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		<title>Sote - New pages [en]</title>
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		<updated>2026-04-15T22:13:40Z</updated>
		<subtitle>From Sote</subtitle>
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	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=The_Workspace</id>
		<title>The Workspace</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=The_Workspace"/>
				<updated>2011-12-01T18:04:32Z</updated>
		
		<summary type="html">&lt;p&gt;24.74.31.149: /* Attack Templates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Attack Templates==&lt;br /&gt;
So something I was thinking of was something like for every level someone takes in a weapon proficiency, they gain a sort of &amp;#039;trademark technique&amp;#039; or something for that. Also a possibility of gaining more through some in-game progression, or possibly buying them with experience. &lt;br /&gt;
&lt;br /&gt;
Because let&amp;#039;s face it, five attacks aren&amp;#039;t going to be enough. It&amp;#039;s possible to have some levels unlock more, perhaps something like Level 3 unlocking another 1 and 2, and 5 unlocking another 3 and 4. Or just have each Level unlock ONE of the level below it (which is equitable to the last at Level 5). I don&amp;#039;t think I want each level to unlock one of each level below, because fifteen attacks seems like a lot to gain that way, and gaining five attacks all at once seems like the player won&amp;#039;t think enough.&lt;br /&gt;
&lt;br /&gt;
Each technique can add effects to it, with certain ones having requirements. Ideally, each effect has a scalability to it, so that attacks don&amp;#039;t end up entirely useless over time or overpowered when first acquired.&lt;br /&gt;
&lt;br /&gt;
With this, I was thinking that each level has a sort of cap so you can&amp;#039;t add too many features to it for your level. Something like 5 chakra (so one effect) for Proficiency 1, which would be sort of a &amp;#039;special technique&amp;#039; with one effect when first gotten (ideally). But as you level, it becomes more just a variation of a &amp;#039;regular&amp;#039; attack and the higher levels replace it as &amp;#039;special.&amp;#039; Get it?&lt;br /&gt;
&lt;br /&gt;
Pretty much the idea is to sorta make these like Powers in DnD, where the players create their own to fit their desires. Instead of explicitly making &amp;#039;Dailies&amp;#039;/&amp;#039;Encounters&amp;#039;/&amp;#039;At-Will,&amp;#039; I think instead each effect adds to the chakra cost, making powerful attacks with many effects cost a lot and be saved for special occasions while more general attacks with a single effect be relatively cheap and more easy to throw in whenever.&lt;br /&gt;
&lt;br /&gt;
The problem this runs into is someone who adds a proficiency late in the game, though I don&amp;#039;t really know if this is a problem per se. As I said, ideally things scale, so the only problem will be they&amp;#039;ll just have a low-level decent attack which makes sense because they just picked up the weapon.&lt;br /&gt;
===Example Effects===&lt;br /&gt;
*Devastating Strike - The attack gains an amount of damage proportional to the proficiency.&lt;br /&gt;
*Driveback - The enemy is pushed back a number of squares&lt;br /&gt;
*Magic Strike - Adds an effect from a specific school of magic to the attack.&lt;br /&gt;
** Requires Level 1 of the magic&lt;br /&gt;
*Multitarget - Splits the damage among a maximum number of targets equal to the proficiency. In some range, I imagine. Each target has to be rolled against, I imagine, before or after the split? Spitballin&amp;#039;!&lt;br /&gt;
&lt;br /&gt;
At higher proficiencies, the ability to link into another attack (one&amp;#039;s own or another player&amp;#039;s) would probably be possible, too, but these would be more expensive (and thus not available for low levels due to their caps). Other possibilities are causing status effects, or possibly short buffs after an attack or something.&lt;br /&gt;
&lt;br /&gt;
Pulling back a bit to the big picture again, I think the idea here is to sort of try to envision a sort of Rube Goldberg device of violence: When exposed to a battle, a character should be able to take these techniques and think of ways to set up situations that benefit not only themselves (or perhaps not themselves at all) but their comrades as well. Obviously these would rarely work out exactly as planned because each piece has its own agenda, but the idea is to really make the player think of how much more control they can have with these. This is especially true because obviously I don&amp;#039;t want these to be unique to PCs, significant enemies should have these to force the PCs to think as well.&lt;br /&gt;
&lt;br /&gt;
I&amp;#039;m still trying to think of a way to make these outright appealing on their own rather than &amp;#039;Powers you can customize!&amp;#039; but I think of another part of the motivation is the whole &amp;#039;enemies getting used to attacks&amp;#039; thing I proposed. You&amp;#039;d have to throw these in there to mix it up, but still, I&amp;#039;m not sure if that&amp;#039;s rewarding enough on its own? Making a system is hard!&lt;br /&gt;
&lt;br /&gt;
==Items, Money, the whole material side of the game==&lt;br /&gt;
Another thing that&amp;#039;s been bugging me is this whole area. Due to the way the physics are handled, there&amp;#039;s not much in the way of upgrades, especially explicitly in dungeoncrawling. You&amp;#039;re not going to find a better armor down there, no way. The best I can think of is finding various resources that can be brought back up and refined to improve stuff. Even then, I certainly don&amp;#039;t have a table, but spitballs!&lt;br /&gt;
&lt;br /&gt;
That&amp;#039;s actually an aside from my true point: As I had in the sample battles, a spitball is characters recovering chakra and mana within battle. So where do recovery items fit in? I want them to be kinda limited, because otherwise combined with the above a character could use a powerful attack, snarf one down, and then use it again, ad infinitum. I get the feeling that&amp;#039;s a concern in any setting, right? How do others handle it? Also in this vein: I feel at the rate of recovery in the game, everyone would fully recover chakra/mana during established rests probably, right? Is that a problem? I feel like it might be, but I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
Really, I&amp;#039;m tripping on items to use in general, and a lot of items I&amp;#039;d kinda like the characters to be able to make themselves with the right resources, especially in later sections where they don&amp;#039;t really have time to stop in town. But then this leads to another overarching problem: Money. The root of all evil.&lt;br /&gt;
&lt;br /&gt;
What IS money good for here? Following the standard plot, I imagine rent and at least part of food would be taken out by BLUE before the paycheck even reached the character, which means they probably wouldn&amp;#039;t get a lot early on anyway so that&amp;#039;s good. But what would they want to spend it on? I could say like classes early on, but it seems kinda dickish to charge for those? Obviously decorating one&amp;#039;s living space (which could provide bonuses in its own way), but I have a feeling most players wouldn&amp;#039;t care about that even if their characters would.&lt;br /&gt;
&lt;br /&gt;
Best thing I can think of is getting resources at a discount from BLUE, but then to me the whole system feels kinda bare. It probably doesn&amp;#039;t help I never got to a point in a game where buying things was really an option, so I really have no clue how this works.&lt;br /&gt;
==And...==&lt;br /&gt;
More to come, I&amp;#039;m sure.&lt;/div&gt;</summary>
		<author><name>24.74.31.149</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Artificial_Body_Part</id>
		<title>Artificial Body Part</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Artificial_Body_Part"/>
				<updated>2011-10-14T14:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 15  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  The character has additional NON-ORGANIC body part. This is usually used i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 15&lt;br /&gt;
&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;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
The character has additional NON-ORGANIC body part. This is usually used in conjunction with [[Missing Body Part]], although some will use this to just gain an advantage.&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not rare for these parts to have some advantage (represented in Modifiers) over the organic variety, but the fact of the matter is these are not ideal, they tend to be more susceptible some sort of damage over the organic one if not outright weaker. Furthermore, if they are damaged, they must be consciously repaired instead of healing naturally. And let&amp;#039;s face it, they&amp;#039;re far more likely to get destroyed.&lt;br /&gt;
==Modifiers==&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Missing_Body_Part</id>
		<title>Missing Body Part</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Missing_Body_Part"/>
				<updated>2011-10-14T04:52:00Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Description== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; -30  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  The character is missing a standard body part for their species or normal...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; -30&lt;br /&gt;
&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;Restrictions:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
The character is missing a standard body part for their species or normalcy, making them less effective than other similar characters. This modifier represents a single missing part (as opposed to multiple which can work in pairs), and in almost all cases refer to an external body part that one only NEEDS one of.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura</id>
		<title>Drawing Aura</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Drawing_Aura"/>
				<updated>2011-10-05T17:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: /* Modifiers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 30&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Limited&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Ability OR some level of magic (probably Fields)&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
The character pulls energy source from anything around them. Weaker sources 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;
In addition, the character receives bonuses to understanding incoming energy in more empty places, and penalties in more intense places.&lt;br /&gt;
&lt;br /&gt;
There are two substats of Drawing Aura:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Power&amp;#039;&amp;#039;&amp;#039; - The strength of the aura, as well as its range.&lt;br /&gt;
*Very Low - One third a dice of power, 1xSize range.&lt;br /&gt;
*Low - 2xSize range.&lt;br /&gt;
*Mid -  Two third a dice of power, 2xSize range.&lt;br /&gt;
*High - 3xSize range.&lt;br /&gt;
*Very High - A dice of power, 3xSize range.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Control&amp;#039;&amp;#039;&amp;#039; - The ability to shut off or control one&amp;#039;s field. By default always on. Note that even with full control the character cannot make the aura discern targets, it will always affect any source in the area.&lt;br /&gt;
*Very Low - The character&amp;#039;s power is only off with concentration, and any distraction a roll must be made to maintain the deactivation and it comes on by default in high stress situations or low rolls&lt;br /&gt;
*Low - The character has to roll before any high stress situations.&lt;br /&gt;
*Mid - The character has the power under control by default, but low rolls still trigger it.&lt;br /&gt;
*High - Only a critical failure unintentionally activates the power.&lt;br /&gt;
*Very High - The character&amp;#039;s power is entirely under their control.&lt;br /&gt;
&lt;br /&gt;
===Types===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Chakra&amp;#039;&amp;#039;&amp;#039; ([[Cockatrice]]): Cockatrice siphon chakra from living things around them. This is functionally similar to the Harpie&amp;#039;s ability as it makes people uncomfortable and leaves them tired and weak, but the end result is way different: Cutting the flow of chakra to the person, draining them of all organic matter and leaving an immobile inorganic husk in its place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Emotion&amp;#039;&amp;#039;&amp;#039; ([[Cubus]]): Emotions can be intense releases of energy, a lot of which is just sound and fury rather than utilized. Cubus are able to draw power from the emotions of people around them. Areas where Cubus can stay can feel less vibrant, and those who stay around them long feel very unmotivated.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Health&amp;#039;&amp;#039;&amp;#039; ([[Harpie]]): The most terrifying field for its impact, Harpies drain a sort of &amp;#039;life&amp;#039; energy from all things around them. Areas where they stay tend to have dead plants and brittle structures, and people around feel as if the life is being drawn out of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Matter&amp;#039;&amp;#039;&amp;#039; ([[Giant]]): The most noticeably visible field, Giants pull in loose matter. Dirt, leaves, and pebbles to begin with, but as time goes on they can start pulling stuff as large as furniture. Areas where Giants stay long tend to have very little clutter, a sort of barren feel, and people who stay around them feel uncomfortable as the field tries to affect them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Sound&amp;#039;&amp;#039;&amp;#039; ([[Raijuu]]): Sound is another energy that is released routinely without thought, and the Raijuu eagerly eat it. Areas where the Raijuu stay often feel eerily quiet, and people who stay around them have trouble communicating.&lt;br /&gt;
&lt;br /&gt;
==Modifiers==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Contact&amp;#039;&amp;#039;&amp;#039; (-15): The range of this is reduced to the character&amp;#039;s reach, it can never exceed this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can have the field NOT affect one target per level of Control as a cost of some chakra.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - Low&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;Truly Discerning&amp;#039;&amp;#039;&amp;#039; (30): The character can willingly choose a target at double the cost of chakra.&lt;br /&gt;
*** &amp;#039;&amp;#039;&amp;#039;Restriction:&amp;#039;&amp;#039;&amp;#039; Magic: Fields - High&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Localized&amp;#039;&amp;#039;&amp;#039; (-15): The field is associated with a specific body part, like the tail of a Cubus or the joints of a Raijuu. The aura still functions as normal, but if a part associated is damaged or destroyed the field is weakened by a level or lost until it can be replaced.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character, for a cost of 5 chakra, can lower the power of the field per one dot of control.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Truly Malleable&amp;#039;&amp;#039;&amp;#039; (15): The character can choose to lower just the range or strength of the field, keeping the highest level of the other they&amp;#039;ve gotten.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Potent&amp;#039;&amp;#039;&amp;#039; (30): The strength of the field is doubled.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Defining_Traits</id>
		<title>Defining Traits</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Defining_Traits"/>
				<updated>2011-09-29T02:57:59Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;Defining Traits are the core of the character, beyond physical descriptions. How does the character respond to actions, how would their teammates describe them?   ===Note: Everyt...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defining Traits are the core of the character, beyond physical descriptions. How does the character respond to actions, how would their teammates describe them? &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 or contradictive, 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. Ultimately though, a Withdrawn Brave character could equally be someone who follows anyone who seems to know what they&amp;#039;re doing. Outspoken Cautious character would, as such, be someone who speaks out with confidence, but only when they fully understand the situation.&lt;br /&gt;
===Brave/Cautious===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brave&amp;#039;&amp;#039;&amp;#039; characters are willing to face any challenge they meet. If something is a challenge, they&amp;#039;re going to want to face it, regardless of how little they understand of its nature. They do not necessary &amp;#039;follow their gut,&amp;#039; but they will engage a challenge when presented.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is braver than average, and gains a +1 to event rolls where the character is forced to react with no preparation. &lt;br /&gt;
* Low &lt;br /&gt;
* Mid - The character is known for having a sense of bravado. They gain +2 to event rolls, as well as a permanent +1 to Cunning.&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;
&amp;#039;&amp;#039;&amp;#039;Cautious&amp;#039;&amp;#039;&amp;#039; characters try to understand a situation before rushing in. They can be just as challenge-happy as a Brave individual (or moreso), they just to act after gathering some intelligence on the situation.&lt;br /&gt;
* Very Low - The character is known for thinking things out, and gains a +1 to any event roll they could have seen coming.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character thinks everything through. They gain +2 to event rolls, as well as a permanent +1 to Knowledge.&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;
&amp;#039;&amp;#039;&amp;#039;Emotional&amp;#039;&amp;#039;&amp;#039; characters let their gut guide them. They do and believe what feels right to them.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character tends to be a bit emotional. They get +1 to event rolls to things they feel strongly about.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known for emotional outbursts. They get +2 to event rolls, as well as a permanent +1 to Charm.&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;
&amp;#039;&amp;#039;&amp;#039;Rational&amp;#039;&amp;#039;&amp;#039; characters let logic be their guide. They favor pragmatic decisions, despite how it might make them feel.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is known to consider things rationally. They get +1 to event rolls they can justify with logic (this one sounds like it needs to be narrowed especially).&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known to approach things logically. They get +2 to event rolls, as well as a permanent +1 to Will.&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;
&amp;#039;&amp;#039;&amp;#039;Empathetic&amp;#039;&amp;#039;&amp;#039; characters are able to connect with others well. They feel most at home around others who are happy, and uncomfortable alone or around suffering.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character tends to feel the plights of others, and gets +1 to event rolls where they&amp;#039;re helping others.&lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is known for his empathy, getting +2 to event rolls, as well as a permanent +1 to ???&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;
&amp;#039;&amp;#039;&amp;#039;Adrift&amp;#039;&amp;#039;&amp;#039; characters are able to function on their own well. They feel most comfortable alone, and dislike working for or with others to a degree.&lt;br /&gt;
&lt;br /&gt;
* Very Low - The character is known for working best alone, &lt;br /&gt;
* Low&lt;br /&gt;
* Mid - The character is considered a bit of a loner, getting +2 to event rolls&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;
&amp;#039;&amp;#039;&amp;#039;Goal-Oriented&amp;#039;&amp;#039;&amp;#039; individuals prioritize their goals before their selves, choosing personal sacrifice to further than long term goals.&lt;br /&gt;
&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;
&amp;#039;&amp;#039;&amp;#039;Self-Oriented&amp;#039;&amp;#039;&amp;#039; individuals prioritize their selves before their goals, as short self-term improvement can help solve long term goals.&lt;br /&gt;
&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;
====Note: GOAAAAAAAAAAAAAAAAAAAAAAAL!====&lt;br /&gt;
Sometimes it&amp;#039;s hard to tell where to place someone on this. Obviously everyone has a goal in this, and are given further goals (which don&amp;#039;t necessarily have the same priority as their main goal). Think of the ultimate goal the character has in mind. Now think if they would die for it, or feel they could more if they backed down now and again to keep themselves alive and keep working at it. It might seem obvious that the former are selfless goals and the latter are selfish: Fighting for an ideal or fighting for personal gain. However, [[dwarves]] at large feel it okay to die in the name of complicating work, which is just to comfort themselves and in fact hinders others, which might be perceived as selfish. Likewise, someone trying to spread a message of peace might feel it better to back off from those who don&amp;#039;t want to hear it to find others who do. It&amp;#039;s a gray area. NO WEI&lt;br /&gt;
&lt;br /&gt;
Also note just because you think that way in the beginning doesn&amp;#039;t mean that&amp;#039;ll be how it comes to pass. There&amp;#039;s tons of twists and turns and you just know your DM&amp;#039;s going to explore all of them.&lt;br /&gt;
===Conventional/Experimental===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Conventional&amp;#039;&amp;#039;&amp;#039; characters tend to try to do things the proper way.&lt;br /&gt;
&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;
&amp;#039;&amp;#039;&amp;#039;Experimental&amp;#039;&amp;#039;&amp;#039; characters often try to use their obscure knowledge and ways to cut corners.&lt;br /&gt;
&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 can&amp;#039;t exercise their knowledge, and are easily manipulated by their desire to do so. &lt;br /&gt;
====Note: I was Experimental Once in College====&lt;br /&gt;
Conventional and Experimental refer to the way they solve problems, and both are flexible at the lower levels (as are all Defining Traits). When challenged to a duel, a Conventional character would accept and agree to whereas an Experimental character would look for ways around the duel or its rules. In another situation, a character may be asked to set up defenses for an upcoming attack, and a Conventional character would set them up within the boundaries issued, while an Experimental character would explore alternate set-ups, which may or may not end up more efficient.&lt;br /&gt;
&lt;br /&gt;
In short, Conventional characters best do what they&amp;#039;re told or what&amp;#039;s presented to them, while Experimental characters constantly try to find ways to avoid or ignore it. Both traits have their usefulness in the sense of a story. Shocking, I know.&lt;br /&gt;
&lt;br /&gt;
===Outspoken/Withdrawn===&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Outspoken&amp;#039;&amp;#039;&amp;#039; characters always attempt to communicate their own ideas. They tend to be leaders, if not in action then in words.&lt;br /&gt;
&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;
&amp;#039;&amp;#039;&amp;#039;Withdrawn&amp;#039;&amp;#039;&amp;#039; characters allow others to communicate their ideas first. They tend to be followers, if only for convenience.&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;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Android</id>
		<title>Android</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Android"/>
				<updated>2011-09-27T05:33:23Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: &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; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Recovery Element:&amp;#039;&amp;#039;&amp;#039; None&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&lt;br /&gt;
&lt;br /&gt;
Androids are a diverse group that can resemble any other race, but most often [[Human]]s, [[Neko]]s, or [[Goblin]]s due to their likelihood to develop such technology.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Though purely mechanical beings have been used throughout [[Neko]] history, the process of actually giving them true life, will over their actions was a fairly recent development. The first in this vein was [[Aceln]], a modern marvel at the time. For the longest time scientific minds were unable to replicate the model, but recently a development was in the Ace Shot series that made them possible though not common.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Being fabricated and recently created, there is no collective culture, as there tend to be created separately. However, Androids tend to be hyper-aware of their origins, feeling like they have less control over their lives than most other races.&lt;br /&gt;
==Fashion==&lt;br /&gt;
Androids tend to have focus very little on clothing, instead having clearly metallic exteriors. Piercings tend to be non-existent for obvious reasons, though jagged, sharp inscriptions are common in adding a &amp;#039;sleek&amp;#039; look to their style.&lt;br /&gt;
==Racial Abilities==&lt;br /&gt;
* Weight: Heavy&lt;br /&gt;
* [[Knowledge]]: Machinery - Low&lt;br /&gt;
&lt;br /&gt;
Androids do not heal normally during downtime, but instead have to have repairs performed. These can be done by the Android or someone with sufficient knowledge or direction from the Android.&lt;br /&gt;
&lt;br /&gt;
==Racial Norms==&lt;br /&gt;
Androids tend to be good at anything they commit to, but in general they focus on Chakra and Intelligence and generally have a hard time using Magic. Most Androids tend to be introspective and logical: Rational and Adrift, with being Self-Oriented, Conventional, and Withdrawn common choices.&lt;br /&gt;
&lt;br /&gt;
General Tier 2 stats:&lt;br /&gt;
*Agility 3/1&lt;br /&gt;
*Intelligence 2/2&lt;br /&gt;
*Chakra 3/3&lt;br /&gt;
*Magic 1/1&lt;br /&gt;
*Conviction 2/2&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Claws</id>
		<title>Claws</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Claws"/>
				<updated>2011-09-26T23:32:43Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Claws== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 25  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Requirement:&amp;#039;&amp;#039;&amp;#039; Physical counterpart  Claws add +1 damage to any unarmed attacks. If destroyed, the bonus is lost    ==...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Claws==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 25&lt;br /&gt;
&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;Requirement:&amp;#039;&amp;#039;&amp;#039; Physical counterpart&lt;br /&gt;
&lt;br /&gt;
Claws add +1 damage to any unarmed attacks. If destroyed, the bonus is lost  &lt;br /&gt;
&lt;br /&gt;
==Sharp Claws==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039; 50&lt;br /&gt;
&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; Claws, Physical counterpart&lt;br /&gt;
&lt;br /&gt;
Sharp Claws add +3 damage to any bare-handed attacks. Generally used by Feral&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat</id>
		<title>Quick Stat</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Quick_Stat"/>
				<updated>2011-08-30T05:19:13Z</updated>
		
		<summary type="html">&lt;p&gt;174.96.194.33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 | Name&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Agility]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Intelligence]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Chakra]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Gameplay_Concepts#Magic|Magic]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | [[Conviction]]&lt;br /&gt;
!style=&amp;quot;background:#ddddee;&amp;quot; | Total&lt;br /&gt;
|-&lt;br /&gt;
| Karm&lt;br /&gt;
| 4/6&lt;br /&gt;
| 4/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 1/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 13/16 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Elle&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 4/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Isis&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/5&lt;br /&gt;
| 6/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 18/21 (39)&lt;br /&gt;
|-&lt;br /&gt;
| Ace&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Trident&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 14/16 (30)&lt;br /&gt;
|-&lt;br /&gt;
| Flame Girl&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Tad&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/6&lt;br /&gt;
| 6/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 2/6&lt;br /&gt;
| 22/22 (44)&lt;br /&gt;
|-&lt;br /&gt;
| Minor&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 1/1&lt;br /&gt;
| 2/4&lt;br /&gt;
| 12/14 (26)&lt;br /&gt;
|-&lt;br /&gt;
| Wench&lt;br /&gt;
| 4/4&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/1&lt;br /&gt;
| 2/2&lt;br /&gt;
| 3/3&lt;br /&gt;
| 14/13 (27)&lt;br /&gt;
|-&lt;br /&gt;
| Freyu&lt;br /&gt;
| 3/2&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/2&lt;br /&gt;
| 2/4&lt;br /&gt;
| 14/14 (28)&lt;br /&gt;
|-&lt;br /&gt;
| Rapa&lt;br /&gt;
| 4/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 2/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/17 (32)&lt;br /&gt;
|-&lt;br /&gt;
| Laidena&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/5&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 3/4&lt;br /&gt;
| 15/20 (35)&lt;br /&gt;
|-&lt;br /&gt;
| Fenrir&lt;br /&gt;
| 4/3&lt;br /&gt;
| 2/2&lt;br /&gt;
| 5/4&lt;br /&gt;
| 2/3&lt;br /&gt;
| 1/3&lt;br /&gt;
| 14/15 (29)&lt;br /&gt;
|-&lt;br /&gt;
| Zero Hunter&lt;br /&gt;
| 4/2&lt;br /&gt;
| 4/4&lt;br /&gt;
| 5/5&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/4&lt;br /&gt;
| 19/18 (37)&lt;br /&gt;
|-&lt;br /&gt;
| Dai&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 3/3&lt;br /&gt;
| 5/6&lt;br /&gt;
| 3/4&lt;br /&gt;
| 17/19 (36)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
==Karm==&lt;br /&gt;
* Total stat: 29&lt;br /&gt;
* Stats at 6: 1&lt;br /&gt;
* Stats spent: 29+1-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]] - Potency: Very High, Control: High +9&lt;br /&gt;
* [[Weakness]]: Nucleus - Very High -5&lt;br /&gt;
* [[Zero]] 5&lt;br /&gt;
+9&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - Very High&lt;br /&gt;
==Elle==&lt;br /&gt;
* Total Stat: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Psychic]] - Telekinesis - High, Telepathy - Low +6&lt;br /&gt;
* [[Technical Pacifist]] -2&lt;br /&gt;
+4&lt;br /&gt;
Combat&lt;br /&gt;
&lt;br /&gt;
==Isis==&lt;br /&gt;
* Total Stat: 39&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 39+5-24=20(!)&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Intimidating Presence]] +3&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Chaos - Very High +5&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ace==&lt;br /&gt;
* Total Stats: 29&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 29-24=5&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Automatic Recovery]]: Nanites - Very Low +1&lt;br /&gt;
* [[Limited Flight]] +2&lt;br /&gt;
* [[Scientific Method]] - Mid +3&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Sword, Cannons) - High, Mid +7&lt;br /&gt;
* Weapon Mastery: Heavy Weapon (Cannons) - Mid +3&lt;br /&gt;
* Weapon Mastery: Ranged Weapon (Rifle) - Low +2&lt;br /&gt;
* Weapon Mastery: Specialized (Flamethrower, Grappling Hook) - Mid, Low +5&lt;br /&gt;
+23&lt;br /&gt;
==Trident==&lt;br /&gt;
* Total Stats: 30&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 30+0-24=6&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - High +4&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Water - High +4&lt;br /&gt;
* Weapon Mastery: Trident - High +4&lt;br /&gt;
==Flame Girl==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Fire - High +4&lt;br /&gt;
==Tad==&lt;br /&gt;
* Total Stats: 44&lt;br /&gt;
* Stats at 6: 5&lt;br /&gt;
* Stats spent: 44+5-24=25&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]] - Very High +5&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Staff - Mid +3&lt;br /&gt;
* Weapon Mastery: Energy Weapon (Scythe) - Mid +3&lt;br /&gt;
==Minor==&lt;br /&gt;
* Total Stats: 26&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 26+0-24=2&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Gun - Mid +3&lt;br /&gt;
==Wench==&lt;br /&gt;
* Total Stats: 27&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 27+0-24=3&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* Weapon Mastery: Ribbon - High +4&lt;br /&gt;
==Freyu==&lt;br /&gt;
* Total Stats: 28&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 28+0-24=4&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Magic Theory]]: Low +2&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
==Rapa==&lt;br /&gt;
* Total Stats: 32 &lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 32+0-24=8&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* [[Poison Touch]]: Potency: Low, Control: High +4&lt;br /&gt;
* Multiple Personality -?&lt;br /&gt;
** Feral Melee +2&lt;br /&gt;
** Natural Emotional State: Rage -2&lt;br /&gt;
** Weapon Mastery: Sword - Low +2&lt;br /&gt;
* [[Natural Flight]] +4&lt;br /&gt;
&lt;br /&gt;
Combat&lt;br /&gt;
* [[Magic]]: Blood - Mid +3&lt;br /&gt;
* [[Magic]]: Energy - Mid +3&lt;br /&gt;
* Weapon Mastery: Staff - High +4 &lt;br /&gt;
==Laidena==&lt;br /&gt;
* Total Stats: 35&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 35+0-24=11&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
==Fenrir==&lt;br /&gt;
* Total Stats: 29&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 29+0-24=5&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* &lt;br /&gt;
==Zero Hunter==&lt;br /&gt;
* Total Stats: 37&lt;br /&gt;
* Stats at 6: 0&lt;br /&gt;
* Stats spent: 37+0-24=13&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
*&lt;br /&gt;
==Dai==&lt;br /&gt;
* Total Stats: 36&lt;br /&gt;
* Stats at 6: 1&lt;br /&gt;
* Stats spent: 36+1-24=13&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
* &lt;br /&gt;
* [[Zero]] +5&lt;/div&gt;</summary>
		<author><name>174.96.194.33</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Trident</id>
		<title>Trident</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Trident"/>
				<updated>2011-07-18T03:53:04Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Bio== &amp;#039;&amp;#039;&amp;#039;Other names:&amp;#039;&amp;#039;&amp;#039;   &amp;#039;&amp;#039;&amp;#039;Allegiance:&amp;#039;&amp;#039;&amp;#039; BLUE  &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Half-Breed (Kitsune/Merfolk)  &amp;#039;&amp;#039;&amp;#039;Role:&amp;#039;&amp;#039;&amp;#039; Coordinator (Important)  Trident was an apprentice mage who...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bio==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Other names:&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Allegiance:&amp;#039;&amp;#039;&amp;#039; [[BLUE]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Half-Breed ([[Kitsune]]/[[Merfolk]])&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Role:&amp;#039;&amp;#039;&amp;#039; Coordinator (Important)&lt;br /&gt;
&lt;br /&gt;
Trident was an apprentice mage who happened to end up with the Gang instead of finishing his training. He went through great lengths to try to improve the future of the world, and gladly helped form the new iteration of BLUE.&lt;br /&gt;
&lt;br /&gt;
Trident believes strongly in the causes of BLUE, and acts as a Magic and Weapons Teacher for new recruits.&lt;br /&gt;
&lt;br /&gt;
==Personal Traits==&lt;br /&gt;
===Physical===&lt;br /&gt;
Trident is blah blah blah.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
&lt;br /&gt;
* [[Magic]]: Water - High&lt;br /&gt;
* Size: Mid&lt;br /&gt;
* Weight: Mid&lt;br /&gt;
====Equipment====&lt;br /&gt;
* A MOTHERFUCKING TRIDENT&lt;br /&gt;
&lt;br /&gt;
===Mental===&lt;br /&gt;
Ace is focused on his personal goals, and is not above betraying those close to him to further himself. However, he ultimately finds himself back with them again, although it&amp;#039;s usually because he wants to be.&lt;br /&gt;
&lt;br /&gt;
====Specifics====&lt;br /&gt;
* Emotional - High&lt;br /&gt;
* [[Magic Theory]] - High&lt;br /&gt;
* Outspoken - High&lt;br /&gt;
* Empathetic - Low&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
* Weapon: Trident - High&lt;br /&gt;
====Abilities====&lt;br /&gt;
&lt;br /&gt;
====Tactics====&lt;br /&gt;
Trident is a dangerous opponent, as he&amp;#039;s a capable melee and magic fighter. Close range risks assault from his trident, but his magic is versatile in managing enemies at any range as well as controlling crowds.&lt;br /&gt;
&lt;br /&gt;
He&amp;#039;ll usually fluidly move while fighting to keep from being trapped, using his magic to cover any openings.&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Enhanced_Sense</id>
		<title>Enhanced Sense</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Enhanced_Sense"/>
				<updated>2011-02-27T21:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Enhanced Sense==  *Sight - The character is able to see better than normal, having enhanced darkvision, so forth. *Hearing - The character is able to hear better than normal, b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Enhanced Sense==&lt;br /&gt;
&lt;br /&gt;
*Sight - The character is able to see better than normal, having enhanced darkvision, so forth.&lt;br /&gt;
*Hearing - The character is able to hear better than normal, being able to detect more minute sounds.&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;
More later!&lt;br /&gt;
&lt;br /&gt;
[[Category:Traits]]&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Phase</id>
		<title>Phase</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Phase"/>
				<updated>2011-02-27T21:01:09Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Limited Phase== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;  The character is able to move through a specific type of object as if it were water, but only with aid. Thei...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Limited Phase==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The character is able to move through a specific type of object as if it were water, 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;
==Natural Phase==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The character has no trouble moving through a specific type of object themselves, suffering none of the limitations of the Limited Phase.&lt;br /&gt;
&lt;br /&gt;
[[Category:Traits]]&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Bounded</id>
		<title>Bounded</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Bounded"/>
				<updated>2011-02-27T20:49:08Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Tier 4 or Higher  This character is bound to the existence of something else, by placing part of their spirit into it. ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Tier 4 or Higher&lt;br /&gt;
&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;
[[Category:Traits]]&lt;br /&gt;
[[Category:Perks]]&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Talents</id>
		<title>Talents</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Talents"/>
				<updated>2011-02-27T20:47:20Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;Techniques that make use of a character&amp;#039;s cunning. *Manipulate  More later, I&amp;#039;m sure!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Techniques that make use of a character&amp;#039;s cunning.&lt;br /&gt;
*Manipulate&lt;br /&gt;
&lt;br /&gt;
More later, I&amp;#039;m sure!&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Resilience</id>
		<title>Resilience</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Resilience"/>
				<updated>2011-02-27T20:44:58Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;  The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for poisons and/or magic, but I ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The character is extremely resilient to an effect, both positive and negative. Right now it&amp;#039;s for poisons 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 Reserve Magic one is for defending Magic attacks, and requiring any helpful skills (such as Healing) to act as &amp;#039;attacks.&amp;#039;&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Natural_Emotional_State</id>
		<title>Natural Emotional State</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Natural_Emotional_State"/>
				<updated>2011-02-27T20:30:26Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: Created page with &amp;quot;==Natural Emotional State== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;  The character is naturally in this emotional state, and has difficulty in situations that require ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Natural Emotional State==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The character is naturally in this emotional state, and has difficulty in situations that require a different response. In general these offer a bonus against certain manipulation and a penalty against others.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Happiness&amp;#039;&amp;#039;&amp;#039; - Bonus against Diplomacy, Penalty against Manipulation&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Rage&amp;#039;&amp;#039;&amp;#039; - Bonus against Intimidation, Penalty against Diplomacy.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Sorrow&amp;#039;&amp;#039;&amp;#039; - Bonus against Bluff, Penalty against Manipulation.&lt;br /&gt;
[[Category:Traits]]&lt;/div&gt;</summary>
		<author><name>Karmelo</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Attraction</id>
		<title>Attraction</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Attraction"/>
				<updated>2011-02-27T20:01:55Z</updated>
		
		<summary type="html">&lt;p&gt;Karmelo: moved Attraction to Pulling Aura&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; Special&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039; Racial Trait for [[Giant]]&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>174.109.115.161</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Pacifist</id>
		<title>Pacifist</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Pacifist"/>
				<updated>2011-02-27T19:59:41Z</updated>
		
		<summary type="html">&lt;p&gt;174.109.115.161: Created page with &amp;quot;==Technical Pacifist== &amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;  A technical pacifist will always favor a peaceful solution, and will never deliver the firs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Technical Pacifist==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&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;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
==True Pacifist==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Category:&amp;#039;&amp;#039;&amp;#039; Restricted&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
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;
==Note: Only Ghandi Would Be Proud==&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;/div&gt;</summary>
		<author><name>174.109.115.161</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Mistrusted</id>
		<title>Mistrusted</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Mistrusted"/>
				<updated>2011-02-27T19:52:21Z</updated>
		
		<summary type="html">&lt;p&gt;174.109.115.161: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; General  &amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;  The character is discredited by the population at large. In general this means the character has a harder time convinc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Cost:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Play Type:&amp;#039;&amp;#039;&amp;#039; General&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Restrictions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The character is discredited 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;
*Very Low - Those who don&amp;#039;t know the character personally are harder to convince to help.&lt;br /&gt;
*Low -&lt;br /&gt;
*Mid - In general, people are less inclined to help or believe the character.&lt;br /&gt;
*High -&lt;br /&gt;
*Very High - Anyone who doesn&amp;#039;t have a very strong relationship with the character is unlikely to even give them the time of day. &lt;br /&gt;
&lt;br /&gt;
DMs may choose to represent this by adding more dice or increasing the difficulty, forcing the character to argue ICly, or all of the above if you&amp;#039;ve got a lot of time to spend I guess.&lt;br /&gt;
&lt;br /&gt;
[[Category:Traits]]&lt;br /&gt;
[[Category:Flaws]]&lt;/div&gt;</summary>
		<author><name>174.109.115.161</name></author>	</entry>

	<entry>
		<id>http://www.ti.wit-n-wiz.com/index.php?title=Story_Templates</id>
		<title>Story Templates</title>
		<link rel="alternate" type="text/html" href="http://www.ti.wit-n-wiz.com/index.php?title=Story_Templates"/>
				<updated>2010-12-27T16:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;69.134.2.212: Created page with &amp;quot;As a DM, a heavy burden is placed upon you. In general, you&amp;#039;re forced to have a skeleton and remold it as the characters react to it. ==Ideas and Guidelines== The story templates...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a DM, a heavy burden is placed upon you. In general, you&amp;#039;re forced to have a skeleton and remold it as the characters react to it.&lt;br /&gt;
==Ideas and Guidelines==&lt;br /&gt;
The story templates below are a skeleton to try to cover various ways to do a pre-made plot in the official setting. Many areas are intentionally vague, allowing for DMs to place things where they need. HAZE and the Agents are large and the enigmatic enough to throw in tons of antagonists. BLUE is supposed to be a small organization at this point, there rarely should be more than a half dozen DM-created NPC &amp;#039;officials&amp;#039; who do no work but hold power. Operatives make up a great majority of BLUE though, there&amp;#039;s about ten times as many who actually go out on missions and who have more flexibility as antagonists because of this.&lt;br /&gt;
&lt;br /&gt;
As will be mentioned, an important aspect is taking things from your player characters. They&amp;#039;ll bring in concepts, locations, goals, and most importantly to you tons of support characters. Simply put, the best way to avoid railroading is making it so if they end up disabling an antagonist it just doesn&amp;#039;t matter. You always want a few in play, that benefit from the continued existence and destruction of other groups. It can be mundane geopolitical stuff or far more mystical energy-robbing stuff.&lt;br /&gt;
&lt;br /&gt;
If a characters chooses a race with unique features, make sure to give them reasonable cause to try to use the feature rather than them just guessing. Simply allude to possible hidden things with characters or descriptions. Any time a character uses their feature out of combat, it should have some impact. Perhaps it&amp;#039;s necessary to advance the plot, perhaps it just brings a new item or area into play, or perhaps it even hinders them (never forget this is an option!). The features shouldn&amp;#039;t be fully positive all the time, but obviously if you use it against them too much they&amp;#039;ll feel they&amp;#039;re being abused. &lt;br /&gt;
&lt;br /&gt;
In general, the ideal size for a group is six people, with being a bit smaller better than a bit larger, though they can work. A DM PC can always help balance the numbers, especially for guiding the others one way or the other.&lt;br /&gt;
&lt;br /&gt;
That said, the principal here is for the full group working together to be emphasized in major encounters (and maybe not always then). Instead, the DM is often encouraged to break into threes groups of two, two groups of three, or even a group of four and another of two. Sometimes grouping like parties, like putting together the stealthiest two to make the way easier, other times opposites complement one another, like a tank defending a hacker. Obviously you want to switch up groups, but small groups like this work well for character and relationship development, particularly in the early missions.&lt;br /&gt;
&lt;br /&gt;
Every few missions, the DM might want to throw in a setting NPC, especially if they don&amp;#039;t have a PC. For the most part, these NPCs make it mostly a &amp;#039;grace mission,&amp;#039; they tend to be there to show off and facilitate the mission. That said, even if the mission is successful by default, there are many degrees of success, and an unorganized group may find themselves struggling to stay alive, much less carry out any objectives. These characters are often there to help lay out some new ideas for the group or help after the loss of a PC, but they&amp;#039;re also important for exploring the personalities of the PC, especially as they tend to hold rank on them.&lt;br /&gt;
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Assuming they&amp;#039;re following the pre-made plot, the DM is encourage to create a rival group. It might be made from ideas the DM had for characters, alternate ideas the PCs had before they chose theirs, or a combination. But this group should be very involved with matters from the PC group. They might be (in part) actual traitors in disguise, or they might just be (in part) exemplars of BLUE that one of the PCs has problems with, but the two groups clearly are in competition from the PCs&amp;#039; views. This group is generally going to perform better than the PCs at the beginning, but as time goes on it will be clear the PCs are better in some way. There&amp;#039;s a lot of ways for this to go, perhaps one looks for an edge in darker places, perhaps they end up taking a mission too hard for them, or perhaps one tires of the operative style. The way the NPCs respond is left up to the DM, and the more varied the responses in the group the more organic and flexible the relationships are.&lt;br /&gt;
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It should also be noted that time around the base is generally covered for a bit in this. Sometimes hanging around the base reacting to what has just happened takes up the majority of a session, sometimes the characters practice a bit of a hobby before their next assignment, whatever. The important thing is the characters have lives outside of the missions. This is especially important for having fun with the rival group. Perhaps the mages in both groups attend the same lectures when off-duty, growing close as friends outside of their groups, and maybe more. Perhaps they grow close to an official, or just as interestingly have a dislike for them. Everything small can have a huge effect if you just let it, so if you allow a bunch of small things to accumulate you always have something to snowball if they ever nip something big you were planning in the bud.&lt;br /&gt;
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==The First Mission==&lt;br /&gt;
The default scenario opens in HAZE headquarters, Ace&amp;#039;s office. He has most characters who chose BLUE as their alliance in the room. PCs who chose another organization are assumed to be spies placed into BLUE, and Ace is aware. DMs are able to deviate from this however they want, but the templates are written with this in mind.&lt;br /&gt;
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The first mission is Redux, ruler of the Formric, has called into HAZE with a complaint. It seems that a few workers have been reported missing in a certain cave, and a nest of animals or a small group of thugs are expected as the culprit. BLUE has promised able protection to the race, so the group is sent into what is expected to be a low-level mission. The group heads underground, meeting with either a NPC guide or a PC Formric or Drow. These are the only two that should be exempt from the opening scene, unless you&amp;#039;re deviating for other reasons.&lt;br /&gt;
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The group heads into the cave, meeting with a small number of animal enemies, Corrupted Adamites abound in particular. As they journey deeper, they might find a few corpses, partially destroyed. Eventually they reach a humanoid whom has dark trails of energy run off of him like oil. He moves slowly but deliberately, firing off large blasts of power. This should be slow-moving and easy for characters to dodge, and incredibly painful if they do not. As the PCs hammer into him to try to detain him, he shoots one upward, collapsing the tunnel on himself. The group is to report this back to Ace.&lt;br /&gt;
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Ace is concerned about the description, as it doesn&amp;#039;t sound like a natural inhabitant of this plane. He encourages characters to hang around the headquarters while he investigates this, giving them their salary for a successful mission as well as a small bonus for it being more dire than expected.&lt;/div&gt;</summary>
		<author><name>69.134.2.212</name></author>	</entry>

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