Chakra, maybe times ten? We&amp;#039;ll see.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Chakra:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum from the offensive chakra (times a small number) and recovered by the defensive. This is used for special attacks and abilities. It can also be used to speed recovery (outside of combat only?). If drained, a character cannot attack until it reaches a point related to active chakra.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Total Mana:&amp;#039;&amp;#039;&amp;#039; This is calculated from Mana, but much more heavily on the reserve. Recovers from the total. If drained, the character takes the full force of any incoming magic (until a point related to Reserve?).&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Usable Mana:&amp;#039;&amp;#039;&amp;#039; Usable chakra, maximum and siphoned from reserve by active. This is used for spells and offensive tasks of magic. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ectoplasm:&amp;#039;&amp;#039;&amp;#039; This is calculated from the total of Conviction, maybe times five? Recovery by Will? We&amp;#039;ll see. Used both for (actively) trying to manipulate situations socially (or resisting such) as well as psychic abilities. If drained, the character suffers a mental fatigue and penalties in social manners and cannot be used again until it recovers to a point related to their Charm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
In combat, there are going to be maximum of three obvious base choices: Chakra for physical attacks, Mana for magical attacks, and Conviction for psychic attacks.&lt;br /&gt;
&lt;br /&gt;
Physical attacks rely active Chakra and Agility for damage and accuracy, passive Chakra to resist, and Awareness and Speed (and possibly Flexibility) to dodge. Physical attacks cost a small amount of energy, but it&amp;#039;s so minute it&amp;#039;s recovered almost instantaneously so that&amp;#039;s not represented in the normal rules. Special rules will be covered later.&lt;br /&gt;
&lt;br /&gt;
Magical attacks rely on Active Mana for attacks (and Awareness?), Total Mana to resist, and Awareness and Speed (and possibly Flexibility) to dodge.&lt;br /&gt;
&lt;br /&gt;
Psychic attacks rely on Ectoplasm (and Awareness?) to attack, Conviction to resist mental and Chakra (or their own psychic stat) to resist physical, and Awareness and Speed (and possibly Flexibility) to dodge physical. Mental attacks might hit by default (and do nothing in some cases), but also leave the attacker entirely prone. We&amp;#039;ll see!&lt;br /&gt;
&lt;br /&gt;
Movement relies on Speed, and in heavy combat, rough terrain, or tight spaces, Flexibility as well/solely. &lt;br /&gt;
&lt;br /&gt;
Stats like Knowledge and Conviction aren&amp;#039;t used as direct actions, but the former often influences course of actions and the latter can be used to end combat all together. Both are explored more in the social side of things. More in-depth stuff to come, of course.&lt;br /&gt;
&lt;br /&gt;
Other Options:&lt;br /&gt;
*Grapples - Can be done with any attack stat: one&amp;#039;s own arms and legs, certain kinds of magic, or using psychic powers. Relies on the attack stat for that attacker, Flexibility or higher attack stat to escape, and Agility and Awareness to avoid. Physical grapples are the hardest to escape as the attacker gets to use their full Chakra stat, but magic and psychic attacks are capable of doing it from long-range and/or multi-tasking. Multi-limb grapples (or multiple casts) add a number of successful&lt;br /&gt;
*Disarms - Relies on a combination of the attack stat, Agility, and Weapon Proficiency to succeed or avoid. Physical gets the advantage of using the full Chakra stat, but magic and psychic attack are capable of doing it from long-range and/or multi-tasking.&lt;br /&gt;
*Push/Pull - Tends to be used only in special attacks. Relies on attack stat, and the difference of Size class. Physical attacks get the full use of Chakra, but can also suffer some negative consequences.&lt;br /&gt;
**Knocking Prone - Currently only the result of a critical success during a push/pull, or as a chance in some special attacks.&lt;br /&gt;
*Charge - Physical special attack (Blast is an equivalent magical/psychic one). Attack relies on attack stat and Agility to succeed and resist, and Awareness and Agility to avoid. If successful and the target is the same Size or larger than the attacker, the target is pushed a number of squares relating to the the attacker&amp;#039;s Speed.&lt;br /&gt;
===Sample Rolls===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 4/3&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 3/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 70 ((4+3)*10)&lt;br /&gt;
**Chi: 20 (4*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/3&lt;br /&gt;
*Conviction 1/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 20 ((1+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
At the encounter start, both recognize there will be battle in the infinite White Void. Initiative is rolled for each. Ace rolls a 7, Fenrir a 7 too (taken from random.org). Their Speed is added to their Initiative, so Ace ends up with a 10 and Fenrir an 11. HOWEVER, Ace has the Battle Ready trait, allowing him to add his Awareness to Initiative, giving him a 15. &lt;br /&gt;
&lt;br /&gt;
Ace gets first strike, moving back 3 squares, boosting back another three squares (his Speed) at the cost of 9 chakra, then charging up his cannon.&lt;br /&gt;
&lt;br /&gt;
Fenrir uses his Relentless Pursuit trait to mark Ace, sacrificing any dodge rolls for +2 Defense from the target&amp;#039;s attacks as well as moving two (half of Speed) spaces closer at the end of the target&amp;#039;s turn (this might cost Chi to activate/each turn?). Fenrir moves four squares closer, then will move another two closer on the completion on Ace&amp;#039;s turn.&lt;br /&gt;
&lt;br /&gt;
Ace exerts all his remaining Chi to power his cannon, which does the remaining Chi divided by 2 rounded down DICE of damage. Normally Fenrir would have a Flexibility roll to see if he could avoid it, but he sacrificed that for his trait. As such, Fenrir is automatically struck for damage. Ace&amp;#039;s Offense is 4 and Fenrir Defense 4 plus the two from Relentless Pursuit, meaning each dice does -2 damage (for a minimum of 0). The rolls are: 10, 11, 9, 7, and 12, or 8, 9, 7, 5, and 12 (crit successes override Defense?), coming to a total of 41 damage in one attack. Ace has to cool down until his Chi refills to where it was before the attack (we&amp;#039;ll see?), but Fenrir is knocked back five (the number of dice) squares, and has to roll higher than a 5 (the number of dice) to avoid falling prone. He rolls a 12, avoiding falling prone and recovering one square from the blast (as it was more than double the number of dice). In addition, Fenrir moves his two squares, putting him four squares from Ace.&lt;br /&gt;
&lt;br /&gt;
Fenrir does not stop his pursuit, moving four squares towards Ace again. Now that he&amp;#039;s in attack range, he slashes wildly at Ace. He rolls a 2, which his Speed is added to for a 6. Ace&amp;#039;s Agility is a 5, so Ace takes the hit. Fenrir then rolls for damage, and rolls a 1 (random really hates Fenrir). Fenrir would normally get a +2 to attack (his Offense is 5 and Ace&amp;#039;s Defense is 3, and maybe even more due to Ace having no Chi), but a crit failure may override Offense.&lt;br /&gt;
&lt;br /&gt;
So right now, the substats that have suffered any changed are as follow:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 69&lt;br /&gt;
**Chi: 0&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 25&lt;br /&gt;
&lt;br /&gt;
Ace&amp;#039;s turn again, but he can&amp;#039;t attack until he recovers to 11 Chi. He recovers 3 each turn, and jettisons his cannons. Ace has a special ability (trait?) that for every two pieces of equipment he jettisons, he recovers one more Chi each turn, and his boost ability cost one less Chi, so next turn he&amp;#039;ll recover 4 Chi and boost with cost 2 Chi per square. But right now, he can barely stand up, so he just moves back three squares. Infinite white void, after all.&lt;br /&gt;
&lt;br /&gt;
Fenrir decides to try a running tackle for five (maybe higher) Chi. He rolls an 11, which overtakes Ace&amp;#039;s Agility and counts as a hit. In addition, Ace is grappled and must roll higher than Fenrir&amp;#039;s total Chakra to resist falling prone. Ace rolls a 10 (poor Fenrir), which is higher than Fenrir&amp;#039;s 9 Chakra so the tackle only does we&amp;#039;ll say 2 dice of damage? Well, the rolls both came up 1&amp;#039;s, so again Fenrir winds up barely scratching Ace.&lt;br /&gt;
&lt;br /&gt;
Ace regains 4 Chi this turn, but is still grappled from Fenrir&amp;#039;s attack. Ace must again roll against Fenrir&amp;#039;s total Chakra to escape the grapple. Ace rolls a 2, and can add his Offense to it to try to force his way out, but that only brings it up to a six, not beating Fenrir&amp;#039;s 9. As a result, Ace remains grappled for the turn, unable to act or move.&lt;br /&gt;
&lt;br /&gt;
Fenrir regains 4 Chi this turn himself, and decides to throw Ace for another 5 Chi. Ace is Mid Size (three) and Fenrir&amp;#039;s Strenth is 5, so he can throw his three spaces. In addition, Ace must roll higher than a 6 (the number of spaces thrown times two) to avoid being knocked prone. Ace rolls a three, modified with his Awareness for a 7, barely avoiding being prone (although that would barely matter one on one anyway). Ace still takes 2 dice of damage, 4 and 6, coming out to a 6 and 8 due to Fenrir&amp;#039;s superior attack.&lt;br /&gt;
&lt;br /&gt;
Ace recovers 4 Chi this turn, bringing him back up to 11 and letting him attack again. Being three squares away, Ace decides to again boost three squares away again to try to keep Fenrir away. This cost only six Chi this time. Fenrir is still pursuing, though, so he gains two squares anyway.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 53&lt;br /&gt;
**Chi: 5&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 49&lt;br /&gt;
**Chi: 19&lt;br /&gt;
&lt;br /&gt;
Fenrir once again regains 4 Chi and moves four squares to Ace, and once again slashes wildly. Rolls a 8, Speed makes it 12, easily beating out Ace&amp;#039;s 5 Agility. Roll for damage, 11+2, finally laying some good damage into Ace.&lt;br /&gt;
&lt;br /&gt;
Ace in response expends 5 Chi (still gaining four the turn) to use his energy sword on Fenrir. He rolls a 8, Speed makes it 11, beating Fenrir&amp;#039;s 7. Rolling two dice for damage, 8 and 4, 6 and 2 due to the Pursuit.&lt;br /&gt;
&lt;br /&gt;
Now:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 40&lt;br /&gt;
**Chi: 4&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 41&lt;br /&gt;
**Chi: 23&lt;br /&gt;
&lt;br /&gt;
Fenrir attacks wildly again, rolling a 9, Speed makes it a 13, beating Ace&amp;#039;s Agility 5 (plus Fenrir using the same attack grants Ace his Awareness bonus of 4, but still loses out). Damage is 5, so 7 more health gone.&lt;br /&gt;
&lt;br /&gt;
Ace is aware he&amp;#039;s not going to be able to get out of range of Fenrir, so he jettisons his shoulder equipment that&amp;#039;s long-range only, granting him another Chi per turn and only 1 Chi to boost. He decides to just punch Fenrir in the face, yeah, right in the face. He rolls a 2, Speed makes it five, not beating Fenrir&amp;#039;s speed. However, it hits due to the pursuit anyway. Roll for damage is a 1, just barely doing anything.&lt;br /&gt;
&lt;br /&gt;
Fenrir AGAIN attack wildly again, rolling a 7 and Speed making it a 11. Ace is able to draw from both Agility AND Knowledge entirely, meaning Fenrir now has to beat 14 to hit with that attack. Fenrir does not, so he hits mostly air.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi in this turn now, but decides to save up for a different move so he tries a punch again. Ace rolls a 8 plus 3, eleven versus his Speed (7) plus Awareness (2), so Ace still pulls through regardless of the pursuit. Unfortunately, once again a 1, just scratching.&lt;br /&gt;
&lt;br /&gt;
Fenrir tries to tackle again, rolling a 2, falling short of grasping Ace again.&lt;br /&gt;
&lt;br /&gt;
Ace regains 5 Chi, and decides to empty his flamethrower into Fenrir for 15 Chi. 12, 9, 10 turn to 12, 7, and 8, and Fenrir needs to come out higher than 15 to avoid 3 turns of fire damage. He rolls a 4 plus 4 defense for an 8, so he&amp;#039;s on fire.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Ace&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 33&lt;br /&gt;
**Chi: 3&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fenrir&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Health: 12&lt;br /&gt;
**Chi: 20&lt;br /&gt;
&lt;br /&gt;
Fenrir considers the battle lost and abandons the pursuit, retreating from the infinite white void.&lt;br /&gt;
&lt;br /&gt;
Things to note:&lt;br /&gt;
*One on one physical combat in a vacuum is very boring and tedious! As such, it won&amp;#039;t be common? It&amp;#039;s just to spitball.&lt;br /&gt;
*Some of Ace&amp;#039;s attacks maybe should draw from mana instead (but not all of them).&lt;br /&gt;
*Numbers seem really wonky at times. But it&amp;#039;s spitball, we&amp;#039;ll iron it out.&lt;br /&gt;
==Social==&lt;br /&gt;
Social encounters tend to be shorter but more directed and involving more opponents. It&amp;#039;s rare you&amp;#039;ll be able to convince someone to follow your view easily, and even then one more is rarely enough.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Freyu&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 5/4&lt;br /&gt;
*Mana 1/2&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Agility 4/2&lt;br /&gt;
*Conviction 2/4&lt;br /&gt;
Substats&lt;br /&gt;
*Health: 90 ((5+4)*10)&lt;br /&gt;
**Chi: 25 (5*5), refill at 4 per turn.&lt;br /&gt;
*Total Mana: 25 (1*5+2*10), refill at 1 (2/2) per turn.&lt;br /&gt;
**Usable: 5 (1*5), refill at 2 per turn.&lt;br /&gt;
*Charisma: 30 ((2+4)*5), refill at 4 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Durran&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/2&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 2/4&lt;br /&gt;
*Agility 3/2&lt;br /&gt;
*Conviction 4/2&lt;br /&gt;
Substats&lt;br /&gt;
*Health 50 ((3+2)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 2 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((4+2)*5), refill at 2 per turn.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Phyl&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Mana 2/3&lt;br /&gt;
*Intelligence 3/3&lt;br /&gt;
*Agility 3/3&lt;br /&gt;
*Conviction 2/3&lt;br /&gt;
Substats&lt;br /&gt;
*Health 60 ((3+3)*10)&lt;br /&gt;
**Chi: 15 (3*5), refill at 3 per turn.&lt;br /&gt;
*Total Mana: 40 (2*5+3*10), refill at 2 (3/2 rounded up) per turn.&lt;br /&gt;
**Usable: 10 (2*5), refill at 3 per turn.&lt;br /&gt;
*Charisma: 30 ((3+3)*5), refill at 3 per turn.&lt;br /&gt;
&lt;br /&gt;
Phyl is an adventurer who has acquired a rare artifact. Durran is a corrupt HAZE employee who wants it. Freyu is merely attending her diner, where the two meet.&lt;br /&gt;
&lt;br /&gt;
Durran sits down with Phyl and says the artifact is important, a lot of people are after it and it may be safer in a vault, especially for Phyl. He rolls a 10, plus his Charm for another 4. If Phyl had seen an example of Durran&amp;#039;s networking before, the effect could have even higher bonuses.&lt;br /&gt;
&lt;br /&gt;
Phyl is forced to react to the threat only have a Conviction of 5, but reasons that Durran can&amp;#039;t do much to him on his own, and goes for his weapon. Durran exerts some Charisma, something like 5 or more, to convince him this is not the way to react immediately.&lt;br /&gt;
&lt;br /&gt;
Freyu, meanwhile, has caught the tension rising in their area, and comes over, as this is not a featureless white void and she wants to minimize damages. She walks over and attempts to diffuse the situation by just exerting her presence, costing her 5 Charisma to roll and take control. She rolls an 11, plus she has a trait where can use her Active Chakra as a bonus instead of her Will, giving a total of 16. She crushes their Convictions of 5 and 6, forcing them to answer to her.&lt;br /&gt;
&lt;br /&gt;
Durran spends another 5 Charisma to try to win Freyu over, convincing her that Phyl started the interruption. He rolls a 7, adding his Charm he gains a 10, forcing Freyu to react as his words are valid.&lt;br /&gt;
&lt;br /&gt;
Freyu accepts them as such, but &amp;#039;&amp;#039;she doesn&amp;#039;t care.&amp;#039;&amp;#039; Phyl sits back and let the scene unfold, while Durran instead tries a less subtle approach. He punches through the window, using Charisma to have the act be clear as a threat. He rolls a 7, and the aggressive act counts as a Will bonus, coming out to 9. Still, it beats her 6, forcing her to react.&lt;br /&gt;
&lt;br /&gt;
Freyu reacts. The action was aggressive enough to allow her to disengage from the battle of wills, and simply toss him out of the window he broke. Phyl thanks Freyu and jumps out onto Durran, weapons drawn, the time for talk over.&lt;br /&gt;
&lt;br /&gt;
Something made clear by this is that, even with good rolls, without in-story support, a character can react however they want. Ideally, a character will rarely hold all the cards in social situations, instead being a give-and-take. But social rolls aren&amp;#039;t a form of mind control, there has to be external motivation to follow the person&amp;#039;s words if they are counter to their standard behavior.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Gameplay_Concepts&amp;diff=476</id>
		<title>Gameplay Concepts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Gameplay_Concepts&amp;diff=476"/>
				<updated>2010-11-21T18:36:40Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Class Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
===Note: Death and Taxes===&lt;br /&gt;
Probably the most controversial gameplay element I&amp;#039;m going to include: Death currently is permanent.&lt;br /&gt;
&lt;br /&gt;
However, death is probably going to be mostly optional in the first run of stories. Failure instead involves physical or emotional torture, either on a personal level or failing to stop a catastrophe.&lt;br /&gt;
&lt;br /&gt;
The reason for this is clear: It&amp;#039;s a lot better material for the character than dying. They have to deal with the results of their failure as well as any earlier burdens, and let&amp;#039;s face it, it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
Of course, death is most obviously not devoid in the story. But it will most likely be melodramatic, and as such the player who is about to lose a character will probably be embracing the experience. Indeed, characters who are on their path to death probably get some heavy bonuses, to go out in a blaze of glory. Near death experiences would probably work similarly but weaker, but a player probably knows which is which (and a DM definitely does). Characters who die should probably have a significant portion of their character arc complete, to avoid regrets. Note that characters don&amp;#039;t NEED to die in a game of any length. At the same time, how many of your favorite longer stories have all of the major protagonists live to the end? If your answer isn&amp;#039;t &amp;#039;none,&amp;#039; get better taste.&lt;br /&gt;
&lt;br /&gt;
Players who lose a character are encouraged to observe a session or two (depending on the length and frequency) without playing after the loss. This gives the other members and characters some time to react in-game, the player some time to focus on their new character, and the DM some downtime to figure out how to smoothly handle adding the new character. Often times, games under BLUE have a Stock Character go on a mission with them during this time while they try to figure out a new party member.&lt;br /&gt;
===Note: Ill Equips to Act===&lt;br /&gt;
Armors and weapons are going to be a bit different than some stuff you&amp;#039;ve seen before.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Let&amp;#039;s go over armor first.&amp;#039;&amp;#039;&amp;#039; As a form of censorship, most civilized races have underwear made of &amp;#039;soul cloth.&amp;#039; It&amp;#039;s a material that stretches and loosens on the form around it, meaning shapeshifters don&amp;#039;t go entirely nude in front of everyone. Seeing how it connects to a person so well, I&amp;#039;d say it might mean one less damage in general. However, so many races use it might be easier to just say races like [[Undine]], [[Raijuu]], and [[Salamander]]s just take one more damage (and also recover slightly quicker).&lt;br /&gt;
&lt;br /&gt;
From there, pretty much armors might grant a slight bonus (+1) while probably affecting agility a bit, but there won&amp;#039;t be levels of it like iron to mythril or anything. Technorganic armor is common amongst the nekos (and might trickle to some other races): its sleek and lightweight design has no effect on agility, is by default better than anything before it (+2 if armor is +1), but at the same time slows recovery speed to it in part being organic (it&amp;#039;s like an extra layer of soul cloth). Dryads have unique access to purely organic armor which is very hard to break through (+3 if armor is +1), though they recover incredibly slowly, among other adverse affects (this is not a big deterrent to them, though). Fields!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons, meanwhile,&amp;#039;&amp;#039;&amp;#039; will probably be broken up into various sizes rather than shapes. A small axe and a shortsword do the same damage in theory. There will be, of course, a million exceptions: Unique weapons may exist outside of the sizes and just get their damage defined on creation, there might be various spells and whatnot to increase base damage, and of course proficiency plays a role. Like the armor &amp;#039;classes,&amp;#039; metals might be slightly better than like dead wood and represented as such, Dryads probably get a bonus for their organic weapons, but technorganic weapons haven&amp;#039;t reallly been explored much (both in my thoughts and in the writing), as technorganic stuff is expensive and the technorganic races tend to favor disposable ammunition.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Character ideas start at the personality: What combination of Defining Traits is the most interesting to you? Chances are it won&amp;#039;t be the same for everyone, and even then there&amp;#039;s room for two characters with the same Defining Traits to be played differently, especially depending on their level. What their motivation is affects their actions just as much their Defining Traits, after all.&lt;br /&gt;
&lt;br /&gt;
Motivations are very ranged in the default setting, some might want to change the world, some might be curious about particular subcultures (or culture in general), and some might just be doing it as a traditional rite of passage. Generally, though, all major (and as such player) characters are very driven, as the default setting&amp;#039;s focus is on three organizations that want to change the world and being entirely neutral in it isn&amp;#039;t easy to make interesting. Still, any organization can attractive for most motivations, it&amp;#039;s the means to the ends.&lt;br /&gt;
&lt;br /&gt;
The system is classless, the character is dictated by the player but there are often some suggestions for each race on their individual pages. More concrete stuff later? Probably not.&lt;br /&gt;
===Character Relations===&lt;br /&gt;
In general, the default setting encourage the characters NOT to know the whole group (ideally six PCs). The idea behind the default campaigns is the party is a group of new BLUE recruits that just happen to eventually have to save the world. Furthermore, in many cases, some of these new recruits are spies planted by the Agents and HAZE, and while not trying to sabotage things definitely trying to keep tabs on BLUE and prioritizing their organization first. Those organizations are so huge and secretive that several can be sent from the same organization with different goals and not even know the others are also spies.&lt;br /&gt;
&lt;br /&gt;
At the same time, first impressions are key. A character can start with a Rivalry or Kinship with another character that doesn&amp;#039;t become known until their first encounter, at which point it becomes active. Or maybe the other character is covered under a defining Hatred or Loyalty. There&amp;#039;s still tons of ways to cover characters relations even if they&amp;#039;ve just met for the first time, or haven&amp;#039;t met in years.&lt;br /&gt;
&lt;br /&gt;
Outside of the party, characters are currently allowed to play around with their families and friends a bit, but be aware that the DM will be more in control of them than the PC, and they might twist the characters from what you expected, especially with characters with a large number of them.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
===Intelligence===&lt;br /&gt;
Standard int stat, Measure of one&amp;#039;s ability to solve problems mentally. Has two substats, Cunning and Knowledge. Requires at least 2 points invested, one for each substat. This might not be used to determine anything specifically, but it will allow characters to understand to the physical world more quickly.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cunning&amp;#039;&amp;#039;&amp;#039; is sort of one&amp;#039;s instinctual intelligence. It represents the ability to figure out a short-term solution with no thought.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; is largely learned intelligence. It&amp;#039;s largely used for more large scale things that take time to deduce or design.&lt;br /&gt;
=====Note: The More You Know=====&lt;br /&gt;
The difference of the two should be fairly obvious, cunning is on the fly while knowledge requires thought. For instance, a character with high cunning might be able to notice the insignia on the ring an enemy is wearing, while it would take high knowledge to identify it.&lt;br /&gt;
&lt;br /&gt;
Ideally characters won&amp;#039;t try to check knowledge against anything outside their past or what they&amp;#039;ve encountered in the game, and much like magic (discussed later) the difficulty will probably vary at the DM&amp;#039;s discretion. DMs are encouraged to keep highly technical or magical knowledge strictly off-limits for anyone who doesn&amp;#039;t have knowledge in the fields, among others that will be determined later.&lt;br /&gt;
===Agility===&lt;br /&gt;
How well a unit can move. Has two substats, Speed and Flexibility. Requires at least 2 points invested, one for each substat. This number is used to determine the chance of dodging. At certain numbers a character might gain an extra action per turn.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; is how fast a unit can go. This affects how far a character can move in and out of combat, be it running, flying, or swimming.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Flexibility&amp;#039;&amp;#039;&amp;#039; is how well a character can maneuver, acts similarly to dexterity. How easily a character is move or function physically in less than ideal situations, such as rough terrain or tight spaces.&lt;br /&gt;
=====Note: Go Speed Go=====&lt;br /&gt;
Speed is physical quickness whereas Cunning is mental. Even if a character is quicker mentally, they can often still be outperformed by a physically quick person in combat.&lt;br /&gt;
===Magic===&lt;br /&gt;
A defining trait of most people as they all have the natural power for it and know smatterings of how it works (unless they’re just stupid). It is divided into two traits, Usable and Reserve. Total magic is used to determine a character&amp;#039;s mana pool.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039; is how much mana a person can use at once. This is the maximum mana they can use at one time for quick reactions and spells.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Static&amp;#039;&amp;#039;&amp;#039; is how much mana a person has access to. This is the full mana they have for rituals and protection.&lt;br /&gt;
=====Note: Mana Obscura=====&lt;br /&gt;
Right now the magic is largely freeform, in the sense of any school of magic you know you&amp;#039;re able to manipulate in any form. However, different uses have different costs and difficulties at the discretion of DMs. Total Magic and level of skill add bonuses to the rolls. This whole system is in the works, I&amp;#039;m still a bit hesitant to have Latent/Learned as stats due to the possible confusion of overlap with Knowledge on the latter.&lt;br /&gt;
===Chakra===&lt;br /&gt;
How healthy a body is physically. It is divided into Passive and Aggressive traits. Total chakra is used to determine a character&amp;#039;s health.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Passive&amp;#039;&amp;#039;&amp;#039; is how healthy and robust a person is. With a higher passive chakra you&amp;#039;re able to within stands blow easier. Each passive chakra point currently subtracts one damage from incoming physical attacks.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Active&amp;#039;&amp;#039;&amp;#039; is how strong a person is; how much damage they can dish out with their fists or weapons is decided by this trait. Each aggressive chakra point currently adds one damage to outgoing physical attacks. &lt;br /&gt;
=====Note: Hulk SMASH=====&lt;br /&gt;
Standard objects require a certain total chakra to break through. I&amp;#039;ll look over strength checks and whatnot in other systems at some point maybe?&lt;br /&gt;
&lt;br /&gt;
Some rough numbers (out of the current 12 system):&lt;br /&gt;
*Glass - 2&lt;br /&gt;
*Wood (Dead) - 4&lt;br /&gt;
*Stone - 5&lt;br /&gt;
*Metals - 7&lt;br /&gt;
*Technorganic - 9&lt;br /&gt;
*Wood (Alive) - 10&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&amp;#039;t really affect weapons or armors (as noted above), due to the fact they take on part of the field of the person wielding them. It IS easier to break a weapon (or anything) a person is holding than to actually cut through them, but it&amp;#039;s still far harder than if the object is without them. Fields: Making everything more confusing since too long ago!&lt;br /&gt;
&lt;br /&gt;
===Conviction===&lt;br /&gt;
How a character communicates themselves socially and in some cases psychically. It is divided in two substats, Charisma and Self-Awareness. This might not be used to determine anything in particular, but helps character charm or manipulate those around them (or resist the same).&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Charm&amp;#039;&amp;#039;&amp;#039; is how much power your personality holds. A person with high Charisma could waltz into a room and turn heads and maybe convince everyone they owned the place.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Will&amp;#039;&amp;#039;&amp;#039; is how much grasp a person has on themselves, how resilient they are to being swayed. &lt;br /&gt;
==Class Templates==&lt;br /&gt;
Because you&amp;#039;re tools.&lt;br /&gt;
===Assassin===&lt;br /&gt;
Assassins tend to focus on their Agility/Speed, Chakra/Active, and Intelligence/Cunning. They&amp;#039;re built to hide in the shadows, strike, and disappear at the earliest convenience.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Weapon Mastery: Katana/Dagger - Weapons that facilitate stealth are useful to this class&lt;br /&gt;
*Support: Kunai/Smoke Bomb - Support attacks that rely on confusion help keep this class concealed&lt;br /&gt;
*Magic: Darkness - Even a slight control of shadows gives those who rely on stealth a great advantage.&lt;br /&gt;
===Berserker===&lt;br /&gt;
Berserkers tend to focus mostly on their Chakra/Active, Chakra/Passive, and Conviction/Will. They&amp;#039;re built to be unstoppable physical forces.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Weapon Mastery: Sword/Heavy Weapons - If the character relies on a weapon, heavy weapons are a great choice for their increased power.&lt;br /&gt;
*Stance: Feral (if allowed) - This stance allows you trade evasion for wild sweeps, hitting clusters of opponents harder and more easily.&lt;br /&gt;
===Cleric===&lt;br /&gt;
Clerics tend to focus mostly on Mana/Static, Mana/Dynamic, and Conviction/Will. They&amp;#039;re built to use the energy around them to support themselves and their allies.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Magic: Healing - The essential ability for clerics, of course.&lt;br /&gt;
*Magic: Binding - An expensive, late tier magic for the most part, but greatly powerful in helping friends and hindering foes.&lt;br /&gt;
&lt;br /&gt;
===Diplomat===&lt;br /&gt;
Diplomats tend to focus mostly on Conviction/Charm, Conviction/Will, and Intelligence/Cunning. They&amp;#039;re built to talk through any problem and avoid conflict.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Psychology - Characters in negotiation need to be able to predict how others react.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
Mages tend to focus mostly on Mana/Dynamic, Mana/Static, and Conviction/Will. They&amp;#039;re built to use the energy around them as destructive powers to reshape the world and devastate enemies.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Mana Theory - Heavy use of magic is augmented by underlying knowledge.&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
Monks tend to focus mostly on Charka/Passive, Chakra/Active, and Conviction/Will. They&amp;#039;re built to understand battle and end it quickly and competently with physical attacks.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Anatomy - Knowing the strengths on one&amp;#039;s own body and the weaknesses of enemies&amp;#039; is essential for efficiency.&lt;br /&gt;
&lt;br /&gt;
===Psychic===&lt;br /&gt;
Psychics tend to focus on Conviction/Will, Conviction/Charm, and Intelligence/Cunning. They&amp;#039;re built to use incredible mental powers to manipulate the world around them to their advantage.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Psychic - Necessary to use psychic abilities.&lt;br /&gt;
*Telepathy - Allows one to get a grasp on others&amp;#039; thoughts.&lt;br /&gt;
*Telekinesis - Allows one to move objects or manipulate energy with their mind.&lt;br /&gt;
*Greater Psychic - Allows psychic abilities to be harnessed to their full power.&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
Rogues tend to focus on Agility/Flexibility, Agility/Speed, and Intelligence/Cunning. They&amp;#039;re built to strike continuously and relentlessly, avoiding damage as they do so.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
===Scholar===&lt;br /&gt;
Scholars tend to focus on Intelligence/Knowledge, Intelligence/Cunning, and Conviction/Charm. They&amp;#039;re built to understand the world around them with absolute certainty as much as they can and move beyond that as much as possible.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Tiers==&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;
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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 0&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 1&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 2&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 3&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 4&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 5&amp;#039;&amp;#039;&amp;#039;&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;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Gameplay_Concepts&amp;diff=475</id>
		<title>Gameplay Concepts</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Gameplay_Concepts&amp;diff=475"/>
				<updated>2010-11-21T05:41:16Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General==&lt;br /&gt;
===Note: Death and Taxes===&lt;br /&gt;
Probably the most controversial gameplay element I&amp;#039;m going to include: Death currently is permanent.&lt;br /&gt;
&lt;br /&gt;
However, death is probably going to be mostly optional in the first run of stories. Failure instead involves physical or emotional torture, either on a personal level or failing to stop a catastrophe.&lt;br /&gt;
&lt;br /&gt;
The reason for this is clear: It&amp;#039;s a lot better material for the character than dying. They have to deal with the results of their failure as well as any earlier burdens, and let&amp;#039;s face it, it&amp;#039;s fun.&lt;br /&gt;
&lt;br /&gt;
Of course, death is most obviously not devoid in the story. But it will most likely be melodramatic, and as such the player who is about to lose a character will probably be embracing the experience. Indeed, characters who are on their path to death probably get some heavy bonuses, to go out in a blaze of glory. Near death experiences would probably work similarly but weaker, but a player probably knows which is which (and a DM definitely does). Characters who die should probably have a significant portion of their character arc complete, to avoid regrets. Note that characters don&amp;#039;t NEED to die in a game of any length. At the same time, how many of your favorite longer stories have all of the major protagonists live to the end? If your answer isn&amp;#039;t &amp;#039;none,&amp;#039; get better taste.&lt;br /&gt;
&lt;br /&gt;
Players who lose a character are encouraged to observe a session or two (depending on the length and frequency) without playing after the loss. This gives the other members and characters some time to react in-game, the player some time to focus on their new character, and the DM some downtime to figure out how to smoothly handle adding the new character. Often times, games under BLUE have a Stock Character go on a mission with them during this time while they try to figure out a new party member.&lt;br /&gt;
===Note: Ill Equips to Act===&lt;br /&gt;
Armors and weapons are going to be a bit different than some stuff you&amp;#039;ve seen before.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Let&amp;#039;s go over armor first.&amp;#039;&amp;#039;&amp;#039; As a form of censorship, most civilized races have underwear made of &amp;#039;soul cloth.&amp;#039; It&amp;#039;s a material that stretches and loosens on the form around it, meaning shapeshifters don&amp;#039;t go entirely nude in front of everyone. Seeing how it connects to a person so well, I&amp;#039;d say it might mean one less damage in general. However, so many races use it might be easier to just say races like [[Undine]], [[Raijuu]], and [[Salamander]]s just take one more damage (and also recover slightly quicker).&lt;br /&gt;
&lt;br /&gt;
From there, pretty much armors might grant a slight bonus (+1) while probably affecting agility a bit, but there won&amp;#039;t be levels of it like iron to mythril or anything. Technorganic armor is common amongst the nekos (and might trickle to some other races): its sleek and lightweight design has no effect on agility, is by default better than anything before it (+2 if armor is +1), but at the same time slows recovery speed to it in part being organic (it&amp;#039;s like an extra layer of soul cloth). Dryads have unique access to purely organic armor which is very hard to break through (+3 if armor is +1), though they recover incredibly slowly, among other adverse affects (this is not a big deterrent to them, though). Fields!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weapons, meanwhile,&amp;#039;&amp;#039;&amp;#039; will probably be broken up into various sizes rather than shapes. A small axe and a shortsword do the same damage in theory. There will be, of course, a million exceptions: Unique weapons may exist outside of the sizes and just get their damage defined on creation, there might be various spells and whatnot to increase base damage, and of course proficiency plays a role. Like the armor &amp;#039;classes,&amp;#039; metals might be slightly better than like dead wood and represented as such, Dryads probably get a bonus for their organic weapons, but technorganic weapons haven&amp;#039;t reallly been explored much (both in my thoughts and in the writing), as technorganic stuff is expensive and the technorganic races tend to favor disposable ammunition.&lt;br /&gt;
==Character Creation==&lt;br /&gt;
Character ideas start at the personality: What combination of Defining Traits is the most interesting to you? Chances are it won&amp;#039;t be the same for everyone, and even then there&amp;#039;s room for two characters with the same Defining Traits to be played differently, especially depending on their level. What their motivation is affects their actions just as much their Defining Traits, after all.&lt;br /&gt;
&lt;br /&gt;
Motivations are very ranged in the default setting, some might want to change the world, some might be curious about particular subcultures (or culture in general), and some might just be doing it as a traditional rite of passage. Generally, though, all major (and as such player) characters are very driven, as the default setting&amp;#039;s focus is on three organizations that want to change the world and being entirely neutral in it isn&amp;#039;t easy to make interesting. Still, any organization can attractive for most motivations, it&amp;#039;s the means to the ends.&lt;br /&gt;
&lt;br /&gt;
The system is classless, the character is dictated by the player but there are often some suggestions for each race on their individual pages. More concrete stuff later? Probably not.&lt;br /&gt;
===Character Relations===&lt;br /&gt;
In general, the default setting encourage the characters NOT to know the whole group (ideally six PCs). The idea behind the default campaigns is the party is a group of new BLUE recruits that just happen to eventually have to save the world. Furthermore, in many cases, some of these new recruits are spies planted by the Agents and HAZE, and while not trying to sabotage things definitely trying to keep tabs on BLUE and prioritizing their organization first. Those organizations are so huge and secretive that several can be sent from the same organization with different goals and not even know the others are also spies.&lt;br /&gt;
&lt;br /&gt;
At the same time, first impressions are key. A character can start with a Rivalry or Kinship with another character that doesn&amp;#039;t become known until their first encounter, at which point it becomes active. Or maybe the other character is covered under a defining Hatred or Loyalty. There&amp;#039;s still tons of ways to cover characters relations even if they&amp;#039;ve just met for the first time, or haven&amp;#039;t met in years.&lt;br /&gt;
&lt;br /&gt;
Outside of the party, characters are currently allowed to play around with their families and friends a bit, but be aware that the DM will be more in control of them than the PC, and they might twist the characters from what you expected, especially with characters with a large number of them.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
===Intelligence===&lt;br /&gt;
Standard int stat, Measure of one&amp;#039;s ability to solve problems mentally. Has two substats, Cunning and Knowledge. Requires at least 2 points invested, one for each substat. This might not be used to determine anything specifically, but it will allow characters to understand to the physical world more quickly.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Cunning&amp;#039;&amp;#039;&amp;#039; is sort of one&amp;#039;s instinctual intelligence. It represents the ability to figure out a short-term solution with no thought.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Knowledge&amp;#039;&amp;#039;&amp;#039; is largely learned intelligence. It&amp;#039;s largely used for more large scale things that take time to deduce or design.&lt;br /&gt;
=====Note: The More You Know=====&lt;br /&gt;
The difference of the two should be fairly obvious, cunning is on the fly while knowledge requires thought. For instance, a character with high cunning might be able to notice the insignia on the ring an enemy is wearing, while it would take high knowledge to identify it.&lt;br /&gt;
&lt;br /&gt;
Ideally characters won&amp;#039;t try to check knowledge against anything outside their past or what they&amp;#039;ve encountered in the game, and much like magic (discussed later) the difficulty will probably vary at the DM&amp;#039;s discretion. DMs are encouraged to keep highly technical or magical knowledge strictly off-limits for anyone who doesn&amp;#039;t have knowledge in the fields, among others that will be determined later.&lt;br /&gt;
===Agility===&lt;br /&gt;
How well a unit can move. Has two substats, Speed and Flexibility. Requires at least 2 points invested, one for each substat. This number is used to determine the chance of dodging. At certain numbers a character might gain an extra action per turn.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Speed&amp;#039;&amp;#039;&amp;#039; is how fast a unit can go. This affects how far a character can move in and out of combat, be it running, flying, or swimming.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Flexibility&amp;#039;&amp;#039;&amp;#039; is how well a character can maneuver, acts similarly to dexterity. How easily a character is move or function physically in less than ideal situations, such as rough terrain or tight spaces.&lt;br /&gt;
=====Note: Go Speed Go=====&lt;br /&gt;
Speed is physical quickness whereas Cunning is mental. Even if a character is quicker mentally, they can often still be outperformed by a physically quick person in combat.&lt;br /&gt;
===Magic===&lt;br /&gt;
A defining trait of most people as they all have the natural power for it and know smatterings of how it works (unless they’re just stupid). It is divided into two traits, Usable and Reserve. Total magic is used to determine a character&amp;#039;s mana pool.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Dynamic&amp;#039;&amp;#039;&amp;#039; is how much mana a person can use at once. This is the maximum mana they can use at one time for quick reactions and spells.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Static&amp;#039;&amp;#039;&amp;#039; is how much mana a person has access to. This is the full mana they have for rituals and protection.&lt;br /&gt;
=====Note: Mana Obscura=====&lt;br /&gt;
Right now the magic is largely freeform, in the sense of any school of magic you know you&amp;#039;re able to manipulate in any form. However, different uses have different costs and difficulties at the discretion of DMs. Total Magic and level of skill add bonuses to the rolls. This whole system is in the works, I&amp;#039;m still a bit hesitant to have Latent/Learned as stats due to the possible confusion of overlap with Knowledge on the latter.&lt;br /&gt;
===Chakra===&lt;br /&gt;
How healthy a body is physically. It is divided into Passive and Aggressive traits. Total chakra is used to determine a character&amp;#039;s health.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Passive&amp;#039;&amp;#039;&amp;#039; is how healthy and robust a person is. With a higher passive chakra you&amp;#039;re able to within stands blow easier. Each passive chakra point currently subtracts one damage from incoming physical attacks.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Active&amp;#039;&amp;#039;&amp;#039; is how strong a person is; how much damage they can dish out with their fists or weapons is decided by this trait. Each aggressive chakra point currently adds one damage to outgoing physical attacks. &lt;br /&gt;
=====Note: Hulk SMASH=====&lt;br /&gt;
Standard objects require a certain total chakra to break through. I&amp;#039;ll look over strength checks and whatnot in other systems at some point maybe?&lt;br /&gt;
&lt;br /&gt;
Some rough numbers (out of the current 12 system):&lt;br /&gt;
*Glass - 2&lt;br /&gt;
*Wood (Dead) - 4&lt;br /&gt;
*Stone - 5&lt;br /&gt;
*Metals - 7&lt;br /&gt;
*Technorganic - 9&lt;br /&gt;
*Wood (Alive) - 10&lt;br /&gt;
&lt;br /&gt;
Note that this doesn&amp;#039;t really affect weapons or armors (as noted above), due to the fact they take on part of the field of the person wielding them. It IS easier to break a weapon (or anything) a person is holding than to actually cut through them, but it&amp;#039;s still far harder than if the object is without them. Fields: Making everything more confusing since too long ago!&lt;br /&gt;
&lt;br /&gt;
===Conviction===&lt;br /&gt;
How a character communicates themselves socially and in some cases psychically. It is divided in two substats, Charisma and Self-Awareness. This might not be used to determine anything in particular, but helps character charm or manipulate those around them (or resist the same).&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Charm&amp;#039;&amp;#039;&amp;#039; is how much power your personality holds. A person with high Charisma could waltz into a room and turn heads and maybe convince everyone they owned the place.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Will&amp;#039;&amp;#039;&amp;#039; is how much grasp a person has on themselves, how resilient they are to being swayed. &lt;br /&gt;
==Class Templates==&lt;br /&gt;
Because you&amp;#039;re tools.&lt;br /&gt;
===Assassin===&lt;br /&gt;
Assassins tend to focus on their Agility/Speed, Chakra/Active, and Intelligence/Cunning. They&amp;#039;re built to hide in the shadows, strike, and disappear at the earliest convenience.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Magic: Darkness&lt;br /&gt;
===Berserker===&lt;br /&gt;
Berserkers tend to focus mostly on their Chakra/Active, Chakra/Passive, and Conviction/Will. They&amp;#039;re built to be unstoppable physical forces.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
===Cleric===&lt;br /&gt;
Clerics tend to focus mostly on Mana/Static, Mana/Dynamic, and Conviction/Will. They&amp;#039;re built to use the energy around them to support themselves and their allies.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
===Diplomat===&lt;br /&gt;
Diplomats tend to focus mostly on Conviction/Charm, Conviction/Will, and Intelligence/Cunning. They&amp;#039;re built to talk through any problem and avoid conflict.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Psychology&lt;br /&gt;
===Mage===&lt;br /&gt;
Mages tend to focus mostly on Mana/Dynamic, Mana/Static, and Conviction/Will. They&amp;#039;re built to use the energy around them as destructive powers to reshape the world and devastate enemies.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Mana Theory&lt;br /&gt;
===Monk===&lt;br /&gt;
Monks tend to focus mostly on Charka/Passive, Chakra/Active, and Conviction/Will. They&amp;#039;re built to understand battle and end it quickly and competently with physical attacks.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Knowledge: Anatomy&lt;br /&gt;
===Psychic===&lt;br /&gt;
Psychics tend to focus on Conviction/Will, Conviction/Charm, and Intelligence/Cunning. They&amp;#039;re built to use incredible mental powers to manipulate the world around them to their advantage.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*Psychic&lt;br /&gt;
*Greater Psychic&lt;br /&gt;
===Rogue===&lt;br /&gt;
Rogues tend to focus on Agility/Flexibility, Agility/Speed, and Intelligence/Cunning. They&amp;#039;re built to strike continuously and relentlessly, avoiding damage as they do so.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
===Scholar===&lt;br /&gt;
Scholars tend to focus on Intelligence/Knowledge, Intelligence/Cunning, and Conviction/Charm. They&amp;#039;re built to understand the world around them with absolute certainty as much as they can and move beyond that as much as possible.&lt;br /&gt;
&lt;br /&gt;
Sample Traits&lt;br /&gt;
*&lt;br /&gt;
==Tiers==&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;
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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 0&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 1&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 2&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 3&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 4&amp;#039;&amp;#039;&amp;#039;&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;
&amp;#039;&amp;#039;&amp;#039;Traits Available at Tier 5&amp;#039;&amp;#039;&amp;#039;&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;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Knowledge&amp;diff=474</id>
		<title>Knowledge</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Knowledge&amp;diff=474"/>
				<updated>2010-11-21T05:08:04Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Field of Knowledge (rename Academia to not confuse with the trait?) are Conditional Modifiers, giving a character bonus to Knowledge rolls when it&amp;#039;s related to the subject. Not exactly a novel idea, but sometimes the classics are that way for a reason. This currently isn&amp;#039;t an exhaustive list, and probably never will be: Characters will be able to create/specify their own, but DMs are always able to veto them or set their costs.&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
A very general magic one, underlying the basics of most magics and how it works. This is often a requirement for certain schools or applications of magic.&lt;br /&gt;
*Very Low&lt;br /&gt;
*Low&lt;br /&gt;
*Mid&lt;br /&gt;
*High&lt;br /&gt;
*Very High&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
The most general of the science ones, allowing basic understanding of machinery and science. This is often a requirement for most complex scientific or mechanical knowledges, as well as operating and performing certain tasks.&lt;br /&gt;
*Very Low&lt;br /&gt;
*Low&lt;br /&gt;
*Mid&lt;br /&gt;
*High&lt;br /&gt;
*Very High&lt;br /&gt;
==Anatomy==&lt;br /&gt;
&lt;br /&gt;
You gain the basic understanding of body shapes and sizes, noting their weaknesses, strengths, and differences.&lt;br /&gt;
&lt;br /&gt;
==Metalworking==&lt;br /&gt;
&lt;br /&gt;
You gain the basic understanding of how to work with metal, involving its repair, modification, or sabotage.&lt;br /&gt;
&lt;br /&gt;
==Psychology==&lt;br /&gt;
&lt;br /&gt;
You gain the basic understanding of how a normal person thinks and acts, gaining bonuses in accurately predicting or manipulating them. Note that this only works for &amp;#039;normal&amp;#039; people, people with extreme personalities are generally hard to predict from this, and unfortunately are often not recognizable until they differ from this.&lt;br /&gt;
&lt;br /&gt;
==Machinery==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Scientific Method - Low&lt;br /&gt;
&lt;br /&gt;
You gain the basic understandings of how machinery is put together, gaining bonuses to any rolls involving repair, assembly, or destruction of machinery. May later be broken into &amp;#039;small&amp;#039; machinery and &amp;#039;large&amp;#039; machinery, may not!&lt;br /&gt;
&lt;br /&gt;
==Computers and Networking==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Scientific Method - High&lt;br /&gt;
&lt;br /&gt;
You gain the basic understandings of how computers and networking are used, gaining bonuses to any rolls involving augmenting, hacking, or just using computers for various means.&lt;br /&gt;
 &lt;br /&gt;
==Nanotechnology==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Scientific Method - High, Machinery - Very High, Computers and Networking - Very High&lt;br /&gt;
&lt;br /&gt;
You gain the basic understanding of tiny machines capable of performing great tasks, gaining bonuses in the production, destruction, or sabotage of nanomachines. This can be a very broken field, and may even require some Magic Theory restrictions as time goes on.&lt;br /&gt;
==Note: Cut The Blue Wire==&lt;br /&gt;
Sometimes the person with the knowledge isn&amp;#039;t the person doing the task involving the skill. Perhaps they are physically incapable, far away, or just feel more comfortable with someone more dexterous performing the task. The character doing the action gains the bonus and ability to perform the task at the person with the knowledge&amp;#039;s instruction, but due to the imperfections of communication, there is a base -2 penalty. If the information requires High knowledge, the roll suffers an extra -1, and Very High, -2. Rolls above a certain level might not be allowed by DMs, and DMs may enforce additional stress penalties: If the knowledge is being passed through a static-y radio, if there is a time-limit on completion, so forth. More specific details on stuff like that may be covered at another time.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Template:Main&amp;diff=203</id>
		<title>Template:Main</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Template:Main&amp;diff=203"/>
				<updated>2010-09-09T19:13:52Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;quot;&amp;lt;div class=&amp;quot;rellink{{#if:{{{extraclasses|}}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;{{{extraclasses}}}}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;rellink{{#if:{{{extraclasses|}}}|&amp;lt;nowiki&amp;gt; &amp;lt;/nowiki&amp;gt;{{{extraclasses}}}}}&amp;quot;&amp;gt;{{{1}}}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=202</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=202"/>
				<updated>2010-09-09T18:43:57Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;nowiki&amp;gt;==Major Organizations==&lt;br /&gt;
===BLUE===&lt;br /&gt;
BLUE is the up-and-coming idealists of the organizations, as such usually the focus in most traditional stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HAZE===&lt;br /&gt;
&lt;br /&gt;
===The Agents===&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
==General Setting Notes==&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. And so forth.&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;
===Planes and Realms===&lt;br /&gt;
Not all of reality is connected, several groups or races have invested large amount of magic to annex their own parts of the universe, and there are several that were created when the universe was. Outside of the default Tellurian Plane, Personal Planes will be important to everyone, Elemental Planes will probably be attractive to mages; beyond that, they&amp;#039;re largely there for story, DMs may use them at their own discretion.&lt;br /&gt;
&lt;br /&gt;
Realms are probably a poor word choice, but refers to the three-prong nature of most living things: they exist in the physical realm, the mental realm, and the spiritual realm at the same time. They are grounded to interaction in the physical realm, however, so using mental or spiritual power usually requires some sort of focus point and loss of power. This will most likely be accounted for in general in the game, with special &amp;#039;natural&amp;#039; rules should they ever enter a mentally focused plane. Zeroes are characters whose spirits allow for complete control over an element, which makes physical manipulation significantly easier.&lt;br /&gt;
&lt;br /&gt;
====Divine====&lt;br /&gt;
The plane where the Gods hang out. Ultimately an infinite devoid space, the Gods have filled it with various designs for what they call their homes. This architecture is less than permanent, as the Gods constantly war amongst one another, and with power shifts come changes in the landscape.&lt;br /&gt;
&lt;br /&gt;
One idea being explored is a Lich God rising up and securing power. Without the constant change, the Gods become antsy. Who knows what could happen?&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
Elemental Planes were created by Life and Rebirth when the universe was created. In theory (and game practice), they are pretty much an infinite, well, plane of the specific element. There are a few exceptions to this, however. &lt;br /&gt;
&lt;br /&gt;
At the same time the First Tellurians were created, similar creatures were created in these Planes. The Servants and Gods lost interest after the creation of the Elder Races, though, and so they still roam these planes. In general, running into one while just dabbling is excessively rare, and actively hunting for one is a poor choice of action.&lt;br /&gt;
&lt;br /&gt;
Several powerful mages, in fact, made small home areas within the Planes. If one WANTS to enter the plane, these are probably the safest areas, as they are shaped to accommodate Tellurians, although they have been unmaintained since the Planet Eaters. It is also noted these mages were powerful enough to fend off the natives, so it&amp;#039;s still not a keen idea to enter unprepared.&lt;br /&gt;
&lt;br /&gt;
In general, there are two Elemental Planes DMs might want to keep at least partially off-limits. The &amp;#039;&amp;#039;&amp;#039;Plane of Darkness&amp;#039;&amp;#039;&amp;#039; is now entirely controlled by the Agents. Although they were content to let Tellurians travel through it, as they become more active, rival factions discouraged their employees to use it. The other is the &amp;#039;&amp;#039;&amp;#039;Plane of Chaos&amp;#039;&amp;#039;&amp;#039;, which is pretty much a terrible idea to even think about invoking in any manner.&lt;br /&gt;
&lt;br /&gt;
=====Note: Take Out or Dine In=====&lt;br /&gt;
In general, Elemental Planes sound unappealing to be involved in. Why would mages be interested in this again? Because powerful enough mages can make themselves a Nexus for the Plane, and become the equivalent of that living element.&lt;br /&gt;
&lt;br /&gt;
In fact, a character doing so can travel unharmed within the Plane, but pulling the Plane through themselves WHILE in the Plane is generally what learned magic theorists called &amp;#039;really really stupid if you don&amp;#039;t want to turn inside out.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Also: As Chaos Magic in general is random and powerful, doing this with the Plane of Chaos is pretty much a death sentence for anything within a fifty mile radius of you.&lt;br /&gt;
&lt;br /&gt;
====Personal====&lt;br /&gt;
Personal Planes are sort of &amp;#039;inventory,&amp;#039; a working version of &amp;#039;hammerspace.&amp;#039; With heavy use of &amp;#039;quotations.&amp;#039; Anyway. Characters can put and pull objects in this area for a small fee. The object in general should be &amp;#039;attuned (with &amp;#039;quotations&amp;#039;) to the character, so they can&amp;#039;t just be an undetectable kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
More powerful characters can carry more, and for a higher fee one can pull the objects out from a distance. Pulling objects in from a distance is probably banned because that would be broken.&lt;br /&gt;
&lt;br /&gt;
====Racial====&lt;br /&gt;
Many of the Elder Races saw the shift in power when society started rising, and were sickened by it. They invested their power in leaving the Tellurian Plane and forming their own. These planes are large, but most definitely not infinite. However, they do loop (flying straight up would land eventually you on &amp;#039;the other side of the plane&amp;#039; as it were).&lt;br /&gt;
&lt;br /&gt;
Cubus formed their own plane, similar to a desert: hot, dry, and desolate. In general, however, those on the plane are still accepting of outsiders, as they can feed off emotion. They&amp;#039;re both welcoming of travelers and willing to make bargains with those outside of the plane. However, in most cases, they see those not as partners but as tools, so caution is still best maintained.&lt;br /&gt;
&lt;br /&gt;
The dragons&amp;#039; plane is just as diverse as any planet, to accommodate the various kinds. Most Tellurians would feel at home on this Plane, were it not for the vicious inhabitants. Dragons on the plane are generally very violent towards any visitors and outsiders that attempt to contact them. And violence from something that can swallow you whole is not the best thing.&lt;br /&gt;
&lt;br /&gt;
Kitsune, meanwhile, live on a heavily forested plane. They are able to hide themselves well and move easily along the ground and in the treetops. In general, the kitsune on the plane are hostile and untrusting of visitors and outsiders, but willing to help in some cases. They are not usually outright violent unless heavily threatened or attacked first, though.&lt;br /&gt;
&lt;br /&gt;
Others might have created some, but who cares about them?&lt;br /&gt;
&lt;br /&gt;
====Void====&lt;br /&gt;
Little is known about the Void Plane. It is a Plane devoid of mana, and pretty much anything else. The only known thing is that terrible monsters called Planet Eaters exist within it, and they live up to their name. Luckily, without mana, there is no possibility of them being able to come into another plane by themselves.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
NOTE: All this information is written for Sote. Should you choose a campaign on another planet , feel free to modify the information as necessary.&lt;br /&gt;
====Note: Down With Disease, Sex and Violence====&lt;br /&gt;
I suppose I knew I&amp;#039;d have to hit these at some point.&lt;br /&gt;
&lt;br /&gt;
Disease is pretty clean cut. As the world was created by the Gods from a &amp;#039;largest first&amp;#039; viewpoint, there are no legitimate bacteria or virii period. However, in many cases, the function is done as similarly with mana (such as food going bad) that it is moot to note. The main difference is physical illness. In general, there are no colds or the such, the only diseases are manufactured (by magic or technology) for express purposes. This is done for a specific reason: The setting is made to be as melodramatic as possible, and lying in bed with a runny nose doesn&amp;#039;t fit it. Tons of mental disorders are still around because they can be fun melodrama, but they&amp;#039;re usually more based on personality and experience than genetics.&lt;br /&gt;
&lt;br /&gt;
Which leads us into sex and aging. Now this is a can of worms. As of this writing, birth was always considered more of an emotional investment rather than a physical. Pregnancy just doesn&amp;#039;t mesh with the general feel of the world, and while most settings just sweep it under a rug, I&amp;#039;m rolling it into one AND THROWING THE GODDAMN RUG OUT. Specifics may never be divulged because I&amp;#039;m lazy, but simply put, it&amp;#039;s largely magic. That&amp;#039;s not to say there&amp;#039;s not a physical side to relationships, it&amp;#039;s just recreational at best. I&amp;#039;m sure this&amp;#039;ll get refined with time, but right now that&amp;#039;s the basic current stance.&lt;br /&gt;
&lt;br /&gt;
Aging is similarly tricky. Obviously teenagers, young adults, adults, and elders are all fine to throw into the setting as combatants and well let&amp;#039;s face it things to kill off. In the setting, it&amp;#039;s totally legit for older children to be involved in both acts, because the world&amp;#039;s still recovering and still kinda a crapsack. However, young children and babies are generally uninvolved in most other settings, and feel shaky to involve here, especially considering how big of bastards most DMs are. I&amp;#039;ve never written ANYTHING in this involving a newborn (partially because of the whole sex thing), and I&amp;#039;m tempted to say they just might not exist at that age in here? It&amp;#039;s magic.&lt;br /&gt;
&lt;br /&gt;
The actual aging process is equally rarely touched upon. The general idea is children must become teenagers, teenagers will probably become young adults, and young adults may become adults. Elder is rarely touched upon because old people suck (not actual world views). The idea behind is the aging process is related to how much energy one can take it. In short, like aging tiers! Being a teenager has its advantages over being a child, and a young adult over a teenager. However, becoming an adult has some unspecified downsides as well as ups, and probably the same for elder. Specifics to come? Probably not.&lt;br /&gt;
&lt;br /&gt;
====Architecture====&lt;br /&gt;
As the setting is sort of a melting pot of all technology levels, the architecture is just as schizophrenic. For most of the Elder Races, their buildings are at worst barbaric makeshift shelters, and at best decorated tribal villages. New Races tend to have modern towns and cities, some a bit more rural or metropolitan than others, but more often depending on size and location. [[Neko]]s in particular embrace a space age motif, having sleek, clean designs that are far more resistant to damage.&lt;br /&gt;
&lt;br /&gt;
However, there are almost always signs of change. Some villages have a modern building in them somewhere, and many towns and cities have at least one sleek skyscraper penetrating (hehe) the skyline; the Capital Building in Metro City is a prime example of this. Furthermore, even futuristic societies tend to have something indicating their roots, usually a poverty-stricken area that is still an era behind in look. Again, the Slums of Metro City are also an example of this.&lt;br /&gt;
&lt;br /&gt;
Specifics are covered on the individual [[Races]] pages (in progress), but one thing of note is that races that can easily fly or live underwater should have alien architecture. Keep in mind we&amp;#039;ve designed our buildings with the two dimensions we&amp;#039;re able to use, so theoretically speaking, a race that had access to more would use them. Stairs would probably hardly exist at all, and entrance ways would rarely if ever be on the ground floor. More as I feel like it.&lt;br /&gt;
&lt;br /&gt;
====Fashion====&lt;br /&gt;
Just like architecture in almost all manners. Elder races stick with traditional (robes, flowing clothes, whatnot), and New Races tend to be modern (jeans, skirts, the like). [[Neko]]s, [[goblin]]s, and some [[human]]s have embraced a space age attire.&lt;br /&gt;
&lt;br /&gt;
Specifics on the individual [[Races]] pages (in progress).&lt;br /&gt;
====Music====&lt;br /&gt;
As the world has pretty much been in constant struggle, music hasn&amp;#039;t has much chance to evolved beyond traditional and folk (check it, most styles didn&amp;#039;t come about until after WWII). However, in recent years the types of music have blossomed out. Punk and metal in particular have become sensations, thanks to [[The Dropp Kixx]] and [[Acess]] respectably. As per usual, many younger audiences really dig it and often try to imitate it, while some older audiences dismiss it and rally against it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;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: ?????&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=201</id>
		<title>Settings</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Settings&amp;diff=201"/>
				<updated>2010-09-09T18:40:43Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Major Organizations==&lt;br /&gt;
===BLUE===&lt;br /&gt;
BLUE is the up-and-coming idealists of the organizations, as such usually the focus in most traditional stories.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HAZE===&lt;br /&gt;
&lt;br /&gt;
===The Agents===&lt;br /&gt;
&lt;br /&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. And so forth.&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;
===Planes and Realms===&lt;br /&gt;
Not all of reality is connected, several groups or races have invested large amount of magic to annex their own parts of the universe, and there are several that were created when the universe was. Outside of the default Tellurian Plane, Personal Planes will be important to everyone, Elemental Planes will probably be attractive to mages; beyond that, they&amp;#039;re largely there for story, DMs may use them at their own discretion.&lt;br /&gt;
&lt;br /&gt;
Realms are probably a poor word choice, but refers to the three-prong nature of most living things: they exist in the physical realm, the mental realm, and the spiritual realm at the same time. They are grounded to interaction in the physical realm, however, so using mental or spiritual power usually requires some sort of focus point and loss of power. This will most likely be accounted for in general in the game, with special &amp;#039;natural&amp;#039; rules should they ever enter a mentally focused plane. Zeroes are characters whose spirits allow for complete control over an element, which makes physical manipulation significantly easier.&lt;br /&gt;
&lt;br /&gt;
====Divine====&lt;br /&gt;
The plane where the Gods hang out. Ultimately an infinite devoid space, the Gods have filled it with various designs for what they call their homes. This architecture is less than permanent, as the Gods constantly war amongst one another, and with power shifts come changes in the landscape.&lt;br /&gt;
&lt;br /&gt;
One idea being explored is a Lich God rising up and securing power. Without the constant change, the Gods become antsy. Who knows what could happen?&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
Elemental Planes were created by Life and Rebirth when the universe was created. In theory (and game practice), they are pretty much an infinite, well, plane of the specific element. There are a few exceptions to this, however. &lt;br /&gt;
&lt;br /&gt;
At the same time the First Tellurians were created, similar creatures were created in these Planes. The Servants and Gods lost interest after the creation of the Elder Races, though, and so they still roam these planes. In general, running into one while just dabbling is excessively rare, and actively hunting for one is a poor choice of action.&lt;br /&gt;
&lt;br /&gt;
Several powerful mages, in fact, made small home areas within the Planes. If one WANTS to enter the plane, these are probably the safest areas, as they are shaped to accommodate Tellurians, although they have been unmaintained since the Planet Eaters. It is also noted these mages were powerful enough to fend off the natives, so it&amp;#039;s still not a keen idea to enter unprepared.&lt;br /&gt;
&lt;br /&gt;
In general, there are two Elemental Planes DMs might want to keep at least partially off-limits. The &amp;#039;&amp;#039;&amp;#039;Plane of Darkness&amp;#039;&amp;#039;&amp;#039; is now entirely controlled by the Agents. Although they were content to let Tellurians travel through it, as they become more active, rival factions discouraged their employees to use it. The other is the &amp;#039;&amp;#039;&amp;#039;Plane of Chaos&amp;#039;&amp;#039;&amp;#039;, which is pretty much a terrible idea to even think about invoking in any manner.&lt;br /&gt;
&lt;br /&gt;
=====Note: Take Out or Dine In=====&lt;br /&gt;
In general, Elemental Planes sound unappealing to be involved in. Why would mages be interested in this again? Because powerful enough mages can make themselves a Nexus for the Plane, and become the equivalent of that living element.&lt;br /&gt;
&lt;br /&gt;
In fact, a character doing so can travel unharmed within the Plane, but pulling the Plane through themselves WHILE in the Plane is generally what learned magic theorists called &amp;#039;really really stupid if you don&amp;#039;t want to turn inside out.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Also: As Chaos Magic in general is random and powerful, doing this with the Plane of Chaos is pretty much a death sentence for anything within a fifty mile radius of you.&lt;br /&gt;
&lt;br /&gt;
====Personal====&lt;br /&gt;
Personal Planes are sort of &amp;#039;inventory,&amp;#039; a working version of &amp;#039;hammerspace.&amp;#039; With heavy use of &amp;#039;quotations.&amp;#039; Anyway. Characters can put and pull objects in this area for a small fee. The object in general should be &amp;#039;attuned (with &amp;#039;quotations&amp;#039;) to the character, so they can&amp;#039;t just be an undetectable kleptomaniac.&lt;br /&gt;
&lt;br /&gt;
More powerful characters can carry more, and for a higher fee one can pull the objects out from a distance. Pulling objects in from a distance is probably banned because that would be broken.&lt;br /&gt;
&lt;br /&gt;
====Racial====&lt;br /&gt;
Many of the Elder Races saw the shift in power when society started rising, and were sickened by it. They invested their power in leaving the Tellurian Plane and forming their own. These planes are large, but most definitely not infinite. However, they do loop (flying straight up would land eventually you on &amp;#039;the other side of the plane&amp;#039; as it were).&lt;br /&gt;
&lt;br /&gt;
Cubus formed their own plane, similar to a desert: hot, dry, and desolate. In general, however, those on the plane are still accepting of outsiders, as they can feed off emotion. They&amp;#039;re both welcoming of travelers and willing to make bargains with those outside of the plane. However, in most cases, they see those not as partners but as tools, so caution is still best maintained.&lt;br /&gt;
&lt;br /&gt;
The dragons&amp;#039; plane is just as diverse as any planet, to accommodate the various kinds. Most Tellurians would feel at home on this Plane, were it not for the vicious inhabitants. Dragons on the plane are generally very violent towards any visitors and outsiders that attempt to contact them. And violence from something that can swallow you whole is not the best thing.&lt;br /&gt;
&lt;br /&gt;
Kitsune, meanwhile, live on a heavily forested plane. They are able to hide themselves well and move easily along the ground and in the treetops. In general, the kitsune on the plane are hostile and untrusting of visitors and outsiders, but willing to help in some cases. They are not usually outright violent unless heavily threatened or attacked first, though.&lt;br /&gt;
&lt;br /&gt;
Others might have created some, but who cares about them?&lt;br /&gt;
&lt;br /&gt;
====Void====&lt;br /&gt;
Little is known about the Void Plane. It is a Plane devoid of mana, and pretty much anything else. The only known thing is that terrible monsters called Planet Eaters exist within it, and they live up to their name. Luckily, without mana, there is no possibility of them being able to come into another plane by themselves.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
NOTE: All this information is written for Sote. Should you choose a campaign on another planet, feel free to modify the information as necessary.&lt;br /&gt;
====Note: Down With Disease, Sex and Violence====&lt;br /&gt;
I suppose I knew I&amp;#039;d have to hit these at some point.&lt;br /&gt;
&lt;br /&gt;
Disease is pretty clean cut. As the world was created by the Gods from a &amp;#039;largest first&amp;#039; viewpoint, there are no legitimate bacteria or virii period. However, in many cases, the function is done as similarly with mana (such as food going bad) that it is moot to note. The main difference is physical illness. In general, there are no colds or the such, the only diseases are manufactured (by magic or technology) for express purposes. This is done for a specific reason: The setting is made to be as melodramatic as possible, and lying in bed with a runny nose doesn&amp;#039;t fit it. Tons of mental disorders are still around because they can be fun melodrama, but they&amp;#039;re usually more based on personality and experience than genetics.&lt;br /&gt;
&lt;br /&gt;
Which leads us into sex and aging. Now this is a can of worms. As of this writing, birth was always considered more of an emotional investment rather than a physical. Pregnancy just doesn&amp;#039;t mesh with the general feel of the world, and while most settings just sweep it under a rug, I&amp;#039;m rolling it into one AND THROWING THE GODDAMN RUG OUT. Specifics may never be divulged because I&amp;#039;m lazy, but simply put, it&amp;#039;s largely magic. That&amp;#039;s not to say there&amp;#039;s not a physical side to relationships, it&amp;#039;s just recreational at best. I&amp;#039;m sure this&amp;#039;ll get refined with time, but right now that&amp;#039;s the basic current stance.&lt;br /&gt;
&lt;br /&gt;
Aging is similarly tricky. Obviously teenagers, young adults, adults, and elders are all fine to throw into the setting as combatants and well let&amp;#039;s face it things to kill off. In the setting, it&amp;#039;s totally legit for older children to be involved in both acts, because the world&amp;#039;s still recovering and still kinda a crapsack. However, young children and babies are generally uninvolved in most other settings, and feel shaky to involve here, especially considering how big of bastards most DMs are. I&amp;#039;ve never written ANYTHING in this involving a newborn (partially because of the whole sex thing), and I&amp;#039;m tempted to say they just might not exist at that age in here? It&amp;#039;s magic.&lt;br /&gt;
&lt;br /&gt;
The actual aging process is equally rarely touched upon. The general idea is children must become teenagers, teenagers will probably become young adults, and young adults may become adults. Elder is rarely touched upon because old people suck (not actual world views). The idea behind is the aging process is related to how much energy one can take it. In short, like aging tiers! Being a teenager has its advantages over being a child, and a young adult over a teenager. However, becoming an adult has some unspecified downsides as well as ups, and probably the same for elder. Specifics to come? Probably not.&lt;br /&gt;
&lt;br /&gt;
====Architecture====&lt;br /&gt;
As the setting is sort of a melting pot of all technology levels, the architecture is just as schizophrenic. For most of the Elder Races, their buildings are at worst barbaric makeshift shelters, and at best decorated tribal villages. New Races tend to have modern towns and cities, some a bit more rural or metropolitan than others, but more often depending on size and location. [[Neko]]s in particular embrace a space age motif, having sleek, clean designs that are far more resistant to damage.&lt;br /&gt;
&lt;br /&gt;
However, there are almost always signs of change. Some villages have a modern building in them somewhere, and many towns and cities have at least one sleek skyscraper penetrating (hehe) the skyline; the Capital Building in Metro City is a prime example of this. Furthermore, even futuristic societies tend to have something indicating their roots, usually a poverty-stricken area that is still an era behind in look. Again, the Slums of Metro City are also an example of this.&lt;br /&gt;
&lt;br /&gt;
Specifics are coved on the individual [[Races]] pages, but one thing of note is that races that can easily fly or live underwater should have alien architecture. Keep in mind we&amp;#039;ve designed our buildings with the two dimensions we&amp;#039;re able to use, so theoretically speaking, a race that had access to more would use them. Stairs would probably hardly exist at all, and entrance ways would rarely if ever be on the ground floor. More as I feel like it.&lt;br /&gt;
&lt;br /&gt;
====Fashion====&lt;br /&gt;
Just like architecture in almost all manners. Elder races stick with traditional (robes, flowing clothes, whatnot), and New Races tend to be modern (jeans, skirts, the like). [[Neko]]s, [[goblin]]s, and some [[human]]s have embraced a space age attire.&lt;br /&gt;
&lt;br /&gt;
Specifics on the individual [[Races]] pages.&lt;br /&gt;
====Music====&lt;br /&gt;
As the world has pretty much been in constant struggle, music hasn&amp;#039;t has much chance to evolved beyond traditional and folk (check it, most styles didn&amp;#039;t come about until after WWII). However, in recent years the types of music have blossomed out. Punk and metal in particular have become sensations, thanks to [[The Dropp Kixx]] and [[Acess]] respectably. As per usual, many younger audiences really dig it and often try to imitate it, while some older audiences dismiss it and rally against it.&lt;br /&gt;
&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>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=200</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=200"/>
				<updated>2010-09-08T20:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamite==&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;
==Boogey==&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;
==Dragon==&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild. What they lack in intelligence is made up in pure destructive magical power, though. Most outright hostile dragons are mindless, violent reptiles that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
==Dryad==&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;
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;
&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;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO  (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.&lt;br /&gt;
&lt;br /&gt;
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.&lt;br /&gt;
====Traits====&lt;br /&gt;
*&lt;br /&gt;
===OO Rejuvenator===&lt;br /&gt;
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.&lt;br /&gt;
====Traits====&lt;br /&gt;
*&lt;br /&gt;
===OO Purifier===&lt;br /&gt;
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.&lt;br /&gt;
&lt;br /&gt;
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.&lt;br /&gt;
====Traits====&lt;br /&gt;
*&lt;br /&gt;
===OO Infiltrator===&lt;br /&gt;
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.&lt;br /&gt;
&lt;br /&gt;
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.&lt;br /&gt;
====Traits====&lt;br /&gt;
*&lt;br /&gt;
==Robot==&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
==Yuki==&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=199</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=199"/>
				<updated>2010-09-08T05:58:34Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Tempter */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamite==&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;
==Boogey==&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;
==Dragon==&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild. What they lack in intelligence is made up in pure destructive magical power, though. Most outright hostile dragons are mindless, violent creature that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
==Dryad==&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;
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;
&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;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong.&lt;br /&gt;
===OO Destroyer===&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
===OO Striker===&lt;br /&gt;
===OO Observer===&lt;br /&gt;
==Robot==&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
==Yuki==&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=198</id>
		<title>Hostiles</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Hostiles&amp;diff=198"/>
				<updated>2010-09-08T05:58:18Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Adamite==&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;
==Boogey==&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;
==Dragon==&lt;br /&gt;
The large majority of dragons left the plane long ago. Most of the ones that stayed grew and accepted society on some level. &lt;br /&gt;
&lt;br /&gt;
Some, however, rejected society entirely and set off to establish their homes out in the wild. What they lack in intelligence is made up in pure destructive magical power, though. Most outright hostile dragons are mindless, violent creature that cannot be reasoned with at all, commanding primitive but powerful magic. Well, I think it&amp;#039;s more interesting.&lt;br /&gt;
===Traits===&lt;br /&gt;
*Magic: (One Element) - High&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
*Tier 4&lt;br /&gt;
==Dryad==&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;br /&gt;
==Gnoll==&lt;br /&gt;
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they&amp;#039;ve chosen to associate with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kobold==&lt;br /&gt;
Kobolds are ratlike humanoids, descended from the goblins who refused society. To compensate instead, they embraced their more animalistic nature and became quick, stealthy monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
*Size: Small&lt;br /&gt;
==Ogre==&lt;br /&gt;
Ogres are large bulky humanoids, descended from the orcs who refused society. To compensate instead, they embraced their more animalistic nature and became slow muscular monsters.&lt;br /&gt;
==OO==&lt;br /&gt;
The OO was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong.&lt;br /&gt;
===OO Destroyer===&lt;br /&gt;
===OO Restorer===&lt;br /&gt;
===OO Striker===&lt;br /&gt;
===OO Observer===&lt;br /&gt;
==Robot==&lt;br /&gt;
==Voidspawn==&lt;br /&gt;
==Yuki==&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=193</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=193"/>
				<updated>2010-08-26T06:37:31Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Characteristics==&lt;br /&gt;
==Flaws==&lt;br /&gt;
Traits that are largely unhelpful to the player. For each one up to three, character may take one additional perk or two additional traits.&lt;br /&gt;
*[[Hatred]]&lt;br /&gt;
*[[Mistrusted]]&lt;br /&gt;
*[[Pacifism]]&lt;br /&gt;
*[[Weakness]]&lt;br /&gt;
==Traits==&lt;br /&gt;
Traits that are largely double-edged or neutral to the player.&lt;br /&gt;
*[[Attraction]]&lt;br /&gt;
*[[Combat Traits]]&lt;br /&gt;
*[[Draining Touch]]&lt;br /&gt;
*[[Knowledge]]&lt;br /&gt;
**[[Magic Theory]]&lt;br /&gt;
**[[Scientific Method]]&lt;br /&gt;
*[[Loyalty]]&lt;br /&gt;
*[[Natural Emotional State]]&lt;br /&gt;
*[[Resilience]]&lt;br /&gt;
*[[Talents]]&lt;br /&gt;
==Perks==&lt;br /&gt;
Traits that are largely helpful to the player. Some might be bumped down.&lt;br /&gt;
*[[Additional Limbs]]&lt;br /&gt;
*[[Bounded]]&lt;br /&gt;
*[[Flight]]&lt;br /&gt;
*[[Kinship]]&lt;br /&gt;
*[[Mana Organ]]&lt;br /&gt;
*[[Manual Adaptation]]&lt;br /&gt;
*[[Phase]]&lt;br /&gt;
*[[Psychic]]&lt;br /&gt;
*[[Prehensile Tail]]&lt;br /&gt;
*[[Sense Magic]]&lt;br /&gt;
*[[Shapeshifting]]&lt;br /&gt;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
When heavy combat or other life-threatening situations start, the character is capable of adapting quickly. They are capable of taking some decent lasting bonuses or quick heavy ones, but afterward they are drained and suffer growing penalties until they&amp;#039;ve had the chance to rest and eat.&lt;br /&gt;
&lt;br /&gt;
This may just be the combat version of Alertness, but it is slightly different (active rather than passive) so maybe not. Currently only natural for minotaurs, but I could see it being something PCs in general could pick up.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Smooth Skin==&lt;br /&gt;
The character&amp;#039;s skin is very slippery, reducing the effects of friction. In turn, they are harder to grapple, but also have a harder time recovering from reeling.&lt;br /&gt;
&lt;br /&gt;
So far this is only a natural trait for merfolk and naga, and as such may just be moved to notes on their page.&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=192</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=192"/>
				<updated>2010-08-26T06:29:54Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Characteristics==&lt;br /&gt;
==Flaws==&lt;br /&gt;
Traits that are largely unhelpful to the player. For each one up to three, character may take one additional perk or two additional traits.&lt;br /&gt;
==Traits==&lt;br /&gt;
Traits that are largely double-edged or neutral to the player.&lt;br /&gt;
==Perks==&lt;br /&gt;
Traits that are largely helpful to the player.&lt;br /&gt;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
When heavy combat or other life-threatening situations start, the character is capable of adapting quickly. They are capable of taking some decent lasting bonuses or quick heavy ones, but afterward they are drained and suffer growing penalties until they&amp;#039;ve had the chance to rest and eat.&lt;br /&gt;
&lt;br /&gt;
This may just be the combat version of Alertness, but it is slightly different (active rather than passive) so maybe not. Currently only natural for minotaurs, but I could see it being something PCs in general could pick up.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Smooth Skin==&lt;br /&gt;
The character&amp;#039;s skin is very slippery, reducing the effects of friction. In turn, they are harder to grapple, but also have a harder time recovering from reeling.&lt;br /&gt;
&lt;br /&gt;
So far this is only a natural trait for merfolk and naga, and as such may just be moved to notes on their page.&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=191</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=191"/>
				<updated>2010-08-26T06:25:02Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Note: Muttin&amp;#039; But Trouble */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Races==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Race&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Play Category&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Recovery Element&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Angel]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (3/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Asura]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Cubus]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, One Other (1/2)&lt;br /&gt;
| Very Large/Large (Wide)&lt;br /&gt;
| Very Heavy/Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Plantlife, Ground (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Earth (1/4)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Fae]]&lt;br /&gt;
| General&lt;br /&gt;
| Air, Ground (1/2), One to Three Others (1/8 to 3/4)&lt;br /&gt;
| Very Small&lt;br /&gt;
| Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Shell&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]]&lt;br /&gt;
| General&lt;br /&gt;
| Earth, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Harpie]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/8)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Inu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Kappa]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Water, Ground (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Karm&amp;#039;s]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Any&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitsune]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandragora]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Plantlife (1/2), Earth (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Naga]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Neko]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Raijuu]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Sound (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Redux&amp;#039;s]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Air, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Salamander]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Fire, Air (1/2)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Air&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Usagi]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Vanzin&amp;#039;s]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Convertor&lt;br /&gt;
| Large&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Ice&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Nymph]]&lt;br /&gt;
* [[Sponge]]&lt;br /&gt;
* [[Servant]]&lt;br /&gt;
* [[Voidspawn]]&lt;br /&gt;
* [[Androids]]&lt;br /&gt;
* [[Undead]]?&lt;br /&gt;
* &amp;#039;Animals&amp;#039;&lt;br /&gt;
** Adamites&lt;br /&gt;
** Boogeys&lt;br /&gt;
** Ogres (Orcs)&lt;br /&gt;
** Gnolls (Trolls)&lt;br /&gt;
** Kobolds (Goblins)&lt;br /&gt;
** Various monster designs&lt;br /&gt;
&lt;br /&gt;
===Note: Muttin&amp;#039; But Trouble===&lt;br /&gt;
Halfbreeds are just common enough in culture that it could make sense for PCs to want to try to play them. Here&amp;#039;s some prototype rules on formulating:&lt;br /&gt;
&lt;br /&gt;
* General + General = Limited&lt;br /&gt;
* General + Limited = Limited&lt;br /&gt;
* General + Restricted = Restricted&lt;br /&gt;
* Limited + Limited = Restricted&lt;br /&gt;
* Limited + Restricted = Restricted&lt;br /&gt;
* Restricted + Restricted = Probably Not Happening&lt;br /&gt;
&lt;br /&gt;
In general, a DM doesn&amp;#039;t want more than one of ANY SPECIFIC halfbreed. Note that certain hybrids might end up a Play Category above or below the general rules.&lt;br /&gt;
&lt;br /&gt;
When creating a halfbreed, there are unique rules. Halfbreeds get all abilities that have levels from both races, but one level lower than their parents. If they both have the ability, you count only the highest down a level.&lt;br /&gt;
&lt;br /&gt;
Halfbreeds also start out with whatever trait we make people regard one as a misfit, as well as probably one other negative trait. They get no creation bonuses for these.&lt;br /&gt;
&lt;br /&gt;
In cases of conflicting abilities, it is generally the choice of the PC, although certain DMs may suggest/enforce rulings they should provide beforehand.&lt;br /&gt;
&lt;br /&gt;
Some more as we go along.&lt;br /&gt;
&lt;br /&gt;
==Races On The Sideline==&lt;br /&gt;
* Centaur - So far in, it&amp;#039;s hard to carve their own niche and link them. Perhaps when I&amp;#039;ve got all the others figured out.&lt;br /&gt;
* Drow - I think I could get this to work. But man, you know what ruins a lot of fantasy? Elves, elves, and more elves. Fucking elves, man.&lt;br /&gt;
* Ovaform - These guys have carved their way into the storyverse, but that doesn&amp;#039;t mean they get a free ride. While they&amp;#039;ll almost no doubt be in the final project, it doesn&amp;#039;t mean you&amp;#039;ll be able to recognize them.&lt;br /&gt;
* Phoenix - Again, hard to carve a niche, especially with all the airborne races already. There&amp;#039;s a phoenix antagonist in My Team, but he&amp;#039;s a modified Tengu, so I don&amp;#039;t see this race making the cut.&lt;br /&gt;
* Tanuki - Honestly, these guys were in here early on, one of the first dozen races. But they were the salespeople, and well, considering every business I&amp;#039;ve designed has explicitly not been ran by one of them, do they really serve a point? We&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
===Play Category===&lt;br /&gt;
They are three basic play categories for races:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; - In general, this race is allowed for use for all. In most stories, any or all PCs may use it. There might occasionally be restrictions against everyone using a single race, but at least two should generally be allowed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Limited&amp;#039;&amp;#039;&amp;#039; - In general, this race should only be represented by one PC, and may not be allowed in all stories. Ideally, PCs will have different enough tastes to decide on different races, and any conflicts can hopefully be fixed with compromise. DMs may allow two in certain cases, but outside of that it is recommended to stick hard to one.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restricted&amp;#039;&amp;#039;&amp;#039; - In general, this race is forbidden from PC play, and rarely should ever be allowed even one unless the player can justify it in some way. Be very careful in breaking this at any point.&lt;br /&gt;
====Note: Rated R for Restricted====&lt;br /&gt;
Some people might wonder why the restricted races are mentioned at all if they&amp;#039;re not for PC use. Well, firstly, the races ARE still a part of the setting, and the GM may occasionally use restricted races as NPCs (keep in mind, though, most of these races are restricted due to their lack of numbers). Secondly, restrictions are based on setting, and certain games may take place in a time where they restrictions are different, or even a different universe with the same races. It&amp;#039;s okay, you can do it, I&amp;#039;ll allow it.&lt;br /&gt;
&lt;br /&gt;
===Recovery Element===&lt;br /&gt;
Characters recover naturally in certain elements. These are all the elements listed in the category. However, even though they recover in the other elements, they cannot survive in any denoted with fractions. After a few hours, they stop any recovery and slowly start to die. This stops when they return to any normal element.&lt;br /&gt;
&lt;br /&gt;
There are special &amp;#039;elements&amp;#039; that have no physical equivalent, such as emotion. These aid recovery in other elements, but are obviously not sustainable on their own.&lt;br /&gt;
====Note: Sky Above, Ground Below====&lt;br /&gt;
&amp;#039;Ground&amp;#039; might be confusing terminology, but you know, oh well. It refers to be exposed to both air and earth at the same time. It doesn&amp;#039;t really matter how, but being only in the air or the earth does not work equivalently, as noted above.&lt;br /&gt;
&lt;br /&gt;
===Size Class===&lt;br /&gt;
The general size of the race. In certain cases, they might be one larger or smaller, but those are outliers and usually unnatural cases.&lt;br /&gt;
&lt;br /&gt;
===Weight Class===&lt;br /&gt;
The general weight of the race. In certain cases, they might be one lighter or heavier, but those are outliers and usually unnatural cases.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=190</id>
		<title>Yuki</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Yuki&amp;diff=190"/>
				<updated>2010-08-26T06:24:30Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;quot;==Description== Play Category: Limited  Recovery Element: Ground, Ice  Eye Color: Any Blue or Purple  Hair Color: Any Blue to Purple  Skin Color: Any White to Blue  Yukis are hum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground, Ice&lt;br /&gt;
&lt;br /&gt;
Eye Color: Any Blue or Purple&lt;br /&gt;
&lt;br /&gt;
Hair Color: Any Blue to Purple&lt;br /&gt;
&lt;br /&gt;
Skin Color: Any White to Blue&lt;br /&gt;
&lt;br /&gt;
Yukis are humanoids with dull claws for digits and antlers on their head. They tend to be a bit heavy, but not .&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Yukis are another rare race that found their niche early on. They retreated up mountain rather than in them, and adapted themselves to their environment. However, like many of the other races, they kept their niche due to sheer brutality. Yukis often froze or shredded any of those foolish enough to enter their eyesight, which led to a problem when their caps started to fall to salamanders. After generations of pointless slaughter, a truce was reached between the two, mostly in the form of boundaries. However, they choose to remain isolated from both real relations with them or society at large.&lt;br /&gt;
&lt;br /&gt;
Most are still immensely territorial and kill any outsiders they meet. However, a growing number express some interest in society on some level, though they still tend to be excessively unsympathetic.&lt;br /&gt;
==Culture==&lt;br /&gt;
Yuki tend to carve their homes into the ice, and they rely on what little life they find for all aspects of survival: The sharp shard like plants and the wolf like creatues called &amp;#039;snows.&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Snows have been domesticated by Yukis, and at a young age most Yukis receive one to care for. They are used  as for food and clothing, as well.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As mentioned, most fashion is based on snow fur. Tattoos and piercings are non-existent in their society, and rare even if they choose to interact with the world at large.&lt;br /&gt;
&lt;br /&gt;
Many Yukis typically take something from a kill as a trophy of sorts, causing a small but wide variation of fashion.&lt;br /&gt;
==Racial Abilities: Humanoid==&lt;br /&gt;
* Familiar: Snow&lt;br /&gt;
* Shapeshifting: Yeti&lt;br /&gt;
==Racial Abilities: Yeti==&lt;br /&gt;
* Shapeshifting: Humanoid&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
===Combat===&lt;br /&gt;
* Humanoid - Magic: Ice - Very Low&lt;br /&gt;
* Humanoid - Very small bonus to unarmed&lt;br /&gt;
* Yeti - Bonus to unarmed&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Karkin&amp;diff=189</id>
		<title>Karkin</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Karkin&amp;diff=189"/>
				<updated>2010-08-25T01:52:35Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Convertor&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Bright Green&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Purple&lt;br /&gt;
&lt;br /&gt;
Large crablike creatures.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vanzin&amp;#039;s race&amp;#039;s history is a curious one. I&amp;#039;ll let Corvus do most of it. Eventually, they &lt;br /&gt;
&lt;br /&gt;
The race knows they owe their continued existence to those who brought them in, and as such usually are very loyal, even if they don&amp;#039;t like it.&lt;br /&gt;
==Culture==&lt;br /&gt;
I&amp;#039;ll let Corvus handle this.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Oh yeah, this is all Corvus&amp;#039;s&amp;#039;s&amp;#039;s&amp;#039;s.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
===Combat===&lt;br /&gt;
* Bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Karkin&amp;diff=188</id>
		<title>Karkin</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Karkin&amp;diff=188"/>
				<updated>2010-08-25T01:52:11Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Bright Green  &amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Purple  Large crablike creatures.  ==H...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Bright Green&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Purple&lt;br /&gt;
&lt;br /&gt;
Large crablike creatures.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Vanzin&amp;#039;s race&amp;#039;s history is a curious one. I&amp;#039;ll let Corvus do most of it. Eventually, they &lt;br /&gt;
&lt;br /&gt;
The race knows they owe their continued existence to those who brought them in, and as such usually are very loyal, even if they don&amp;#039;t like it.&lt;br /&gt;
==Culture==&lt;br /&gt;
I&amp;#039;ll let Corvus handle this.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Oh yeah, this is all Corvus&amp;#039;s&amp;#039;s&amp;#039;s&amp;#039;s.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
*Size: Very Large&lt;br /&gt;
===Combat===&lt;br /&gt;
* Bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=187</id>
		<title>Usagi</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Usagi&amp;diff=187"/>
				<updated>2010-08-11T17:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard  &amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard  &amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bunny ears, paws, and tails. However, they rarely stay that way for long.&lt;br /&gt;
==History==&lt;br /&gt;
Usagi are bunny-like humanoids. They were weak, but plentiful so they were able to stay in play, even with their overwhelming curiosity. Eventually their curiosity began to work to their favor as battles occurred. Raiding the deceased of their shinies, Usagi discovered that many of them had abilities. Usagi scavenged all they could from whatever they could. Over time, the changes from the cursed and blessed equipment had changed them all and the normal Usagi look became almost nonexistent.&lt;br /&gt;
&lt;br /&gt;
Usagi are are a race who are interested in acquiring new things, and are willing to do almost anything for gain.&lt;br /&gt;
==Culture==&lt;br /&gt;
Like other races, they&amp;#039;ve long ago abandoned their small underground hovels to join society to the fullest. However, they still carry some traditions with them, most notably when they die, they request their bodies to be liquefied and the result spread amongst their young, so they may always carry on.  &lt;br /&gt;
==Fashion==&lt;br /&gt;
Usagi probably have the most eccentric sense of fashion. Though tattoos, piercings are commonplace to hold on to their shinies. Likewise, their outfits are usually modified to carry as much of their shinies as possible. Belts and random pieces of cloth are added for the sole purpose of hanging more.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One low level disability of choosing&lt;br /&gt;
* One low level ability of choosing&lt;br /&gt;
* One low level trait of choosing&lt;br /&gt;
===Combat===&lt;br /&gt;
* Various, depending on form&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=186</id>
		<title>Undine</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=186"/>
				<updated>2010-08-02T21:25:06Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;Eye&amp;#039; Color:&amp;#039;&amp;#039;&amp;#039; Red&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fin Color:&amp;#039;&amp;#039;&amp;#039; Blue&lt;br /&gt;
&lt;br /&gt;
Undine have one of the most alien looks, with two eyes floating in water and four fins are the limb joints.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Undine are the coming together of two different water-based organisms. One was an oblong sphere like an eye, which could pull water around it. Another mimicked a fin in shape and could whip water near it. Eventually the two formed a bond, increasing both of their powers. Naturally, huge colonies of these emerged, and were essentially a deathtrap for any living thing. That was the problem, though, no intelligent living thing would come near it. Eventually, small groups departed and attempted to act as moving colonies. However, this time, they were the living thing walking into unknown territory. While they hungered, they proved no threat to any other water-based species on their own. Indeed, the other species tended to interpret their attacks as play, and many provided them food and protection. As time went on, undine adapted to this, and took on a shape more natural to the races. This resulted in the other races growing closer, but more importantly better food and protection. Over time, they began to understand more and more of their cultures, and as the benefits of being part of the underwater society increased, they heard wind of one above the waves. Though most were content with their new position, several set off to see what the world above offered.&lt;br /&gt;
&lt;br /&gt;
Being a race of two basic creatures, Undine are a bit simpler than most races. They are largely curious about the working of the new social machine, but they still have a basic animal hunger that many succumb to.&lt;br /&gt;
==Culture==&lt;br /&gt;
As a race that evolved from mooching from other societies, the Undine have no specific culture. Indeed, in most cases, Undine are content and perhaps even most comfortable sleeping and working outside.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Again, Undine never developed on their own. However, as their bodies are solely water shaped to be body-like, they have no nudity taboo to begin with and indeed feel most natural with it. In societies that frown upon this, they tend to favor as little clothing as possible, uncomfortable with the feeling of it but willing to compromise for the benefits offered.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: Water - Low&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
==Note: Plug and Play==&lt;br /&gt;
Most Undine will have two &amp;#039;eyes&amp;#039; and four &amp;#039;fins.&amp;#039; This is what caused other races to react most hospitably, and so this is what their relationships are maximized for. However, additional eyes and fins will make an Undine slightly stronger, but as a trade-off, make them more alien to most social races. Some may choose to try to hide these to interact, but it is difficult with the discomfort of clothing and a fully translucent body.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=185</id>
		<title>Undine</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=185"/>
				<updated>2010-08-01T17:06:12Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Fashion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Glowing Yellow&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Browns, Greys&lt;br /&gt;
&lt;br /&gt;
Undine have one of the most alien looks,&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Undine are the coming together of two different water-based organisms. One was an oblong sphere like an eye, which could pull water around it. Another mimicked a fin in shape and could whip water near it. Eventually the two formed a bond, increasing both of their powers. Naturally, huge colonies of these emerged, and were essentially a deathtrap for any living thing. That was the problem, though, no intelligent living thing would come near it. Eventually, small groups departed and attempted to act as moving colonies. However, this time, they were the living thing walking into unknown territory. While they hungered, they proved no threat to any other water-based species on their own. Indeed, the other species tended to interpret their attacks as play, and many provided them food and protection. As time went on, undine adapted to this, and took on a shape more natural to the races. This resulted in the other races growing closer, but more importantly better food and protection. Over time, they began to understand more and more of their cultures, and as the benefits of being part of the underwater society increased, they heard wind of one above the waves. Though most were content with their new position, several set off to see what the world above offered.&lt;br /&gt;
&lt;br /&gt;
Being a race of two basic creatures, Undine are a bit simpler than most races. They are largely curious about the working of the new social machine, but they still have a basic animal hunger that many succumb to.&lt;br /&gt;
==Culture==&lt;br /&gt;
As a race that evolved from mooching from other societies, the Undine have no specific culture. Indeed, in most cases, Undine are content and perhaps even most comfortable sleeping and working outside.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Again, Undine never developed on their own. However, as their bodies are solely water shaped to be body-like, they have no nudity taboo to begin with and indeed feel most natural with it. In societies that frown upon this, they tend to favor as little clothing as possible, uncomfortable with the feeling of it but willing to compromise for the benefits offered.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: Water - Low&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
==Note: Plug and Play==&lt;br /&gt;
Most Undine will have two &amp;#039;eyes&amp;#039; and four &amp;#039;fins.&amp;#039; This is what caused other races to react most hospitably, and so this is what their relationships are maximized for. However, additional eyes and fins will make an Undine slightly stronger, but as a trade-off, make them more alien to most social races. Some may choose to try to hide these to interact, but it is difficult with the discomfort of clothing and a fully translucent body.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=184</id>
		<title>Undine</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=184"/>
				<updated>2010-08-01T17:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Glowing Yellow&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Browns, Greys&lt;br /&gt;
&lt;br /&gt;
Undine have one of the most alien looks,&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Undine are the coming together of two different water-based organisms. One was an oblong sphere like an eye, which could pull water around it. Another mimicked a fin in shape and could whip water near it. Eventually the two formed a bond, increasing both of their powers. Naturally, huge colonies of these emerged, and were essentially a deathtrap for any living thing. That was the problem, though, no intelligent living thing would come near it. Eventually, small groups departed and attempted to act as moving colonies. However, this time, they were the living thing walking into unknown territory. While they hungered, they proved no threat to any other water-based species on their own. Indeed, the other species tended to interpret their attacks as play, and many provided them food and protection. As time went on, undine adapted to this, and took on a shape more natural to the races. This resulted in the other races growing closer, but more importantly better food and protection. Over time, they began to understand more and more of their cultures, and as the benefits of being part of the underwater society increased, they heard wind of one above the waves. Though most were content with their new position, several set off to see what the world above offered.&lt;br /&gt;
&lt;br /&gt;
Being a race of two basic creatures, Undine are a bit simpler than most races. They are largely curious about the working of the new social machine, but they still have a basic animal hunger that many succumb to.&lt;br /&gt;
==Culture==&lt;br /&gt;
As a race that evolved from mooching from other societies, the Undine have no specific culture. Indeed, in most cases, Undine are content and perhaps even most comfortable sleeping and working outside.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Again, Undine never developed on their own. However, as their bodies are solely water shaped to be body-like, so they have no nudity taboo to begin with and indeed feel most natural with it. In societies that frown upon this, they tend to favor as little clothing as possible, uncomfortable with the feeling of it but willing to compromise for the benefits offered.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: Water - Low&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
&lt;br /&gt;
==Note: Plug and Play==&lt;br /&gt;
Most Undine will have two &amp;#039;eyes&amp;#039; and four &amp;#039;fins.&amp;#039; This is what caused other races to react most hospitably, and so this is what their relationships are maximized for. However, additional eyes and fins will make an Undine slightly stronger, but as a trade-off, make them more alien to most social races. Some may choose to try to hide these to interact, but it is difficult with the discomfort of clothing and a fully translucent body.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Giant&amp;diff=183</id>
		<title>Giant</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Giant&amp;diff=183"/>
				<updated>2010-08-01T17:05:05Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Shell*&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Glowing Yellow&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Browns, Greys&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Giants are wormlike creatures with spines covering their body. However, they are rarely directly seen, as Giants pull any loose matter around them to form a shell. As they grow older, their body loses its physical definition and they rely on their shell for survival.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
An elder race who are serpentine in form. The race is particularly unique in the sense they are able to pull loose matter around them to form and shape a shell. The giants are a spiritual race and very secluded from the other races.&lt;br /&gt;
&lt;br /&gt;
Overall, the giants are a very passive race. They might occasionally feel called to help others, though.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Attraction&lt;br /&gt;
* Size: Very Large&lt;br /&gt;
===Note: Giants Roam the Land Today===&lt;br /&gt;
Giants are another race that simply can make their shell any form they choose (that is available around them), and as such may by default have abilities not listed here.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=182</id>
		<title>Undine</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Undine&amp;diff=182"/>
				<updated>2010-08-01T16:47:39Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Glowing Yellow  &amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Browns, Greys  Undine have one of the most alien l…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Water&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Glowing Yellow&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Browns, Greys&lt;br /&gt;
&lt;br /&gt;
Undine have one of the most alien looks,&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Undine are the coming together of two different water-based organisms. One was an oblong sphere like an eye, which could pull water around it. Another mimicked a fin in shape and could whip water near it. Eventually the two formed a bond, increasing both of their powers. Naturally, huge colonies of these emerged, and were essentially a deathtrap for any living thing. That was the problem, though, no intelligent living thing would come near it. Eventually, small groups departed and attempted to act as moving colonies. However, this time, they were the living thing walking into unknown territory. While they hungered, they proved no threat to any other water-based species on their own. Indeed, the other species tended to interpret their attacks as play, and many provided them food and protection. As time went on, undine adapted to this, and took on a shape more natural to the races. This resulted in the other races growing closer, but more importantly better food and protection. Over time, they began to understand more and more of their cultures, and as the benefits of being part of the underwater society increased, they heard wind of one above the waves. Though most were content with their new position, several set off to see what the world above offered.&lt;br /&gt;
&lt;br /&gt;
Being a race of two basic creatures, Undine are a bit simpler than most races. They are largely curious about the working of the new social machine, but they still have a basic animal hunger that many succumb to.&lt;br /&gt;
==Culture==&lt;br /&gt;
As a race that evolved from mooching from other societies, the Undine have no specific culture. Indeed, in most cases, Undine are content and perhaps even most comfortable sleeping and working outside.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Again, Undine never developed on their own. However, as their bodies are solely water shaped to be body-like, so they have no nudity taboo to begin with and indeed feel most natural with it. In societies that frown upon this, they tend to favor as little clothing as possible, uncomfortable with the feeling of it but willing to compromise for the benefits offered.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
==Note: Plug and Play==&lt;br /&gt;
Most Undine will have two &amp;#039;eyes&amp;#039; and four &amp;#039;fins.&amp;#039; This is what caused other races to react most hospitably, and so this is what their relationships are maximized for. However, additional eyes and fins will make an Undine slightly stronger, but as a trade-off, make them more alien to most social races. Some may choose to try to hide these to interact, but it is difficult with the discomfort of clothing and a fully translucent body.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=181</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=181"/>
				<updated>2010-07-29T16:35:50Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
Slightly larger humans with particularly large hands and feet. They have large crystalline protrusions upon their head and toes as claws, with a ring around their neck and the back of their hands. The have two toes and four fingers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The orcs were brutish, destructive monsters. As such, they had no place as society progressed, and were dying out. The cubus took interest in them, and granted them their intelligence and beauty. The orcs surprisingly surpassed the cubus in social interaction, and became one of the most prominent races in advancing the cause.&lt;br /&gt;
&lt;br /&gt;
Orcs are usually diplomatic and open-minded. Just remember that&amp;#039;s not always in one&amp;#039;s favor.&lt;br /&gt;
==Culture==&lt;br /&gt;
Being a vassal race of the Cubus, the orcs don&amp;#039;t have a particularly strong culture, and what there is is modified from the cubus. In general, though, they&amp;#039;ve largely integrated with humans and the other social races, and it is rare to find a pure orc settlement.&lt;br /&gt;
==Fashion==&lt;br /&gt;
However, orcs do keep their sense of fashion separate from the others. They have a very glam focused look. It focuses equally on covering and showing skin, but even moreso on drawing attention to their horns. Tribal tattoos and piercings are rare among the orcs, and if done at all are only done in moderation around their protrusions to accentuate them.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Talent: Manipulate - Very Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Troll&amp;diff=180</id>
		<title>Troll</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Troll&amp;diff=180"/>
				<updated>2010-07-28T06:32:46Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any  &amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any  &amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard  Humano…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Water (1/2)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Hair Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skin Color:&amp;#039;&amp;#039;&amp;#039; Any but Standard&lt;br /&gt;
&lt;br /&gt;
Humanoids with bony protrusions covering most of their body as a secondary outer skeleton.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Trolls were another originally savage race. However, they were able to survive by one thing alone: most monsters recognized young in their group as part of the group, even if it was not of their species. So trolls took to abandoning their young to live amongst the monsters. As the other races started to rise up, they tended to take the young out of sympathy rather than instinct, and the trolls slowly gain an appreciation for society from being raised in it at various points.&lt;br /&gt;
&lt;br /&gt;
Trolls are one of the most diverse races socially, and can cover pretty much role expected from a person.&lt;br /&gt;
==Culture==&lt;br /&gt;
Trolls explicitly avoid a culture out of tradition. The young are left on the outskirts of an establishment to be raised by the inhabitants.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Like culture, they don&amp;#039;t really stand out here. Their bodies are generally not well-suited for tattoos or piercings, but outside of that expression is generally copied from any group they&amp;#039;re around.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* One free low talent or common magic&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Tengu&amp;diff=179</id>
		<title>Tengu</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Tengu&amp;diff=179"/>
				<updated>2010-07-28T05:03:35Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air  &amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any  &amp;#039;&amp;#039;&amp;#039;Feather Color:&amp;#039;&amp;#039;&amp;#039; Any  Tengu are humanoid birds. Their wings are vague…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; Ground, Air&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Eye Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Feather Color:&amp;#039;&amp;#039;&amp;#039; Any&lt;br /&gt;
&lt;br /&gt;
Tengu are humanoid birds. Their wings are vaguely hand-like, and they have visible tear ducts.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tengu were a New Race, but they were designed for the air. As such, they quickly passed the other races and dominated the skies. Unlike the other races capable of flight, however, society was heavily interesting to them. Tengu love blending into other cultures, and hardly exist on their own anymore.&lt;br /&gt;
&lt;br /&gt;
Tengu tend to be social creatures, frequenting nightlife. However, they might turn aggressive for the same reasons.&lt;br /&gt;
==Culture==&lt;br /&gt;
Though tengu hardly have a separate culture anymore, they dominate the nightlife in any city they&amp;#039;re involved with. They tend to avoid less populated areas, and focus on strengthening nightlife in any place they&amp;#039;re involved with.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
Tengu fashion, however, still stands out, focusing heavily on what we consider 80&amp;#039;s fashion. Leather and belts are king, the tighter the better. Animalprint will probably not have as large as a following for other reasons, but man, imagine the headbands and hairstyles!&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: Air - Low&lt;br /&gt;
* Natural Flight: Speed&lt;br /&gt;
* Size: Large (Wide)&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Salamander&amp;diff=178</id>
		<title>Salamander</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Salamander&amp;diff=178"/>
				<updated>2010-07-23T04:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== Play Category: Limited  Recovery Element: Ground, Fire, Air (1/4),  Eye Color: Black  Skin Color: Tan  Salamanders are sorta reptilian creatures, with thick exosk…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground, Fire, Air (1/4),&lt;br /&gt;
&lt;br /&gt;
Eye Color: Black&lt;br /&gt;
&lt;br /&gt;
Skin Color: Tan&lt;br /&gt;
&lt;br /&gt;
Salamanders are sorta reptilian creatures, with thick exoskeletons, as well as spiky tails and large wings. Three claws on their hands and feet (the latter in anisodactyl formation).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The salamanders were an Elder Race who resided in hot places. The problem is that volcanoes are the hottest places, and mountain tops are home to the Yuki. The two races tend to be stuck in an uneasy ceasefire, but as a result they are both disconnected from society.&lt;br /&gt;
&lt;br /&gt;
Salamanders tend to be passionate, emotional beings, although they will put that aside to progress goals they feel are important.&lt;br /&gt;
==Culture==&lt;br /&gt;
As salamanders tend to live in volcanoes, and as such tend to have their homes carved into the walls of the rim. &lt;br /&gt;
==Fashion==&lt;br /&gt;
Fashion does not really ever play a role in salamander culture. Higher ranking members may have decorative baubles to communicate such, but outside of that salamanders are discouraged from varying wildly from the status quo. Carving on their spikes are traditional, but tattoos and piercings on exoskeletons are generally ill-advised.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Natural Flight: Power&lt;br /&gt;
* Prehensile Tail: Spiked&lt;br /&gt;
* Size: Large (Wide)&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Fire - &lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Formid&amp;diff=177</id>
		<title>Formid</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Formid&amp;diff=177"/>
				<updated>2010-07-21T05:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== Play Category: Limited  Recovery Element: Air, Ground (1/2)  Eye Color: Black  Skin Color: Any but Standard  Redux&amp;#039;s race are small  Ah crap. ==Racial Abilities==…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Air, Ground (1/2)&lt;br /&gt;
&lt;br /&gt;
Eye Color: Black&lt;br /&gt;
&lt;br /&gt;
Skin Color: Any but Standard&lt;br /&gt;
&lt;br /&gt;
Redux&amp;#039;s race are small&lt;br /&gt;
&lt;br /&gt;
Ah crap.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: (Low Tier) - Very Low&lt;br /&gt;
* Magic: (Low Tier) - Very Low&lt;br /&gt;
* Size: Small&lt;br /&gt;
===Combat===&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Raijuu&amp;diff=176</id>
		<title>Raijuu</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Raijuu&amp;diff=176"/>
				<updated>2010-07-21T00:23:39Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== Play Category: Limited  Recovery Element: Ground, Sound (1/4)  Eye Color: Black  Skin Color: Tan  Raijuu are like human-sized water striders. Their joints are lar…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground, Sound (1/4)&lt;br /&gt;
&lt;br /&gt;
Eye Color: Black&lt;br /&gt;
&lt;br /&gt;
Skin Color: Tan&lt;br /&gt;
&lt;br /&gt;
Raijuu are like human-sized water striders. Their joints are large half-spheres, and their faces are are the same, with a vestigial mouth and beady black eyes.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The Raijuu are an Elder Race that were able to survive on sound alone. As such, packs had no meaning to them, especially due to their ability to asexually reproduce. However, like many other Elder Races, they became interested in society, especially with all the new sounds. They were able to perform minor illusions to make themselves appear humanoid.&lt;br /&gt;
&lt;br /&gt;
Raijuu pursue sound over social contact, but over time they&amp;#039;ve come to understand cooperation is the best way to get what they want.&lt;br /&gt;
==Culture==&lt;br /&gt;
As mentioned, raijuu rarely spend time together, so there is no real culture for the race. They tend to blend into any society they join with their illusions. &lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
As with culture, they tend to fit the norm of wherever they live. As the forms are illusions, they tend to be a bit more expressive than the standard practice. Still, excessive piercings or tribal tattoos are rare, even though the form is just an illusion.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Magic: Illusions - Low&lt;br /&gt;
===Combat===&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=175</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Races&amp;diff=175"/>
				<updated>2010-07-20T20:53:57Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Races==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;font-size:100%; text-align:left;  margin: 5px;&amp;quot;&lt;br /&gt;
|-{{Unicode|}}&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; width=120 | Race&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Play Category&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Recovery Element&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Size Class&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Weight Class&lt;br /&gt;
|-&lt;br /&gt;
| [[Angel]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (3/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Asura]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Cubus]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/4), Emotion (1/4)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, One Other (1/2)&lt;br /&gt;
| Very Large/Large (Wide)&lt;br /&gt;
| Very Heavy/Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dryad]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Plantlife, Ground (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Dwarf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Earth (1/4)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Elf]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Plantlife (1/4), Air (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Fae]]&lt;br /&gt;
| General&lt;br /&gt;
| Air, Ground (1/2), One to Three Others (1/8 to 3/4)&lt;br /&gt;
| Very Small&lt;br /&gt;
| Very Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Shell&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Gnome]]&lt;br /&gt;
| General&lt;br /&gt;
| Earth, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Harpie]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Air (1/8)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Human]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Inu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Kappa]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Water, Ground (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Karm&amp;#039;s]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Any&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Kitsune]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandragora]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Plantlife (1/2), Earth (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Merfolk]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Naga]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Large (Long)&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Neko]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Orc]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Raijuu]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Sound (1/4)&lt;br /&gt;
| Mid&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Redux&amp;#039;s]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Air, Ground (1/2)&lt;br /&gt;
| Small&lt;br /&gt;
| Light&lt;br /&gt;
|-&lt;br /&gt;
| [[Salamander]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Fire, Air (1/2)&lt;br /&gt;
| Large (Wide)&lt;br /&gt;
| Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Tengu]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground, Air&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water (1/2)&lt;br /&gt;
| Mid&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Undine]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Water&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Usagi]]&lt;br /&gt;
| General&lt;br /&gt;
| Ground&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
| [[Vanzin&amp;#039;s]]&lt;br /&gt;
| Restricted&lt;br /&gt;
| Convertor&lt;br /&gt;
| Large&lt;br /&gt;
| Very Heavy&lt;br /&gt;
|-&lt;br /&gt;
| [[Yuki]]&lt;br /&gt;
| Limited&lt;br /&gt;
| Ground, Ice&lt;br /&gt;
| Mid&lt;br /&gt;
| Mid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* [[Gargoyle]]&lt;br /&gt;
* [[Nymph]]&lt;br /&gt;
* [[Sponge]]&lt;br /&gt;
===Note: Muttin&amp;#039; But Trouble===&lt;br /&gt;
Halfbreeds are just common enough in culture that it could make sense for PCs to want to try to play them. Here&amp;#039;s some prototype rules on formulating:&lt;br /&gt;
&lt;br /&gt;
* General + General = Limited&lt;br /&gt;
* General + Limited = Limited&lt;br /&gt;
* General + Restricted = Restricted&lt;br /&gt;
* Limited + Limited = Restricted&lt;br /&gt;
* Limited + Restricted = Restricted&lt;br /&gt;
* Restricted + Restricted = Probably Not Happening&lt;br /&gt;
&lt;br /&gt;
In general, a DM doesn&amp;#039;t want more than one of ANY SPECIFIC halfbreed. Note that certain hybrids might end up a Play Category above or below the general rules.&lt;br /&gt;
&lt;br /&gt;
When creating a halfbreed, there are unique rules. Halfbreeds get all abilities that have levels from both races, but one level lower than their parents. If they both have the ability, you count only the highest down a level.&lt;br /&gt;
&lt;br /&gt;
Halfbreeds also start out with whatever trait we make people regard one as a misfit, as well as probably one other negative trait. They get no creation bonuses for these.&lt;br /&gt;
&lt;br /&gt;
In cases of conflicting abilities, it is generally the choice of the PC, although certain DMs may suggest/enforce rulings they should provide beforehand.&lt;br /&gt;
&lt;br /&gt;
Some more as we go along.&lt;br /&gt;
==Races On The Sideline==&lt;br /&gt;
* Centaur - So far in, it&amp;#039;s hard to carve their own niche and link them. Perhaps when I&amp;#039;ve got all the others figured out.&lt;br /&gt;
* Drow - I think I could get this to work. But man, you know what ruins a lot of fantasy? Elves, elves, and more elves. Fucking elves, man.&lt;br /&gt;
* Ovaform - These guys have carved their way into the storyverse, but that doesn&amp;#039;t mean they get a free ride. While they&amp;#039;ll almost no doubt be in the final project, it doesn&amp;#039;t mean you&amp;#039;ll be able to recognize them.&lt;br /&gt;
* Phoenix - Again, hard to carve a niche, especially with all the airborne races already. There&amp;#039;s a phoenix antagonist in My Team, but he&amp;#039;s a modified Tengu, so I don&amp;#039;t see this race making the cut.&lt;br /&gt;
* Tanuki - Honestly, these guys were in here early on, one of the first dozen races. But they were the salespeople, and well, considering every business I&amp;#039;ve designed has explicitly not been ran by one of them, do they really serve a point? We&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
===Play Category===&lt;br /&gt;
They are three basic play categories for races:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039; - In general, this race is allowed for use for all. In most stories, any or all PCs may use it. There might occasionally be restrictions against everyone using a single race, but at least two should generally be allowed.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Limited&amp;#039;&amp;#039;&amp;#039; - In general, this race should only be represented by one PC, and may not be allowed in all stories. Ideally, PCs will have different enough tastes to decide on different races, and any conflicts can hopefully be fixed with compromise. DMs may allow two in certain cases, but outside of that it is recommended to stick hard to one.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restricted&amp;#039;&amp;#039;&amp;#039; - In general, this race is forbidden from PC play, and rarely should ever be allowed even one unless the player can justify it in some way. Be very careful in breaking this at any point.&lt;br /&gt;
====Note: Rated R for Restricted====&lt;br /&gt;
Some people might wonder why the restricted races are mentioned at all if they&amp;#039;re not for PC use. Well, firstly, the races ARE still a part of the setting, and the GM may occasionally use restricted races as NPCs (keep in mind, though, most of these races are restricted due to their lack of numbers). Secondly, restrictions are based on setting, and certain games may take place in a time where they restrictions are different, or even a different universe with the same races. It&amp;#039;s okay, you can do it, I&amp;#039;ll allow it.&lt;br /&gt;
&lt;br /&gt;
===Recovery Element===&lt;br /&gt;
Characters recover naturally in certain elements. These are all the elements listed in the category. However, even though they recover in the other elements, they cannot survive in any denoted with fractions. After a few hours, they stop any recovery and slowly start to die. This stops when they return to any normal element.&lt;br /&gt;
&lt;br /&gt;
There are special &amp;#039;elements&amp;#039; that have no physical equivalent, such as emotion. These aid recovery in other elements, but are obviously not sustainable on their own.&lt;br /&gt;
====Note: Sky Above, Ground Below====&lt;br /&gt;
&amp;#039;Ground&amp;#039; might be confusing terminology, but you know, oh well. It refers to be exposed to both air and earth at the same time. It doesn&amp;#039;t really matter how, but being only in the air or the earth does not work equivalently, as noted above.&lt;br /&gt;
&lt;br /&gt;
===Size Class===&lt;br /&gt;
The general size of the race. In certain cases, they might be one larger or smaller, but those are outliers and usually unnatural cases.&lt;br /&gt;
&lt;br /&gt;
===Weight Class===&lt;br /&gt;
The general weight of the race. In certain cases, they might be one lighter or heavier, but those are outliers and usually unnatural cases.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=174</id>
		<title>Orc</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Orc&amp;diff=174"/>
				<updated>2010-07-20T06:29:13Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Description== Play Category: Limited  Recovery Element: Ground  Eye Color: Any but Standard  Hair Color: Any but Standard  Skin Color: Any but Standard  Slightly larger humans …&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground&lt;br /&gt;
&lt;br /&gt;
Eye Color: Any but Standard&lt;br /&gt;
&lt;br /&gt;
Hair Color: Any but Standard&lt;br /&gt;
&lt;br /&gt;
Skin Color: Any but Standard&lt;br /&gt;
&lt;br /&gt;
Slightly larger humans with particularly large hands and feet. They have large crystalline protrusions upon their head and toes as claws, with a ring around their neck and the back of their hands. The have two toes and four fingers.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The orcs were brutish, destructive monsters. As such, they had no place as society progressed, and were dying out. The cubus took interest in them, and granted them their intelligence and beauty. The orcs surprisingly surpassed the cubus in social interaction, and became one of the most prominent races in advancing the cause.&lt;br /&gt;
&lt;br /&gt;
Orcs are usually diplomatic and open-minded. Just remember that&amp;#039;s not always in one&amp;#039;s favor.&lt;br /&gt;
==Culture==&lt;br /&gt;
Being a vassal race of the Cubus, the orcs don&amp;#039;t have a particularly strong culture, and what there is is modified from the cubus. In general, though, they&amp;#039;ve largely integrated with humans and the other social races, and it is rare to find a pure orc settlement.&lt;br /&gt;
==Fashion==&lt;br /&gt;
However, orcs do keep their sense of fashion separate from the others. They have a very glam focused look. It focuses equally on covering and showing skin, but even moreso on drawing attention to their horns. Tribal tattoos and piercings are rare among the orcs, and if done at all are only done in moderation around their protrusions to accentuate them.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Talent: Manipulate - Very Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=173</id>
		<title>Neko</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Neko&amp;diff=173"/>
				<updated>2010-07-20T05:32:56Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &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 have paws for hands and feet, as well as sharpened canines and a forked tail for balance.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nekos are a New Race. Originally a feral and violent race, they became interested in the rise of technology started by the humans. They quickly adopted the use and adapted their lifestyles. Although their understanding is not as instinctive, they are much more dedicated to it, designing every facet of their life around technology.&lt;br /&gt;
&lt;br /&gt;
Nekos tend to be loners and seek roles that require little dependence on teamwork. However, they love technology, and are willing to compromise which puts them near it.&lt;br /&gt;
==Culture==&lt;br /&gt;
As mentioned, neko culture is built around technology. Their cities tend to be large and sleek, with a space age touch. Due to the material involved, their cities tend to be more permanent than most other races&amp;#039;, and as such they tend to have additions grafted onto existing buildings during expansions.&lt;br /&gt;
&lt;br /&gt;
As they used an expensive but resilient material, their weaponry tends to be less common but more powerful. They also are the leading designers of robotic limbs, which are common place in their culture.&lt;br /&gt;
==Fashion==&lt;br /&gt;
As with their buildings, the nekos embrace a space age design in their fashion. Their clothing tends to be sleek and futuristic, and decorative neon and/or glowing baubles are not rare. Furthermore, robotic parts are common in neko culture, and further modifications are not rare. While piercings and tribal tattoos are excessively rare, a particularly well-off neko might have something ranging from internal weapon systems to an extra set of robotic arms.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Scientific Method - Low&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Minor&amp;diff=172</id>
		<title>Minor</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Minor&amp;diff=172"/>
				<updated>2010-07-19T21:13:15Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Bio== Allegiance: None Tadayuki Gang  Race: Human  Role: ??? (Unimportant)  Minor was a child orphaned in the Metro City Slums, like so many others. But he showed great…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Allegiance: None [[Tadayuki Gang]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Human]]&lt;br /&gt;
&lt;br /&gt;
Role: ??? (Unimportant)&lt;br /&gt;
&lt;br /&gt;
Minor was a child orphaned in the Metro City Slums, like so many others. But he showed great stubbornness, and was later recruited for the Tadayuki Gang.&lt;br /&gt;
&lt;br /&gt;
However, &lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Minor is a normal physical human child. &lt;br /&gt;
====Specifics====&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Some special gun&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Minor is a very active &lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Stock_Characters&amp;diff=171</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=171"/>
				<updated>2010-07-18T05:29:12Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: &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;
* [[Laidena]]&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>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Karm&amp;diff=170</id>
		<title>Karm</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Karm&amp;diff=170"/>
				<updated>2010-07-18T04:01:23Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Bio== Other names: Karmis Zero   Allegiance: The Zeroes  Race: Karm&amp;#039;s  Role: Traveler (Very Unimportant)  Karm was born as a child of a cataclysm. He wandered to a shor…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Other names: Karmis Zero&lt;br /&gt;
 &lt;br /&gt;
Allegiance: [[The Zeroes]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Karm&amp;#039;s]]&lt;br /&gt;
&lt;br /&gt;
Role: Traveler (Very Unimportant)&lt;br /&gt;
&lt;br /&gt;
Karm was born as a child of a cataclysm. He wandered to a shore, and was recruited by the local fae as a guardian. Eventually though, he bonded with an enemy elf, and the two left on their own after resolving the conflict. 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;
Karm 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;
Karm is a standard Karm&amp;#039;s race. However, he is also the Zero of Water underneath it all.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
* Zero&lt;br /&gt;
====Equipment====&lt;br /&gt;
* Acid-proof Knife&lt;br /&gt;
* Robe&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Like all of his race, he is incapable of feeling emotions. Any thing that appears to be an investment on his part is some sort of basic curiosity. Still, what&amp;#039;s the difference? OH HO&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Adrift - Very High&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Water - Very High&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Isabeau&amp;diff=169</id>
		<title>Isabeau</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Isabeau&amp;diff=169"/>
				<updated>2010-07-18T03:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: Created page with &amp;#039;==Bio== Allegiance: BLUE  Race: Salamander  Role: ????  Isabeau was a salamander raised in a chain of volcanoes on a peninsula. She yearned to see society, but salamander…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
Allegiance: [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
Race: [[Salamander]]&lt;br /&gt;
&lt;br /&gt;
Role: ????&lt;br /&gt;
&lt;br /&gt;
Isabeau was a salamander raised in a chain of volcanoes on a peninsula. She yearned to see society, but salamanders were largely withdrawn and alien at the time. One of her friends was able to craft a spell for her to blend in with humans, as the two explored society. Being passionate, she quickly became an activist and met up with a group of adventurers. Their adventures ended with the destruction of their homeland, and she was oath bound to hunt down and kill the betrayer. &lt;br /&gt;
&lt;br /&gt;
?????&lt;br /&gt;
==Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Isabeau looks like a human female. However, her face is flushed, and her robe and accessories are partially on fire.&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Limited Flight&lt;br /&gt;
** Size: Large (Wide)&lt;br /&gt;
* Prehensile Tail: Spiked&lt;br /&gt;
* Shapeshifting: Human&lt;br /&gt;
* Shapeshifting: Salamander&lt;br /&gt;
** Size: Large (Wide)&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
====Equipment====&lt;br /&gt;
===Mental===&lt;br /&gt;
Isabeau is passionate about everything she does. &amp;#039;&amp;#039;Everything.&amp;#039;&amp;#039;&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Emotional - Very High&lt;br /&gt;
===Combat===&lt;br /&gt;
* Magic: Fire - Very High&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=166</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=166"/>
				<updated>2010-07-16T18:47:10Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Shapeshifting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
When heavy combat or other life-threatening situations start, the character is capable of adapting quickly. They are capable of taking some decent lasting bonuses or quick heavy ones, but afterward they are drained and suffer growing penalties until they&amp;#039;ve had the chance to rest and eat.&lt;br /&gt;
&lt;br /&gt;
This may just be the combat version of Alertness, but it is slightly different (active rather than passive) so maybe not. Currently only natural for minotaurs, but I could see it being something PCs in general could pick up.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Smooth Skin==&lt;br /&gt;
The character&amp;#039;s skin is very slippery, reducing the effects of friction. In turn, they are harder to grapple, but also have a harder time recovering from reeling.&lt;br /&gt;
&lt;br /&gt;
So far this is only a natural trait for merfolk and naga, and as such may just be moved to notes on their page.&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=165</id>
		<title>Naga</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Naga&amp;diff=165"/>
				<updated>2010-07-16T18:46:13Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&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, Water&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: Any&lt;br /&gt;
&lt;br /&gt;
Nagas are snake-like demi-humans. Their lowerhalf is like a snake-tail, and they have a forked tongue. Their entire body also has a liquid sheen to it, that reflects light and makes it hard for dirt (or anything else) to stick to it. They also have long claws.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Nagas are one of the few races to be able to live on both land and in water, but they don&amp;#039;t really feel at home in either. The race in general was very submissive, and they were heavily enslaved or wiped out by elvish supremacists. Due to their versatility, they were used to soften up attack targets before the higher ups moved in for the kill. Although they were freed when the movement was stopped, all current-day naga are descendants of these, and the race in general is lamentful of this fact. They found no immediate place among the other civilized races, and tend to stick to their own villages.&lt;br /&gt;
&lt;br /&gt;
Nagas are withdrawn, but more in a shy than xenophobic sense. In general, they are saddened individuals, unsure of anything or anyone. &lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Natural Emotional State: Sorrow&lt;br /&gt;
* Prehensile Tail&lt;br /&gt;
* Smooth Skin&lt;br /&gt;
===Combat===&lt;br /&gt;
* Small bonus to unarmed combat&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=164</id>
		<title>Minotaur</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Minotaur&amp;diff=164"/>
				<updated>2010-07-16T18:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MINOTAUR===&lt;br /&gt;
Play Category: General&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground&lt;br /&gt;
&lt;br /&gt;
Eye Color: Standard&lt;br /&gt;
&lt;br /&gt;
Hair Color: Black, Brown&lt;br /&gt;
&lt;br /&gt;
Skin Color: Standard&lt;br /&gt;
&lt;br /&gt;
Minotaurs are cattle-like demi-humans. They have cattle-like legs, horns on their heads, and long thick tails. They also tend to be far hairer than other species, tending to have longer hair and patches on their shoulders and/or chest.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
For many later races, the days before socialization were hell. However, minotaurs reveled in it. Your token warrior race, minotaurs live for fighting. In their early days, battles were pretty much both the currency and diplomacy of their culture. However, they were able to recognize the changes, and came to accept other ways as they integrated.  Minotaurs loved the promise of a fight, which made them valuable in keeping the muck out while the other races grew in socialization. However, in time it became clear they were second-class citizens, and they began to work on their own inner socialization.&lt;br /&gt;
&lt;br /&gt;
Nowadays, minotaurs seem to prefer to avoid physical conflict. They will often threaten or intimidate, but if they must fight the younger ones do so from a distance and quickly. As they age, however, they realize they have to keep the blood fresh, and start fighting longer and closer. Eventually, most minotaurs look for one last challenge to bring them to death.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Adrenaline Boost&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=163</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=163"/>
				<updated>2010-07-16T18:44:43Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Additional Limbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
==Adrenaline Boost==&lt;br /&gt;
When heavy combat or other life-threatening situations start, the character is capable of adapting quickly. They are capable of taking some decent lasting bonuses or quick heavy ones, but afterward they are drained and suffer growing penalties until they&amp;#039;ve had the chance to rest and eat.&lt;br /&gt;
&lt;br /&gt;
This may just be the combat version of Alertness, but it is slightly different (active rather than passive) so maybe not. Currently only natural for minotaurs, but I could see it being something PCs in general could pick up.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=162</id>
		<title>Merfolk</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Merfolk&amp;diff=162"/>
				<updated>2010-07-16T18:42:21Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MERFOLK===&lt;br /&gt;
Play Category: Restricted&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Water&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, Blue, Green&lt;br /&gt;
&lt;br /&gt;
Merfolk are a farcry from our standard perception. Their underside is three tails, one for navigation and two for bursts of speed. Their nails are are instead claws, small fins on their forearms (and fin-like ears), and they have three rows of sharp teeth.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Merfolk were the first of the later aquatic races, and they found their niche. One might think that the race would have problems, but they shown themselves to be more than ruthless enough to deal with the monsters that filled the deep. Merfolk quickly became the most dominant of the aquatic species, but like the others they are largely nice to each other and the landbased races. However, being the only water-trapped race, they largely are unfamiliar and somewhat frightened by them.&lt;br /&gt;
&lt;br /&gt;
Although indifferent to world politics, merfolk are sweet and timid in general. They try to help any newcomers, even if ignorant as to how. However, when in large groups, they become a school, and often times raze anything within their reach relentlessly. &lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Prehensile Tail&lt;br /&gt;
* School&lt;br /&gt;
* Size: Large - Long&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=161</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=161"/>
				<updated>2010-07-16T18:42:01Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Resilience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==School==&lt;br /&gt;
This currently specifically refers to Merfolk, but will probably be generalized to a pack/mob mentality idea. When the character is a group of their race, they receive bonuses when cooperating and penalties when diverging from the behavior.&lt;br /&gt;
&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mandragora&amp;diff=160</id>
		<title>Mandragora</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mandragora&amp;diff=160"/>
				<updated>2010-07-16T18:39:58Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===MANDRAGORA===&lt;br /&gt;
Play Category: General&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground, Earth (1/2), Plantlife (1/2)&lt;br /&gt;
&lt;br /&gt;
Eye Color: Black&lt;br /&gt;
&lt;br /&gt;
Hair Color: Earth tones&lt;br /&gt;
&lt;br /&gt;
Skin Color: Earth tones&lt;br /&gt;
&lt;br /&gt;
Mandragora are one of more unusual demi-human races. Black beady eyes, thick organic claws, and two vine-like appendages. Also, a plant-like bulb out of their head.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Mandragoras are a sort of hybrid of gnomes and dryads, although they don&amp;#039;t sit at home with either. As they cannot fully envelop themselves in those elements, they became part of the socialization. Mandragora are generally well-received, as they are helpful and function well for development.&lt;br /&gt;
&lt;br /&gt;
Mandragora tend to be helpful for those they know. Generally, they are not aggressive, but if they feel like something is a threat to their work or lifestyle, they will work to drive it away.&lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Limited Phase: Earth&lt;br /&gt;
* Limited Phase: Plantlife&lt;br /&gt;
* Magic: Earth - Very Low&lt;br /&gt;
* Magic: Plantlife - Very Low&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=159</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=159"/>
				<updated>2010-07-16T18:39:03Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Natural Emotional State */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Mistrusted==&lt;br /&gt;
The character is disliked by the population at large. In general this means the character has a harder time convincing others to believe them or do what they want them to do. This CAN be used to misdirect as well, however.&lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice, forcing the character to argue ICly, or do both if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=158</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=158"/>
				<updated>2010-07-16T18:35:45Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Shapeshifting==&lt;br /&gt;
The character is able to change easily between specific forms. To balance this, the number of times may be limited, or it may just be excessively costly.&lt;br /&gt;
&lt;br /&gt;
This may be renamed. For a variation that changes in response to the user rather than into a specific form, see Manual Adaptation.&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Kitsune&amp;diff=157</id>
		<title>Kitsune</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Kitsune&amp;diff=157"/>
				<updated>2010-07-16T18:32:44Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Racial Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===KITSUNE===&lt;br /&gt;
Play Category: Limited&lt;br /&gt;
&lt;br /&gt;
Recovery Element: Ground&lt;br /&gt;
&lt;br /&gt;
Eye Color: Any &lt;br /&gt;
&lt;br /&gt;
Fur Color: Any dark&lt;br /&gt;
&lt;br /&gt;
Hair Color (Demi-Human): Any dark&lt;br /&gt;
&lt;br /&gt;
Skin Color (Demi-Human): Standard&lt;br /&gt;
&lt;br /&gt;
Kitsune are fox-like humanoids, who are able to take on a demi-human shape at will. This change doesn&amp;#039;t really have any impact on the kitsune, but in some circles one form is trusted more than the other. Additionally, kitsunes may gain up to nine tails via ritual.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Kitsune were an early race. As magic became more prominent, it became a mainstay in kitsune culture. The elves might have created it, but the kitsune innovated it. The kitsune became dangerously powerful on their own. However, as timed changed, they found themselves unable to change social climates. They soon left for their own Plane. However, they left a power gap when raised questions about the race. Many other early races used this as a chance to slander them, painting them as cowardly and xenophobic. This, in turn, caused the remaining kitsune to become even less involved, creating a vicious cycle tarnishing their name.&lt;br /&gt;
&lt;br /&gt;
Kitsune in general are similar to humans socially. However, even the most carefree of kitsune have become slightly jaded by the hate. Some play the role they&amp;#039;ve been cast, using their mastery of magic to aggravate or aggrieve those they come upon. &lt;br /&gt;
&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Internal Mana Organ (Tail(s))&lt;br /&gt;
* Magic Theory - Very Low&lt;br /&gt;
* Mistrusted&lt;br /&gt;
* Shapeshifting: Demi-Human&lt;br /&gt;
* Shapeshifting: Kitsune&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=156</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Traits&amp;diff=156"/>
				<updated>2010-07-16T18:30:00Z</updated>
		
		<summary type="html">&lt;p&gt;98.26.93.45: /* Additional Limbs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
==Acidic==&lt;br /&gt;
The character has the ability to use acid their body produced offensively.&lt;br /&gt;
&lt;br /&gt;
Right now this is only available to Karm&amp;#039;s race and its halfbreeds, and as such, may just become a note on its page. It also may be combined with Draining Touch or something.&lt;br /&gt;
==Additional Limbs==&lt;br /&gt;
This gives the character extra actions and bonuses for any actions involving those limbs.&lt;br /&gt;
&lt;br /&gt;
==Alertness==&lt;br /&gt;
The character is able to pick details more easily and quickly than other characters. This may be broken into Combat and General cases, it may not. Who knows? I don&amp;#039;t!&lt;br /&gt;
&lt;br /&gt;
==Attraction==&lt;br /&gt;
The character spend their energy pulling in loose object and debris to make their shells. This works sort of as a limited telekinesis towards them. However, they are constantly pulling slightly to keep the shell stable, which becomes more obvious the larger they get. This is very uncomfortable for people around them, as they unconsciously can pull things as small as seeds to as large as luggage.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a natural trait for giants and their halfbreeds, so it may just become a note on their page again.&lt;br /&gt;
&lt;br /&gt;
Might be renamed because people may expect this to refer to physical beauty.&lt;br /&gt;
&lt;br /&gt;
==Bounded==&lt;br /&gt;
This character is bound to the existence of something else, by placing part of their spirit into it. The character may not be killed until that other thing is destroyed. If the object they&amp;#039;re bound to is destroyed (or the binding is broken), the character generally gets weaker and weaker without the object, usually resulting in death.&lt;br /&gt;
&lt;br /&gt;
==Draining Touch==&lt;br /&gt;
The character drains life from anything within a small distance around them. Weaker objects and life often fold around them, but impact on larger things is only noticeable after extended contact. Still, just being around this character is fairly uncomfortable for most races.&lt;br /&gt;
&lt;br /&gt;
Right now this is only a natural ability for harpies and their halfbreeds, so it may just be a note on their page. Or it might become a vague trait to include the Emotion and Sound for Cubus and Raijuu, which would allow flexibility for PCs to have it for other things.&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 the highest of mana or chakra, 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;
&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;
&lt;br /&gt;
==Kinship==&lt;br /&gt;
==Loyalty==&lt;br /&gt;
==Hatred==&lt;br /&gt;
==Magic Theory==&lt;br /&gt;
The character has an understanding of magic. This makes them learn it more easily, and be able to use it more abstractly.&lt;br /&gt;
&lt;br /&gt;
==Mana Organ==&lt;br /&gt;
The character has created a vessel for additional mana, making the casting of certain spells easier. There are two types:&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;External.&amp;#039;&amp;#039;&amp;#039; The character is linked to the vessel, but it is not physically connected to their body. These are relatively easy to create, and just as easy to destroy. As they are not attached to the body, they can be created at any level, although usually a character can only have one.&lt;br /&gt;
**Halos for angels are an example.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Internal.&amp;#039;&amp;#039;&amp;#039; The vessel becomes a part of the character&amp;#039;s body. These are excessively expensive to create, but are difficult to destroy due to being part of a living thing. Due to becoming part of the body, certain mana requirements must be met to add them, but it is a process one is able to undergo multiple times at different levels.&lt;br /&gt;
**The additional tails for kitsune are an example.&lt;br /&gt;
&lt;br /&gt;
==Manual Adaptation==&lt;br /&gt;
The character may choose to adapt to an environment, thing, or ability they have contact with. This process takes a day to start at the lowest level which is 1/8 adaptation. The character may choose to adapt to multiple things rather than focus in a single one, but any previous adaptations get bump down a fraction (any at 1/8 go to 1/16). Any adaptations at 1/16 get lost next adaptation. Adapting to a single thing entirely is generally catastrophic, and adapting to opposing things (such as elements) is considered a bad idea as well, especially heavily.&lt;br /&gt;
&lt;br /&gt;
Numbers may get changed for various types, who knows?&lt;br /&gt;
==Natural Emotional State==&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - &lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; -&lt;br /&gt;
&lt;br /&gt;
==Phase==&lt;br /&gt;
The character is able to move through a certain substance as if it were water.&lt;br /&gt;
&lt;br /&gt;
* Natural - The character has no trouble moving through the object themselves.&lt;br /&gt;
* Limited - The character is able to move through the object, but only with aid. Their movement is limited in some way, and if the aid is prevented, the character is unable to &amp;#039;unphase&amp;#039; without external help.&lt;br /&gt;
&lt;br /&gt;
==Primal Hunger==&lt;br /&gt;
The character is absolutely dangerous combatants in their ferocity, gaining huge bonuses. However, this ability is always active, preventing them from interacting normally. It might be negated by external aid, but once the aid is disabled it would soon return.&lt;br /&gt;
&lt;br /&gt;
So far in this is only a trait for inus and their halfbreeds (who require something to chew on). As such, it may be moved back to their page. It also may be an option for starting usagi and others, however, we&amp;#039;ll see.&lt;br /&gt;
&lt;br /&gt;
==Psychic==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Tier 3&lt;br /&gt;
&lt;br /&gt;
Psychics have access to powers most others never have. This power makes them more powerful than other characters from the start, but also has made them more of magnet for weirdness and suffering in the past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two major schools of psychic abilities:&lt;br /&gt;
* Telepathy - The ability to read the thoughts of others.&lt;br /&gt;
* Telekinesis - The ability to use psychic energy to manipulate the environment. The two most common uses of this are:&lt;br /&gt;
** Lifting and manipulating objects from a distance. At higher levels, limited flight.&lt;br /&gt;
** Using psychic energy as physical projectiles and objects.&lt;br /&gt;
&lt;br /&gt;
Most other abilities associated with psychics are tied more to fields if anything and probably not readily available to solely psychics.&lt;br /&gt;
&lt;br /&gt;
I like math, so I&amp;#039;m tempted to make psychics have to invest in the skills separately (also, that&amp;#039;s how the other psychics work). However, I feel like that may be too many numbers. Still, it&amp;#039;s just like skill levels, I don&amp;#039;t think it&amp;#039;s that much of a demand.&lt;br /&gt;
&lt;br /&gt;
In general, DMs should discourage more than one or two psychics, especially considering how many play options there&amp;#039;ll be. Seriously you guys, you don&amp;#039;t even know. You&amp;#039;ll be able to work as a haberdasher. No you won&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
==Pacifism==&lt;br /&gt;
Play Category: General, Restricted&lt;br /&gt;
&lt;br /&gt;
Pacifists hate violence. They try to avoid combat situations if possible.&lt;br /&gt;
&lt;br /&gt;
There&amp;#039;s two flavors:&lt;br /&gt;
* Technical - A technical pacifist will always favor a peaceful solution, and will never deliver the first blow. Unless an antagonist has done something to really outrage them, they cannot ever draw the first strike.&lt;br /&gt;
* True - A true pacifist will not fight, plain and simple. They will avoid any combat situation, and become resentful if tricked to play a part in a battle.&lt;br /&gt;
&lt;br /&gt;
In general, you can have as many technical pacifists as you want, although it might get a bit boring. True pacifists, however, is usually not allowed for PCs unless good reason is given.&lt;br /&gt;
==Prehensile Tail==&lt;br /&gt;
The character has a tail that they are able to finely control. Note that not all races that have tails have this trait, as well not all of them are prehensile. So far, the types are:&lt;br /&gt;
&lt;br /&gt;
* Large - Used to partially bind or root oneself to an object. Merfolk start with this.&lt;br /&gt;
* Small - Used to trip and manipulate environment. Naga start with this.&lt;br /&gt;
* Spiked - Used for a sneak attack once per encounter, may not work on familiar characters. Cubus start with this.&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;
====Binding====&lt;br /&gt;
&lt;br /&gt;
====Chaos====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
The largest and most diverse school.&lt;br /&gt;
*Earth&lt;br /&gt;
*Light&lt;br /&gt;
*Plantlife&lt;br /&gt;
*Water&lt;br /&gt;
====Healing====&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
===Miscellaneous===&lt;br /&gt;
&lt;br /&gt;
==Resilience==&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for posions and/or magic, but I might think of other schools to add/have in time.&lt;br /&gt;
&lt;br /&gt;
This might be done by something like combining/using Passive Chakra and/in place of whatever the Magic Defense one is for defending Magic attacks, and requiring any helpful skills to act as &amp;#039;attacks.&amp;#039;&lt;br /&gt;
==Scientific Method==&lt;br /&gt;
Is honestly kinda a lame name. However, the character has an understanding the working of machines and science. Learning these skills comes easier, and using them in a more abstract sense takes less penalties.&lt;br /&gt;
==Sense Magic==&lt;br /&gt;
The character is able to detect magical use and objects. This is sorta the magical equivalent of alertness, as in many cases an alert character wouldn&amp;#039;t be able to detect this. A character whose skill is higher might be able to follow trails to their source or I don&amp;#039;t know do some kind of handstand. I wonder how many people are reading this. I hope I don&amp;#039;t forget to edit this eventually.&lt;br /&gt;
&lt;br /&gt;
==Senses==&lt;br /&gt;
&lt;br /&gt;
*Sight&lt;br /&gt;
*Hearing&lt;br /&gt;
*Touch - This might be cut into heat and pain. Body location is difficult to measure, but those two are. At the same time, it might just be simplest to combine them. Because I always do something simple.&lt;br /&gt;
&lt;br /&gt;
Smell and taste aren&amp;#039;t really explored here so WHATEVS MAN.&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&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;br /&gt;
&lt;br /&gt;
===Note: A shotgun to the chest...One of my several weaknesses...===&lt;br /&gt;
Really, physical weaknesses should be maxed at one, maybe two as they&amp;#039;re the most easily exploitable. Weaknesses to various things can easily be justified to about three, but in general weaknesses total shouldn&amp;#039;t pass two anyway. This is both to prevent over exploiting the trait and making a character too useless.&lt;br /&gt;
&lt;br /&gt;
In general, the max levels for Weakness is:&lt;br /&gt;
* Very Low/Low - Rare/Unique&lt;br /&gt;
* Mid/High - Common&lt;br /&gt;
* High/Very High - Uncommon&lt;br /&gt;
&lt;br /&gt;
The levels are chosen to prevent a character from being too useless. Rare/Unique could refer to something such as the attacks of a certain person. Common in general is low level magic, general attack types, and things like that. Uncommon refers to higher level magic or something else I can&amp;#039;t think of while typing this.&lt;br /&gt;
&lt;br /&gt;
===Note: The Uncommon Cold===&lt;br /&gt;
It might seem weird that Uncommon weaknesses are allowed to be the highest, and one might that&amp;#039;s a free bonus there. However, as the story progresses, antagonists will be looking for ways to affect your character specifically, and a Very High makes one functionally useless in those situations at best. If one chooses weaknesses, one must think fully ahead with the character and be ready to accept any handicaps their choices bring.&lt;br /&gt;
==Workaholic==&lt;br /&gt;
The character is committed to work. They perform fine under consistently demanding situations, but tend to get a bit stir-crazy in downtime.&lt;/div&gt;</summary>
		<author><name>98.26.93.45</name></author>	</entry>

	</feed>