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	<id>https://swiki.fancruft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Screwball</id>
	<title>Sphere - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://swiki.fancruft.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Screwball"/>
	<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Special:Contributions/Screwball"/>
	<updated>2026-04-11T19:39:21Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.1</generator>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=After_Ether&amp;diff=62422</id>
		<title>After Ether</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=After_Ether&amp;diff=62422"/>
		<updated>2016-08-20T19:56:27Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Timeline (approximate)==&lt;br /&gt;
All dates are years before game start.  Most are approximate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;&amp;gt;2000 - Dawn of the Great Empires&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;1000-600 - Start of Era Two&#039;&#039;&#039;&lt;br /&gt;
:Star ways are heavily stormed; travel is often difficult or slow and migrations occurr during quiet periods.  Some sectors remain clear, but these are patchy and often isolated.&lt;br /&gt;
:400-250 – the Mizumite Renaissance and Expansionism period.  Sixteen expeditions chart clear-space around Mizum and further; outposts and colonies formed and lost as the storms shift. The Mizumite Empire established.&lt;br /&gt;
:&#039;&#039;&#039;300-200 - Start of Era Three&#039;&#039;&#039;&lt;br /&gt;
:227 - Paradisian battlecruiser &#039;&#039;Aurore Victoire&#039;&#039; crash-lands on Emmeria; repaired, refitted and renamed the SDF-01 &#039;&#039;Victory&#039;&#039;.&lt;br /&gt;
:218 - Tranquillans arrive on Thetis&lt;br /&gt;
:215 - SDF-02 &#039;&#039;Protector&#039;&#039; commissioned&lt;br /&gt;
:205 - The Tysonoids attacks Emmeria; retroactively called the First Reflex War&lt;br /&gt;
:175 - Stormriders attack; Second Reflex War&lt;br /&gt;
:171 - Yashimans arrive on Thetis&lt;br /&gt;
:130-129 - Clone-Satrap of Kaldar attacks; Third Reflex War.  SDF-01 destroyed, core systems installed in almost completed SDF-08 &#039;&#039;Gugalanna&#039;&#039;.&lt;br /&gt;
:130-110 -  Reign of Aman Trodiko VII, the last in a line of weak Emperors. The Mizumite Empire begins to fracture as warlords and regional cliques defy the imperial government and begin to assert both provincial and colonial particularism.&lt;br /&gt;
:122 - Impiragh signs association agreement with Thetis&lt;br /&gt;
:121 - SDF-09 &#039;&#039;LeMay&#039;&#039; is built with copies of the core systems installed on the SDF-08.&lt;br /&gt;
:120 - Departure of the Emmerian Expeditionary Force (EEF) to the distant world of Rma.  SDF-08 and SDF-09 are flagships&lt;br /&gt;
:~115 - Approximate departure of the Rmasters from Rmaspace for Emmeria&lt;br /&gt;
:100&lt;br /&gt;
::*Mizumite central authority breaks down, descent into open conflict between the warlords.&lt;br /&gt;
::*Death of Rortimus Vall, the Man from Sachiel&lt;br /&gt;
:99-97 - The Senate War (Emmerian civil war - multiple factions attempt to seize the legacy of Rortimus Vall)&lt;br /&gt;
:96-93 - Mizumite Empire conquered by clone army under clone-satrap Boldozerina.&lt;br /&gt;
:95 - Arrival of the EEF in Rmaspace.&lt;br /&gt;
:95-85 - EEF commences war of liberation against the Rmaster sanjaks.  Impiragh and Moldoveanu join in the Grand Alliance, which predictably falls apart soon after final victory. &lt;br /&gt;
:91 - Satrap Boldozerina leads expedition to Rubicon, defeated by EEF. The clique that replaces him makes a secret peace.&lt;br /&gt;
:85 - Hrang the Unforgiven attemps to seize the Legacy of Sachiel.&lt;br /&gt;
:79 – Palace coup following the suppression of the last Mizumite resistance. Mizumite sanjak reorganized into the Auriferean Millennium Empire.&lt;br /&gt;
:53-50 - Rmaster War; Fourth and Final Reflex War.  SDF-08 makes successful astral jump to Emmeria; elapsed external time 4 months.  SDF-09 does not emerge from the astra, faulty core systems believed to be at fault.&lt;br /&gt;
:&#039;&#039;&#039;50 - Start of Era Four&#039;&#039;&#039;&lt;br /&gt;
:50-25:  Emmerian Golden Age&lt;br /&gt;
:49:  Panhelios inaugurated.&lt;br /&gt;
:30 - Third Alashiyan War; destruction of the Circle-Worlds&lt;br /&gt;
:25 - Murklim Crusade; death of the High King and start of the Gael Succession War.  SDF-09 and SDF-04 destroyed over Murklim; only SDF-07 &#039;&#039;Absoluta&#039;&#039; remains.&lt;br /&gt;
:24 - Menkent War&lt;br /&gt;
:11 - Estovakian War&lt;br /&gt;
:9 - Republic of Chengzhen conquers the Pearl Kingdom&lt;br /&gt;
:7 - Gates of Magnus open; starways around Uchar clear for first time in recent history, opening a fast route to Emmeria and beyond to states in the galactic southwest. First contact with the Lion-men of Uchar.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54983</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54983"/>
		<updated>2015-02-01T17:16:53Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading Post&#039;&#039;&#039; (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Colonial&amp;lt;br&amp;gt;&lt;br /&gt;
Special: May be built in non-owned systems.&amp;lt;br&amp;gt;&lt;br /&gt;
You trade the natives space-beads in return for exotics, cultural artefacts and booze.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State, Relic&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State, Relic&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Beanstalk&#039;&#039;&#039;(10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points:10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: All&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Half cost in Hab Constellations, Max 4/system&amp;lt;br&amp;gt;&lt;br /&gt;
You have built an orbital elevator (or more than one!) to service the major population centre of the system. Hab Constellations buy this for half cost, due to the relative ease of constructing such a structure in microgravity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Halo&#039;&#039;&#039; (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics:5 &amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
Special: &#039;&#039;&#039;Must&#039;&#039;&#039; have an Orbital Beanstalk, Increases Economic Point output of the star system by 10% per Beanstalk, Max one per civilisation at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
The crowning achievement of your civilisation, beyond even an orbital elevator. You have developed an orbital halo to service the primary population centre of your system. This facility is the economic centre of the entire system, and supports massive space-based industrial development across the system. It also comes equipped with defensive emplacements, a fighter complement and an espatier contingent, as well as secure military docks for your spacefleet. The effort involved in construction was titanic, and as such, you have only been able to build one of these immense structures.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
The Society is dead, but many of its works live on. It is a common misconception that most known Society technology is broken; on the contrary, much of it is still in working order, if each device is taken in and of itself. The problem Survivor States face is that, even if individual devices themselves are still technically functional, they are integrated into larger systems that have suffered catastrophic damage that nobody alive possessed the knowledge or technology to repair. It is possible, even likely, that most of the individual weapons on a Society cruiser are in working order, even after the ostensible destruction of the craft, but the power network and control runs needed to direct them are not. Worse, Society technology is sufficiently opaque that determining just how those systems work and how to interface modern alternatives with surviving Society tech instead is, effectively, impossible.&lt;br /&gt;
&lt;br /&gt;
As a consequence, while there is a large quantity of working Society technology littering the galaxy, only a small fraction of it is actually &#039;&#039;&#039;useful&#039;&#039;&#039; at the current time. The majority represents little more than a colossal storehouse of exotic matter.&lt;br /&gt;
&lt;br /&gt;
Those useful nuggets of technology are relics. A relic can be almost anything, from the self-contained navigational unit of a private yacht - the emissions of which, in the present day, constitute a powerful particle weapon - to the equivalent of a smartphone with computing speed sufficient that it can monitor the activity of your entire planetary datanet in real time and report irregular behaviour to the secret police.&lt;br /&gt;
&lt;br /&gt;
Players are invited to invent their own relics. However, bear in mind that they should generally &#039;&#039;&#039;not&#039;&#039;&#039; be weapons or military equipment; generally, they should be something that would have been innocuous to the people who built them, but which outclass modern technology so thoroughly that they have become wonderous.&lt;br /&gt;
&lt;br /&gt;
Relics can be bought at nation creation for ~50 exotics each. They will be possible to acquire in-game through events or through some sites available to New States and Constellations. &lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
&lt;br /&gt;
====Building a Military====&lt;br /&gt;
&lt;br /&gt;
You get 1 (subject to change) year of production of both economic potential and exotic matter with which to build your military. Each category of ship is considered to have a &#039;standard&#039; default performance, but can be altered through the addition of tags and relics.&lt;br /&gt;
&lt;br /&gt;
Upkeep costs are paid quarterly. Any ships or troops you cannot afford the upkeep for can be placed in mothballs or demobilised, reducing their upkeep cost by 75%. However, it takes one quarter and an investment of economic potential and exotics equal to their quarterly upkeep to reactivate them.&lt;br /&gt;
&lt;br /&gt;
====Tags====&lt;br /&gt;
&lt;br /&gt;
By default, Successor States can place two tags on a ship and New States can place one, representing the greater baseline technical sophistication of Successor States. New States, however, have two relic slots on their ships for free, as their greater exposure to and familiarity with Society relics, although they must still buy relics to put into those slots. Successor States can spend one or both of their tag slots on a relic. &lt;br /&gt;
&lt;br /&gt;
Each tag can only be added once.&lt;br /&gt;
&lt;br /&gt;
Examples of possible tags are:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Heavy Armament&amp;lt;br&amp;gt;&lt;br /&gt;
Extra Point Defence&amp;lt;br&amp;gt;&lt;br /&gt;
High Density Battlescreen&amp;lt;br&amp;gt;&lt;br /&gt;
Thick Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Command and Control Centre&amp;lt;br&amp;gt;&lt;br /&gt;
High Resolution Sensors&amp;lt;br&amp;gt;&lt;br /&gt;
Stealthy&amp;lt;br&amp;gt;&lt;br /&gt;
Overpowered Engines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Players are encouraged to invent more of their own, although overly broad tags will be rejected.&lt;br /&gt;
&lt;br /&gt;
====Ship List====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Society Navy fielded ships ranging in size from single-seat aerospace craft to planetoids large enough to disrupt planetary orbits by their mere presence in a star system. Such behemoths are far beyond the power of Survivor States, although their titanic wrecks litter the remains of mankind&#039;s interstellar empire. The more modest ships of the modern age are divided into several categories.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54707</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54707"/>
		<updated>2015-01-24T22:43:19Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading Post&#039;&#039;&#039; (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Colonial&amp;lt;br&amp;gt;&lt;br /&gt;
Special: May be built in non-owned systems.&amp;lt;br&amp;gt;&lt;br /&gt;
You trade the natives space-beads in return for exotics, cultural artefacts and booze.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State, Relic&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State, Relic&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Beanstalk&#039;&#039;&#039;(10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points:10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: All&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Half cost in Hab Constellations, Max 4/system&amp;lt;br&amp;gt;&lt;br /&gt;
You have built an orbital elevator (or more than one!) to service the major population centre of the system. Hab Constellations buy this for half cost, due to the relative ease of constructing such a structure in microgravity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Halo&#039;&#039;&#039; (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics:5 &amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
Special: &#039;&#039;&#039;Must&#039;&#039;&#039; have an Orbital Beanstalk, Increases Economic Point output of the star system by 10% per Beanstalk, Max one per civilisation at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
The crowning achievement of your civilisation, beyond even an orbital elevator. You have developed an orbital halo to service the primary population centre of your system. This facility is the economic centre of the entire system, and supports massive space-based industrial development across the system. It also comes equipped with defensive emplacements, a fighter complement and an espatier contingent, as well as secure military docks for your spacefleet. The effort involved in construction was titanic, and as such, you have only been able to build one of these immense structures.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54706</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54706"/>
		<updated>2015-01-24T22:42:52Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading Post&#039;&#039;&#039; (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Colonial&amp;lt;br&amp;gt;&lt;br /&gt;
Special: May be built in non-owned systems.&amp;lt;br&amp;gt;&lt;br /&gt;
You trade the natives space-beads in return for exotics, cultural artefacts and booze.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Beanstalk&#039;&#039;&#039;(10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points:10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: All&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Half cost in Hab Constellations, Max 4/system&amp;lt;br&amp;gt;&lt;br /&gt;
You have built an orbital elevator (or more than one!) to service the major population centre of the system. Hab Constellations buy this for half cost, due to the relative ease of constructing such a structure in microgravity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Halo&#039;&#039;&#039; (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics:5 &amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
Special: &#039;&#039;&#039;Must&#039;&#039;&#039; have an Orbital Beanstalk, Increases Economic Point output of the star system by 10% per Beanstalk, Max one per civilisation at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
The crowning achievement of your civilisation, beyond even an orbital elevator. You have developed an orbital halo to service the primary population centre of your system. This facility is the economic centre of the entire system, and supports massive space-based industrial development across the system. It also comes equipped with defensive emplacements, a fighter complement and an espatier contingent, as well as secure military docks for your spacefleet. The effort involved in construction was titanic, and as such, you have only been able to build one of these immense structures.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54705</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54705"/>
		<updated>2015-01-24T22:41:48Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trading Post&#039;&#039;&#039; (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 1&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Colonial&amp;lt;br&amp;gt;&lt;br /&gt;
You trade the natives space-beads in return for exotics, cultural artefacts and booze.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Beanstalk&#039;&#039;&#039;(10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points:10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: All&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Half cost in Hab Constellations, Max 4/system&amp;lt;br&amp;gt;&lt;br /&gt;
You have built an orbital elevator (or more than one!) to service the major population centre of the system. Hab Constellations buy this for half cost, due to the relative ease of constructing such a structure in microgravity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Halo&#039;&#039;&#039; (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics:5 &amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
Special: &#039;&#039;&#039;Must&#039;&#039;&#039; have an Orbital Beanstalk, Increases Economic Point output of the star system by 10% per Beanstalk, Max one per civilisation at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
The crowning achievement of your civilisation, beyond even an orbital elevator. You have developed an orbital halo to service the primary population centre of your system. This facility is the economic centre of the entire system, and supports massive space-based industrial development across the system. It also comes equipped with defensive emplacements, a fighter complement and an espatier contingent, as well as secure military docks for your spacefleet. The effort involved in construction was titanic, and as such, you have only been able to build one of these immense structures.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54704</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54704"/>
		<updated>2015-01-24T22:37:22Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Beanstalk&#039;&#039;&#039;(10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points:10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: All&amp;lt;br&amp;gt;&lt;br /&gt;
Special: Half cost in Hab Constellations, Max 4/system&amp;lt;br&amp;gt;&lt;br /&gt;
You have built an orbital elevator (or more than one!) to service the major population centre of the system. Hab Constellations buy this for half cost, due to the relative ease of constructing such a structure in microgravity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Halo&#039;&#039;&#039; (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 15&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics:5 &amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
Special: &#039;&#039;&#039;Must&#039;&#039;&#039; have an Orbital Beanstalk, Increases Economic Point output of the star system by 10% per Beanstalk, Max one per civilisation at game start.&amp;lt;br&amp;gt;&lt;br /&gt;
The crowning achievement of your civilisation, beyond even an orbital elevator. You have developed an orbital halo to service the primary population centre of your system. This facility is the economic centre of the entire system, and supports massive space-based industrial development across the system. It also comes equipped with defensive emplacements, a fighter complement and an espatier contingent, as well as secure military docks for your spacefleet. The effort involved in construction was titanic, and as such, you have only been able to build one of these immense structures.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54703</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54703"/>
		<updated>2015-01-24T22:16:43Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54702</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54702"/>
		<updated>2015-01-24T22:16:18Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Archetype */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54701</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54701"/>
		<updated>2015-01-24T22:15:36Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Archetype */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free Archetypical System at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54700</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54700"/>
		<updated>2015-01-24T22:14:45Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54699</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54699"/>
		<updated>2015-01-24T22:14:03Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Sites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony, from construction materials to food. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54698</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54698"/>
		<updated>2015-01-24T22:13:00Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (20).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (5): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (5): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (10): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Society Colonial Fabber Unit&#039;&#039;&#039; (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: Successor State&amp;lt;br&amp;gt;&lt;br /&gt;
You own a mostly functional Society colonial fabber unit. Once ubiquitous throughout the Rim these durable units are able to assemble almost anything required to sustain a fledgeling colony. However, they are not capable of the sort of advanced construction performed by proper industrial fabber units, and therefore unable to replicate anything much more advanced than printed circuits.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruined Society Colonial Fabber Unit&#039;&#039;&#039; (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Economic Points: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Exotics: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Tags: New State&amp;lt;br&amp;gt;&lt;br /&gt;
You own the shattered remains of a colonial fabber unit. During the Fall, you were attacked from space, grievously damaging your infrastructure. This fabber is mostly non-functional as a consequence of the damage inflicted in that attack, but on the other hand, it presents a useful source of exotic matter. Unfortunately, that also means that the landscape around the site is heavily contaminated; sealed environment suits are the order of the day.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Ashes_of_Empire&amp;diff=54692</id>
		<title>Talk:Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Ashes_of_Empire&amp;diff=54692"/>
		<updated>2015-01-24T18:31:09Z</updated>

		<summary type="html">&lt;p&gt;Screwball: Created page with &amp;quot;==Suggestion Box==  Feel free to put suggestions or requests regarding sites, traits and types of secondary worlds you&amp;#039;d like to see in here. I don&amp;#039;t guarantee that I&amp;#039;ll use t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suggestion Box==&lt;br /&gt;
&lt;br /&gt;
Feel free to put suggestions or requests regarding sites, traits and types of secondary worlds you&#039;d like to see in here. I don&#039;t guarantee that I&#039;ll use them, but I might!&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54691</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54691"/>
		<updated>2015-01-24T18:26:30Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Star Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (Z).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (Z): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (Z): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (Z): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54690</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54690"/>
		<updated>2015-01-24T18:26:16Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Secondary Star System Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (&#039;&#039;&#039;X&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony (Z): X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World (Z): X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World (Z): X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
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===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54689</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54689"/>
		<updated>2015-01-24T18:25:48Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Star Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
An Archetypical secondary system costs (&#039;&#039;&#039;X&#039;&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony: X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World: X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World: X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54688</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54688"/>
		<updated>2015-01-24T18:23:36Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
&lt;br /&gt;
Each player starts with ~100 points. (Subject to change as I fiddle)&lt;br /&gt;
&lt;br /&gt;
===Archetype===&lt;br /&gt;
&lt;br /&gt;
There are five Survivor State archetypes. Only three of them are open for player choice unless you can give me a &#039;&#039;very&#039;&#039; compelling reason you should have an Advanced State. Primitive States are NPC only. &#039;&#039;&#039;You get one free archetype at game start&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
New State: X Economy Points, X Exotics, may buy &#039;New State&#039; sites and traits.&lt;br /&gt;
Habitat Constellation: X Economy Points,  Exotics, may buy &#039;Habitat&#039; sites and traits.&lt;br /&gt;
Successor State: X Economy Points, X Exotics, may buy &#039;Successor State&#039; sites and traits.&lt;br /&gt;
&lt;br /&gt;
===Star Systems===&lt;br /&gt;
&lt;br /&gt;
Star systems represent your political control on the map. Owning a star system implies that you can exert a fair measure of security control over it and as a consequence claim the resources contained within it for yourself. All Sites must be placed inside a star system, and should the system be lost, the resources provided by those sites is lost as well. Likewise, sites can be destroyed by raids or other calamities. &lt;br /&gt;
&lt;br /&gt;
You may buy extra star systems beyond the one you start with for free. These systems may either contain a civilisation based on one of the three player nation archetypes, representing another Survivor State that has entered political union with your own in which case you gain the EP and Exotic income provided by that archetype from that system, or it can be one of the templates below. Sites can be placed in Archetypical systems as they can in your home system.&lt;br /&gt;
&lt;br /&gt;
====Secondary Star System Types====&lt;br /&gt;
&lt;br /&gt;
New Colony: X Economy Points, X Exotics - The star system is mostly undeveloped, but it houses a daughter colony of your own capital world. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primitive World: X/Y Economy Points, X/Y Exotics - The star system is inhabited by humans regressed to a pre-industrial tech level. Depending on your policy towards them, you may be either attempting to uplift and integrate them into your society (first stat) or ruthlessly exploiting the hapless primitives and displacing them in order to settle your own population (second stat). In the latter case, they will be hostile towards you. You may only place sites with the &#039;Colonial&#039; tag in this system.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Invaded World: X Economy Points, X Exotics You have launched an invasion to conquer this world. The civilisation on the habitable planet is industrial but low tech - anywhere from around the 1870s to 1920s - and although you have crushed open resistance, you face civil unrest and resistance against your rule. You &#039;&#039;must&#039;&#039; have a large enough garrison on the planet in order to maintain order or it will revolt, but you may place sites in this system as you would in your home system. Be aware, however, than anything you build here will potentially be subject to attack by La Resistance.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
&lt;br /&gt;
===Sites===&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54559</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54559"/>
		<updated>2015-01-17T19:27:53Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Archetypes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are five main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54558</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54558"/>
		<updated>2015-01-17T19:27:22Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
====Archetypes====&lt;br /&gt;
&lt;br /&gt;
Although details vary, there are  main categories of Survivor States.&lt;br /&gt;
&lt;br /&gt;
=====Primitive States=====&lt;br /&gt;
&lt;br /&gt;
Some colonies were simply too small, or were dealt too grievous a blow, to maintain any real form of technological civilisation. Such worlds retain human life, but range in technological and social development from neolithic hunter-gatherers all the way to relatively sophisticated pre-industrial civilisations. The degree and accuracy of knowledge that had been retained regarding their true origins varies depending on world, with some possessing more or less accurate records - as accurate as those of any Survivor State, at least - and some only muddled legends.&lt;br /&gt;
&lt;br /&gt;
Obviously, these are intended to be NPC states, as they cannot participate in interstellar affairs without assistance.&lt;br /&gt;
&lt;br /&gt;
=====New States=====&lt;br /&gt;
&lt;br /&gt;
&#039;New&#039; States originate from colonies that were dealt a grievous blow but which somehow managed to claw their way back from the abyss of total collapse into a Primitive State. Generally, these Survivor States regressed back to a pre-industrial level for at least some of the time since the Fall, but unlike Primitive States, had access to surviving Society relic infrastructure to some degree. Over the centuries since the implosion of the Society, the people of these States have pulled themselves back into space through their own efforts.&lt;br /&gt;
&lt;br /&gt;
Generally, these States will possess at least some relic infrastructure on the planetary surface and in orbit, but the chaos of whatever befell them in the Fall obliterated their Society-era government institutions. The societies on these worlds are entirely new, and like Primitive States, their knowledge of their origins varies; in some, the Society is totally forgotten, in others, it has become part of a religion or myth, and still others retain a reasonable record of history.&lt;br /&gt;
&lt;br /&gt;
=====Successor States=====&lt;br /&gt;
&lt;br /&gt;
Successor States are colonies that were fortunate enough to escape attack, but not fortunate enough to possess the infrastructure needed to maintain their own technological base. Generally speaking, Successor States never regressed to the point that they could be said to be &#039;pre-industrial&#039;, and some never even lost access to the technology required to reach orbit. In terms of FTL capable powers, they tend to be the most advanced.&lt;br /&gt;
&lt;br /&gt;
As they never suffered from the sort of destruction and upheaval New States had inflicted upon them, Successor States retain clear records of the circumstances of their origins, although the remote locations that protected them from attack also meant that news of what was actually happening in the Fall never really reached them. Generally, although not always, their current governments trace some level of continuity with and derive legitimacy from the Society-era colonial administration.&lt;br /&gt;
&lt;br /&gt;
=====Habitat Constellations=====&lt;br /&gt;
&lt;br /&gt;
Some Survivor States never lost the ability to travel inside their own star system because they had no habitable planet. The Society made extensive use of habitats, constructed on planetary scales, but all of those constructions were destroyed in the Fall. That, at least, is the supposition, for any intact, inhabited Stations would surely have been able to reclaim much of the former Society by this point. Habitat Constellations are, instead, descendants of those unfortunate enough to be trapped on a starship without a functioning FTL engine in a system without a slip point. Perhaps their ancestors were the crew of the shattered Society capital ship, within the moon-sized hulk of which the current generation construct their hab-domes, or perhaps they are the descendants of a mining expedition, cut off from home.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, the original involuntary colonists of the system were not properly equipped to build a self-sufficient civilisation in space, and simple survival consumed most of their resources. Compared to Successor States, they tend to have similar technology bases but smaller and poorer populations. On the other hand, they have the best working knowledge of survival in space, and produce the most skilled spacers. Like Successor States, they will retain accurate knowledge of the circumstances that stranded them in the system.&lt;br /&gt;
&lt;br /&gt;
=====Relic States=====&lt;br /&gt;
&lt;br /&gt;
Advanced States were those colonies lucky enough to avoid attack who were &#039;&#039;also&#039;&#039; developed enough to maintain an advanced technological base. Whilst they backslid considerably from the heights of the Society, they still retained easy access to space, large populations and productive economies. However, they were also totally dependent on imported exotic matter, and without reserves or stockpiles, many of the wonders of Society technology - including FTL - were barred to them. The result in the present day are a small number of heavily developed, wealthy star systems with extremely advanced theoretical and practical tech bases, but confined inside their star systems. Although their base technology is more sophisticated than even the most advanced Successor State, the total dearth of exotic matter in their star systems imposes inescapable limits on their performance. &lt;br /&gt;
&lt;br /&gt;
Even moreso than Successor States, Relic States tend to see themselves as continuations of the Society&#039;s government institutions.&lt;br /&gt;
&lt;br /&gt;
These are also intended to be NPC states or GMPCs, as their limitations effectively prevent them from participating in interstellar affairs without help. They are effectively the Qing China to the Primitive States&#039; Africa.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54486</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54486"/>
		<updated>2015-01-11T21:47:30Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is uncertain, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54484</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54484"/>
		<updated>2015-01-11T21:20:43Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is untrue, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Survivor State to have regained the ability to take effective advantage of its own star system and any relics contained therein, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54483</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54483"/>
		<updated>2015-01-11T21:18:53Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
&lt;br /&gt;
===Astrography and Space Travel===&lt;br /&gt;
&lt;br /&gt;
The old Society of Mankind was vast, and boasted a sophisticated interstellar transport network based on two different technologies. The most widespread, flicker drive, cheated Einstein by teleporting the vessel in question tiny distances almost incomprehensibly rapidly. Doing so required access to exotic matter, which occurs only rarely in nature but which could be manufactured in bulk quantities by a polity as sophisticated and with command of such depth of resources as the Society. The exact nature of &#039;&#039;how&#039;&#039; such things are manufactured has been lost, but fragmentary data archives indicate that supply was disrupted in the early stages of what was to be the Fall, and was never adequately re-established. Whatever the case, flicker drive allowed ships to travel between star systems at many thousands of times the speed of light, and was in widespread use at the time of the Fall.&lt;br /&gt;
&lt;br /&gt;
Complementing flicker drive were slip points and slipgates. Both older and newer than flicker drive, slip points were in fact mankind&#039;s first method of interstellar travel, with the discovery of the Sol point at the Sol-Jupiter L3 point in the 22nd century. Ill-understood at the time, the Sol point allowed sufficiently heavily built ships to instantaneously travel to Tau Ceti, and further points in that system opened Sol&#039;s local space to the first wave of interstellar colonisation. Research on the natural phenomenon of slip points resulted, some centuries later, in &#039;&#039;artificial&#039;&#039; versions which could be directed where the builders wished. The cost of such devices was colossal even to the Society, requiring the equivalent of the output of multiple planetary economies to construct each individual gate, but by the time of the Fall the foundations of an extensive network had been built.&lt;br /&gt;
&lt;br /&gt;
Beyond scattered mentions of gates being deliberately shut down to hinder opposition movement, what exactly became of that network is unknown, although it is presumably no longer in operation. The handful of gates known to Survivor States are thoroughly wrecked, and more useful as what amount to exotic matter mines. Naturally occurring slip points, however, still exist.&lt;br /&gt;
&lt;br /&gt;
The old Society was a rough sphere thousands of light years in diameter, with development concentrated along naturally occurring slip point chains. In the modern day, the specifics of what is left are mostly unknown, although more or less accurate maps of the slip point network have been reconstructed.&lt;br /&gt;
&lt;br /&gt;
===Survivor States===&lt;br /&gt;
&lt;br /&gt;
The Society was an expanding polity, and maintained an aggressive, well funded colonisation and exploration programme right up until its demise. Indeed, there is evidence to suggest that new colonies were being founded even during the Fall. Although the total lack of visitation by starships indicates that destruction of the Society&#039;s core and second stage worlds was complete, at least in terms of their ability to maintain technological, spacefaring civilisation, a polity as vast and widespread as the Society proved impossible to &#039;&#039;completely&#039;&#039; eliminate. As the destruction progressed, those involved in the Fall became less and less capable of projecting power and sustaining their militaries as the industrial underpinnings of their economy were destroyed. With resources becoming more and more limited, sending precious ships to attack remote colonies that were generally net consumers of resources was the height of folly. Although attacks on outlying worlds did occur early in the Fall, by its end they were so unheard of that nobody is now actually sure &#039;&#039;when&#039;&#039; the Fall ended; most surviving worlds relied on shipping to bring them news of the wider galaxy, and when shipping ceased, so did all knowledge of the outside world.&lt;br /&gt;
&lt;br /&gt;
What is known is that ships stopped coming, and that none have arrived for hundreds of years. By their very nature as frontier colonies, the surviving worlds of mankind were incapable of maintaining their own technological base. Many of them, those with no manufacturing capabilities at all, simply descended into barbarism, as did many of those who suffered early attacks. Others, those slightly more developed, regressed to varying degrees before halting the decline and some, those older colonies lucky enough to avoid orbital bombardment from a visiting warship, finished their slide backwards at a point where they retained the ability to build intra-system spacecraft.&lt;br /&gt;
&lt;br /&gt;
None of those worlds, however, possessed a supply of exotic matter, and the very circumstances of their survival - the lack of any shipping - meant that they had no access to working flicker drive starships. Other systems, those with slip point connections or with access to the required exotic matter - generally scavanged from abandoned equipment or housed in an orbital depot, although some of the planets that did suffer bombardment but that escaped total collapse were blessed with the wreck of the terminal gate of one of the Society&#039;s slipgate chains to mine.&lt;br /&gt;
&lt;br /&gt;
In any case, chance decreed that nobody who retained the ability to make use of exotic matter had access to any supply of it, and those who did have a supply lacked any ability to reach or make use of it. In some cases, they even lacked any &#039;&#039;knowledge&#039;&#039;. Only now have the Survivor States reached a point where they can take advantage of their access to begin reclaiming the galaxy.&lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
&lt;br /&gt;
The Society was almost incomprehensibly advanced. Many surviving artefacts are so far beyond the current cutting edge as to be effectively black boxes, and the handful of known slipgates are brobdingnagian structures massing as much as a small moon. The old stories contain examples of weapons powerful enough to mass-scatter planets and battles fought inside stars. How much of the stories is myth and exaggeration is untrue, but some Survivor State systems contain evidence of planetary engineering on a large scale - the rotation of gas giant planets slowed so as to allow their moons to be made habitable, planetary orbits shifted and more - and it is clear from the modern day descendants of the Society that mankind was not averse to tinkering with its own genetics. The handful of surviving starships, mothballed in parking orbits or stations to await the return of crews now long dead, feature facilities for neural interfaces, shipboard AIs - although all appear to have been thoroughly scrubbed - and other advanced technologies.&lt;br /&gt;
&lt;br /&gt;
Survivor States, on the other hand, are rather more limited. The rediscovery of crude, first-generation reactionless drives and the compact fusion reactors required to supply them with energy is effectively the pre-requisite for a Successor State to have regained the ability to take effective advantage of its own star system and any relics contained therin, and particle weapons (and the energy screens to defend against them) are ubiquitous. Fission and fusion warheads are the mainstay of missile combat.&lt;br /&gt;
&lt;br /&gt;
FTL communication is possible, but requires installations of such significant size that it is effectively limited to fixed stations, forcing ships to rely on FTL courier drones. Mass radar and gravimetric sensors, on the other hand, can generally be fitted to mid-sized ships, although such FTL sensor technologies can only see ships with active reactionless drives or, at closer ranges, artificial gravity. Surviving Society ships contain much more advanced sensor suits, capable of real-time observation of entire star systems and interstellar communication over week or month-long timescales.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54435</id>
		<title>Ashes of Empire</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ashes_of_Empire&amp;diff=54435"/>
		<updated>2015-01-10T19:54:48Z</updated>

		<summary type="html">&lt;p&gt;Screwball: Created page with &amp;quot;==The Story So Far==  The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Story So Far==&lt;br /&gt;
&lt;br /&gt;
The Society of Mankind, so the old stories go, was the greatest civilisation in history. Like a colossus, man bestrode the galaxy, taming wild planets, imposing order on thousands of star systems and bringing peace, prosperity and safety to all. Great strides in science and engineering birthed ships capable of outpacing light itself, or allowed men to step through doorways between stars as easily as doorways between rooms. Art and culture rose to unparalleled heights, and mankind conquered the very gates of death itself so great was their command of medicine.&lt;br /&gt;
&lt;br /&gt;
Everything was destroyed during the fall. The great cities and orbitals burned, planets were shattered and entire star systems were devastated in the Society&#039;s final war, but whatever the reason for the violence was, it has been lost to the depths of time. Uncounted trillions of people were wiped from existence in the fighting, or in the wastelands left behind by the death spasms of the Society... except for the lucky few too remote, too small or simply lucky enough to be missed.&lt;br /&gt;
&lt;br /&gt;
It has been five centuries since night fell on the Society of Mankind, but now, small sparks are beginning to appear in the blackness. The scattered children of the Society, at long last, have begun to reach out to the stars and reclaim what is theirs.&lt;br /&gt;
&lt;br /&gt;
==Ashes of Empire==&lt;br /&gt;
&lt;br /&gt;
Ashes of Empire is (will be?) an empire SD, where each player will take command of one of the scattered surviving colonies of mankind five centuries after a cataclysmic war came within a hair&#039;s breadth of destroying everything. It &#039;&#039;did&#039;&#039; succeed in destroying or rendering otherwise uninhabitable most of the worlds humanity had colonised up to that point, as well as almost all the infrastructure required for interstellar travel, and it has taken hundreds of years to crawl back into interstellar space.&lt;br /&gt;
&lt;br /&gt;
I will be updating this page over the next couple of weeks with background information and basic rules.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=54433</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Main_Page&amp;diff=54433"/>
		<updated>2015-01-10T19:24:27Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==RPGs==&lt;br /&gt;
===Currently Running===&lt;br /&gt;
[https://www.google.com/calendar/embed?height=600&amp;amp;wkst=1&amp;amp;bgcolor=%23009900&amp;amp;src=a4cv4fa6q89bhneq3vfigc65so%40group.calendar.google.com&amp;amp;color=%2328754E&amp;amp;ctz=Etc%2FGMT Timetable] (Updated --[[User:OmegaPaladin|OmegaPaladin]] 19:00, 10 June 2013 (PDT)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Schedule]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage: The Ascension]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peelmage]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH the technocracy]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[VCOM: Reality Defense]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[BMNumenera: House of Unrealized Dreams]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magus Novice Opus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bangkok on the Run]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Rise of Neo-Jove]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hell&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Escape from Atlantis]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Arcane Ambitions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FBHmage]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Princesses]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Thorns]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[All Those Oneshots]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Developing Games===&lt;br /&gt;
[[Edge of the Wookie]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest: The Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[MEM 2, Electromagica]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[After Sunrise]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kings of the North]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minisphere Pirates]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Infinite Sky]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tank Shock]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Ice Station 94]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[In Eclipse]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Runners]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Festival of Scarlet and Amber]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[CK2 MP campaign]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Death Street Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Exberrant]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH Fantasia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH Fantasia Second]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Misotheity]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Dragon Against the Storm]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Metal Catgear Solid]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Archives]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Fate/Silence/Night: Unlimited Yandere Works]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Navy Curry]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Paint It Black]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ashes of Empire]]&lt;br /&gt;
&lt;br /&gt;
===Hiatused Games===&lt;br /&gt;
[[Exalted: Silence The Second Perfect Attack]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: Mount Meru Blues]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Persona (Oseng)]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Otome Row]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Syndicate: Execution Committee]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hermit Crab&#039;s School: BM&#039;s Wuxia Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eudaimonia]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Maid: The Ascension]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Prayer Drive]] * Buy the Season 1 Blu-Rays! * &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: The Valley of Hunger]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exalted: FBH Songs of Fire and Brass]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Posthuman Graveyard]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Finished Games===&lt;br /&gt;
[[Exalted: Silence]] *brought back for syndication*&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Heaven&#039;s Garden]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Painted Dream]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Hunt for Manticore]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Planar City: A BM Miniseries]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Epitaph: A Gothic Fantasy Game]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Cruiser Amahara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Sunken Worlds]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[PIP]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Shadow Haunted World: A Conspiracy Game]]/[[The Candlelight]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Black Pearl Gate]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Turn Appalachia]] (may return for season 2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Story Debates==&lt;br /&gt;
[[Sins Revisited]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ascension Isle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Desert of Stars]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Star Wars Rebuilding of Empires]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Building a Dynasty Fantasy SD]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The OCP Foundation]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Post-Nemesis]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[UnderRealm]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
[[Long Live the Queen]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[[The N-Field]]==&lt;br /&gt;
&lt;br /&gt;
==Fictive Prose==&lt;br /&gt;
[[Spherefic]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Haraway Shorts]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Tempest Fic]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Solstice]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Last]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Intervention]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Border Skirmish]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sphereberrant]] &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[FBH&#039;s Writing Challenge]] &amp;lt;br&amp;gt; &lt;br /&gt;
[[FBH&#039;s Second Writing Challenge]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Peel Short Stories]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Gunpla Garden.ZERO]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nanowrimo===&lt;br /&gt;
[[Shrike&#039;s Nanowrimo Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Singh&#039;s Nanowrimo stuff]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FBH&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[Exhack&#039;s Nanowrimo]] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Misc. Projects==&lt;br /&gt;
[[Sphere]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aberrant 2.0]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wheel Respun]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage 2012]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Empires of Ragnarok]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Creation Project]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[FATE NOOSPHERE]] &amp;lt;br&amp;gt;&lt;br /&gt;
[[The Project]]&lt;br /&gt;
&lt;br /&gt;
===Theory===&lt;br /&gt;
[[The State of the Nation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Of Gods and Mods: How to run a good nation SD]]&lt;br /&gt;
&lt;br /&gt;
==Misc Contents==&lt;br /&gt;
XML dumps of the current contents of the wiki are made on a regular basis, currently at least once a week. See [http://fancruft.com/swikitest/backup.7z backup.7z].  A backup of the wiki including page history and revisions is made less frequently, see [http://fancruft.com/swikitest/backup-full.7z backup-full.7z].&lt;br /&gt;
&lt;br /&gt;
You will need [[wikipedia:7-Zip|7-Zip]] or similar for this.&lt;br /&gt;
&lt;br /&gt;
- [[User:RedWordSmith|RWS]], [http://fancruft.com/ FanCruft] 13:25, 19 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53197</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53197"/>
		<updated>2014-07-28T21:16:58Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that as she got older, a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager. This was a prospect that terrified anybody with two neurons to rub together, and may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her &#039;dying&#039;.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 8&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 1&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53182</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53182"/>
		<updated>2014-07-27T20:33:27Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that as she got older, a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager. This was a prospect that terrified anybody with two neurons to rub together, and may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her &#039;dying&#039;.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 7&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53181</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53181"/>
		<updated>2014-07-27T20:27:23Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager, a prospect that terrified anybody with two neurons to rub together. This may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her &#039;dying&#039;.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 7&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53180</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53180"/>
		<updated>2014-07-27T20:26:06Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game| world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager, a prospect that terrified anybody with two neurons to rub together. This may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her &#039;dying&#039;.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 7&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53179</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53179"/>
		<updated>2014-07-27T20:25:33Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game| world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager, a prospect that terrified anybody with two neurons to rub together. This may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her death.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 7&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53178</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53178"/>
		<updated>2014-07-27T20:25:13Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Originating (sort of) on a [http://swiki.fancruft.com/index.php?title=Isolated:_Superhero_Game| world of superheroes], Charlie was first believed to be a naturally gifted pyrokinetic, up until it was discovered that she was in fact a phoenix. Nobody was quite sure &#039;&#039;who&#039;&#039;, exactly, managed to entrap a primordial spirit of fire, divest it of all memories and bind it into the form of a small child, but everybody who knew agreed that it was a great achievement. Not, perhaps, &#039;&#039;quite&#039;&#039; great enough to have kept the person involved in the doing alive to tell anybody about it, however, which was something of an issue when said binding began, slowly, to unravel.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At first manifesting as simple pyrokinesis, it quickly became clear that a gradually increasing array of power was going to become available to an individual who was, mentally, a human teenager, a prospect that terrified anybody with two neurons to rub together. This may or may not have been related to her detention aboard the orbital prison station of the Posthuman, and the subsequent chain of events preventing the destruction of all human civilisation and interstellar first contact. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It certainly contributed towards her death. Twice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fortunately enough, permanently killing a phoenix is easier said than done, even if a multi-decade delay between &#039;death&#039; and reincarnation is generally more than enough to constitute a tactical defeat. Unfortunately, nobody has ever had cause to call Charlie particularly &#039;&#039;wise&#039;&#039;, and the lack of permanent consequences and her gradual access to more and more power has led to what some might call an unhealthy level of curiosity, and a propensity to poke things that should not be poked.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, not everything in the universe is particularly awed by the level of power currently available to her, and it is a rare sight indeed to see a phoenix bound in captivity, so accidentally ending up naked in the middle of a base full of slavers with access to powerful protective and containment magic ended up with her bound beneath an alien arena without even death as an escape, given that said arena would simply end up with her egg in the event of her death.&lt;br /&gt;
&lt;br /&gt;
Next time, she swears, she will stay away from the obviously magical device with a large &#039;do not touch&#039; sign hanging from it.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 6&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 3&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Escape_from_Atlantis&amp;diff=53173</id>
		<title>Escape from Atlantis</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Escape_from_Atlantis&amp;diff=53173"/>
		<updated>2014-07-27T17:27:35Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Welcome Gentle Beings! Welcome to the Arena, greatest attraction of this, the greatest Market in all the multiverse. I am your host, High Lord R&#039;fell, the master of ceremonies for these games. Today we have many wonders before you. Brave warriors and strange beasts from across the myriad universes and dimension!  Ready now to fight and to die for your amusement! We have a particularly fine selection for you, bought from many far shores. Place your bets, and remember that slaves and creatures similar to these are for sale in the market below. let the games begin!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Episode 1: The Arena of Doom=&lt;br /&gt;
&lt;br /&gt;
You have been kidnapped, perhaps by accident, perhaps by design. You may have stumbled through a random hole in reality or you may have been abducted by interdimensional slavers. Whatever the reason you have found yourself here, in great enchanted stone cells beneath some alien arena. In the fast approaching morning they will send you out onto the sand to be killed for the pleasure of the alien monsters that run this place. &lt;br /&gt;
&lt;br /&gt;
Perhaps though, you can find a way to escape and return to your home. . . if you can survive &#039;&#039;&#039;The Arena of Doom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
You have 17 points to divide between 5 attributes&lt;br /&gt;
:Physical&lt;br /&gt;
:Mental&lt;br /&gt;
:Social&lt;br /&gt;
:Perceptual &lt;br /&gt;
:Luck (Acts as fate points) &lt;br /&gt;
&lt;br /&gt;
In addition to these you have two SPECIAL POWERS. This is a general form of ability that is specific to you. For instance you might have superhuman attributes, or come from a society with a very high level of technology and understanding of science. You might possess powerful magic or a tough hide or some other superpower. In general though, remember you got captured so don&#039;t make it too powerful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
((This is heavily based on Rifts, which is owned by Palladium just for copyright purposes cause Palladium is big on that))&lt;br /&gt;
&lt;br /&gt;
[[Charlie]] (Screwball) - A phoenix who is very lost. Again.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53172</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53172"/>
		<updated>2014-07-27T17:26:29Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 3&lt;br /&gt;
:Mental: 6&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 3&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53171</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53171"/>
		<updated>2014-07-27T17:19:30Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 4&lt;br /&gt;
:Mental: 6&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;br /&gt;
&lt;br /&gt;
Fire magic.&amp;lt;br&amp;gt;&lt;br /&gt;
Is not-so-secretly a large shapeshifting bird made out of fire.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53170</id>
		<title>Charlie</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Charlie&amp;diff=53170"/>
		<updated>2014-07-27T17:17:23Z</updated>

		<summary type="html">&lt;p&gt;Screwball: Created page with &amp;quot;&amp;#039;&amp;#039; &amp;#039;Goddamn it, not again!&amp;#039; &amp;#039;&amp;#039;  ==Stats==  :Physical: 4 :Mental: 6 :Social: 3 :Perceptual: 2 :Luck: 2&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039; &#039;Goddamn it, not again!&#039; &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
:Physical: 4&lt;br /&gt;
:Mental: 6&lt;br /&gt;
:Social: 3&lt;br /&gt;
:Perceptual: 2&lt;br /&gt;
:Luck: 2&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Escape_from_Atlantis&amp;diff=53169</id>
		<title>Escape from Atlantis</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Escape_from_Atlantis&amp;diff=53169"/>
		<updated>2014-07-27T17:13:54Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Welcome Gentle Beings! Welcome to the Arena, greatest attraction of this, the greatest Market in all the multiverse. I am your host, High Lord R&#039;fell, the master of ceremonies for these games. Today we have many wonders before you. Brave warriors and strange beasts from across the myriad universes and dimension!  Ready now to fight and to die for your amusement! We have a particularly fine selection for you, bought from many far shores. Place your bets, and remember that slaves and creatures similar to these are for sale in the market below. let the games begin!&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=Episode 1: The Arena of Doom=&lt;br /&gt;
&lt;br /&gt;
You have been kidnapped, perhaps by accident, perhaps by design. You may have stumbled through a random hole in reality or you may have been abducted by interdimensional slavers. Whatever the reason you have found yourself here, in great enchanted stone cells beneath some alien arena. In the fast approaching morning they will send you out onto the sand to be killed for the pleasure of the alien monsters that run this place. &lt;br /&gt;
&lt;br /&gt;
Perhaps though, you can find a way to escape and return to your home. . . if you can survive &#039;&#039;&#039;The Arena of Doom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
You have 17 points to divide between 5 attributes&lt;br /&gt;
:Physical&lt;br /&gt;
:Mental&lt;br /&gt;
:Social&lt;br /&gt;
:Perceptual &lt;br /&gt;
:Luck (Acts as fate points) &lt;br /&gt;
&lt;br /&gt;
In addition to these you have two SPECIAL POWERS. This is a general form of ability that is specific to you. For instance you might have superhuman attributes, or come from a society with a very high level of technology and understanding of science. You might possess powerful magic or a tough hide or some other superpower. In general though, remember you got captured so don&#039;t make it too powerful. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
((This is heavily based on Rifts, which is owned by Palladium just for copyright purposes cause Palladium is big on that))&lt;br /&gt;
&lt;br /&gt;
[[Charlie]] (Screwball)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51583</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51583"/>
		<updated>2014-03-30T21:10:10Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative: 9+4D6&lt;br /&gt;
* Matrix Initiative: &lt;br /&gt;
* Astral Initiative: 10+5D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit: 4(4)&lt;br /&gt;
* Mental Limit: 7(7)&lt;br /&gt;
* Social Limit: 6(6)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
&lt;br /&gt;
* Lined Coat (900Y), Rating: 9&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
* Armoured Clothing (450Y), Rating: 6&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
Colt Government 2066 (425Y)&lt;br /&gt;
** Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)&lt;br /&gt;
** Accessories: Spare Clip x4&lt;br /&gt;
** Primary Ammo: Standard (500)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
Survival Knife (100Y)&amp;lt;br&amp;gt;&lt;br /&gt;
** Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
* Sony Emperor Commlink (700Y)&lt;br /&gt;
* Silver Credstick x2 (40Y)&lt;br /&gt;
* Micro-Tranciever (100Y)&lt;br /&gt;
* Glasses (125), Rating: 1&lt;br /&gt;
** Accessories: Image Link&lt;br /&gt;
* Medkit x3 (750Y), Rating: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
&lt;br /&gt;
*Levitate&lt;br /&gt;
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2&lt;br /&gt;
** Notes/Explanation: I believe I can fly! Beat threshold equal to subject mass/200 kilos, move anywhere in LOS at rate equal to force of spell.&lt;br /&gt;
&lt;br /&gt;
*Magic Fingers&lt;br /&gt;
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2&lt;br /&gt;
** Notes/Explanation: Magical invisible floating hands: Strength and Agility are equal to hits on spellcasting test.&lt;br /&gt;
&lt;br /&gt;
*Physical Barrier&lt;br /&gt;
** Type/Target: P, Range: LOS(A), Duration: S, Drain: F-1&lt;br /&gt;
** Notes/Explanation: Creates a wall with 1 armour and structure per hit. Regenerates to full stats at start of combat turn so long as it is sustained and not ever brought to 0 structure.&lt;br /&gt;
&lt;br /&gt;
*Ignite&lt;br /&gt;
** Type/Target: P, Range: LOS, Duration: P, Drain: F-1&lt;br /&gt;
** Notes/Explanation: Sets stuff on fire. Non-living; beat Object Resistance dice pool. Living; Spellcasting +&lt;br /&gt;
Magic [Force] v. Body + Reaction Test.&lt;br /&gt;
&lt;br /&gt;
*Swarm&lt;br /&gt;
** Type/Target: M, Range: LOS(A), Duration: S, Drain: F-1&lt;br /&gt;
** Notes/Explanation: -2 from enemy initiative score per hit. Imaginary BEEEEEEEES!&lt;br /&gt;
&lt;br /&gt;
*Heal&lt;br /&gt;
** Type/Target: M, Range: T, Duration: P, Drain: F-4&lt;br /&gt;
** Notes/Explanation: Heals physical damage equal to hits on test.&lt;br /&gt;
&lt;br /&gt;
*Manabolt&lt;br /&gt;
** Type/Target: M, Range: LOS, Duration: I, Drain: F-3&lt;br /&gt;
** Notes/Explanation: Magical Radiation zap, affects living and/or magical targets.&lt;br /&gt;
&lt;br /&gt;
*Fireball&lt;br /&gt;
** Type/Target: P, Range: LOS, Duration: I, Drain: F-1&lt;br /&gt;
** Notes/Explanation: Boom.&lt;br /&gt;
&lt;br /&gt;
*Detect Magic&lt;br /&gt;
** Type/Target: M, Range: T, Duration: S, Drain: F-2&lt;br /&gt;
** Notes/Explanation: Detect the presence of all foci, spells,wards, magical lodges, alchemical preparations, active&lt;br /&gt;
rituals, and spirits.&lt;br /&gt;
&lt;br /&gt;
*Armour&lt;br /&gt;
** Type/Target: P, Range: LOS, Duration: S, Drain: F-2&lt;br /&gt;
** Notes/Explanation: Extra, cumulative armour equal to hits scored. Does not count towards encumbrance.&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (46/29/17)&lt;br /&gt;
* Chargen Karma (46)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51582</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51582"/>
		<updated>2014-03-30T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative: 9+4D6&lt;br /&gt;
* Matrix Initiative: &lt;br /&gt;
* Astral Initiative: 10+5D6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit: 4(4)&lt;br /&gt;
* Mental Limit: 7(7)&lt;br /&gt;
* Social Limit: 6(6)&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
&lt;br /&gt;
* Lined Coat (900Y), Rating: 9&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
* Armoured Clothing (450Y), Rating: 6&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
Colt Government 2066 (425Y)&lt;br /&gt;
** Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)&lt;br /&gt;
** Accessories: Spare Clip x4&lt;br /&gt;
** Primary Ammo: Standard (500)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
Survival Knife (100Y)&amp;lt;br&amp;gt;&lt;br /&gt;
** Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
* Sony Emperor Commlink (700Y)&lt;br /&gt;
* Silver Credstick x2 (40Y)&lt;br /&gt;
* Micro-Tranciever (100Y)&lt;br /&gt;
* Glasses (125), Rating: 1&lt;br /&gt;
** Accessories: Image Link&lt;br /&gt;
* Medkit x3 (750Y), Rating: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Fingers&amp;lt;br&amp;gt;&lt;br /&gt;
Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Ignite&amp;lt;br&amp;gt;&lt;br /&gt;
Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Manabolt&amp;lt;br&amp;gt;&lt;br /&gt;
Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Barrier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51581</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51581"/>
		<updated>2014-03-30T20:41:29Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative:&lt;br /&gt;
* Matrix Initiative:&lt;br /&gt;
* Astral Initiative:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit:&lt;br /&gt;
* Mental Limit:&lt;br /&gt;
* Social Limit:&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
&lt;br /&gt;
* Lined Coat (900Y), Rating: 9&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
* Armoured Clothing (450Y), Rating: 6&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
Colt Government 2066 (425Y)&lt;br /&gt;
** Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)&lt;br /&gt;
** Accessories: Spare Clip x4&lt;br /&gt;
** Primary Ammo: Standard (500)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
Survival Knife (100Y)&amp;lt;br&amp;gt;&lt;br /&gt;
** Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
* Sony Emperor Commlink (700Y)&lt;br /&gt;
* Silver Credstick x2 (40Y)&lt;br /&gt;
* Micro-Tranciever (100Y)&lt;br /&gt;
* Glasses (125), Rating: 1&lt;br /&gt;
** Accessories: Image Link&lt;br /&gt;
* Medkit x3 (750Y), Rating: 3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Fingers&amp;lt;br&amp;gt;&lt;br /&gt;
Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Ignite&amp;lt;br&amp;gt;&lt;br /&gt;
Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Manabolt&amp;lt;br&amp;gt;&lt;br /&gt;
Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Barrier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51580</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51580"/>
		<updated>2014-03-30T20:31:52Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative:&lt;br /&gt;
* Matrix Initiative:&lt;br /&gt;
* Astral Initiative:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit:&lt;br /&gt;
* Mental Limit:&lt;br /&gt;
* Social Limit:&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
* Name (Total Cost), Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
* Lined Coat (900Y), Rating: 9&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
* Armoured Clothing (450Y), Rating: 6&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
Colt Government 2066 (425Y)&lt;br /&gt;
** Dam: 7P, Acc: 6, AP: -1, Mode: SA, RC: -, Ammo: 14(c)&lt;br /&gt;
** Accessories: Spare Clip x4&lt;br /&gt;
** Primary Ammo: Standard (500)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
Survival Knife (100Y)&amp;lt;br&amp;gt;&lt;br /&gt;
** Reach: - , Dam: STR+2P , Mode: , RC: , AP: -1&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
* Name (Total Cost), Rating:&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Fingers&amp;lt;br&amp;gt;&lt;br /&gt;
Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Ignite&amp;lt;br&amp;gt;&lt;br /&gt;
Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Manabolt&amp;lt;br&amp;gt;&lt;br /&gt;
Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Barrier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51467</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51467"/>
		<updated>2014-03-18T22:02:16Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative:&lt;br /&gt;
* Matrix Initiative:&lt;br /&gt;
* Astral Initiative:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit:&lt;br /&gt;
* Mental Limit:&lt;br /&gt;
* Social Limit:&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation, +2 combat spell dice] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
* Name (Total Cost), Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo: Type (Amount)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
* Name (Total Cost), Rating:&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Fingers&amp;lt;br&amp;gt;&lt;br /&gt;
Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Ignite&amp;lt;br&amp;gt;&lt;br /&gt;
Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Manabolt&amp;lt;br&amp;gt;&lt;br /&gt;
Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Barrier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51466</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51466"/>
		<updated>2014-03-18T21:58:17Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative:&lt;br /&gt;
* Matrix Initiative:&lt;br /&gt;
* Astral Initiative:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body: 3&lt;br /&gt;
* Agility: 4&lt;br /&gt;
* Reaction: 4&lt;br /&gt;
* Strength: 2&lt;br /&gt;
* Willpower: 4&lt;br /&gt;
* Logic: 6&lt;br /&gt;
* Intuition: 5&lt;br /&gt;
* Charisma: 3&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge: 1&lt;br /&gt;
* Essence: 6&lt;br /&gt;
* Magic: 6&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit:&lt;br /&gt;
* Mental Limit:&lt;br /&gt;
* Social Limit:&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Enchanting (Alchemy, Artificing, Disenchanting): 5&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
Banishing (magic): 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning (magic): 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting (magic): 6 (5+1) [Manipulation] (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling (magic): 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting (magic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting (magic): 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcana (Logic): 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Combat (Willpower): 1 (0+1) (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pistols (Agility): 3 (0+3) Semi Auto (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades (Agility): 1 (0+1) Knives (5)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming (Strength): 1 (0+1) (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics (Agility): 1 (0+2) Climbing (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking (Agility): 2 (0+2) Urban (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First Aid (Logic): 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception (Intuition): 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette (Charisma): 3 (0+3) Corporate (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiation (Charisma): 1 (0+1) Bargaining (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
Focused Concentration 3 (-12): One up to force 3 spell can be maintained without penalty.&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Mentor (Dragonslayer:): +2 dice pool to Negotiation, +2 to combat spells, foci, rituals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Low (+workspace) (2 Months)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
* Name (Total Cost), Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo: Type (Amount)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
* Name (Total Cost), Rating:&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
Levitate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Fingers&amp;lt;br&amp;gt;&lt;br /&gt;
Armour&amp;lt;br&amp;gt;&lt;br /&gt;
Ignite&amp;lt;br&amp;gt;&lt;br /&gt;
Swarm&amp;lt;br&amp;gt;&lt;br /&gt;
Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Manabolt&amp;lt;br&amp;gt;&lt;br /&gt;
Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Barrier&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
&lt;br /&gt;
Improved Reflexes 3 (3.5 PP): +3 Reaction, +3D6 initiative.&amp;lt;br&amp;gt;&lt;br /&gt;
Improved Agility (1 PP): +1 Agility.&amp;lt;br&amp;gt;&lt;br /&gt;
Astral Perception (1 PP)&amp;lt;br&amp;gt;&lt;br /&gt;
Mystic Armour (.5 PP): 1 level of armour, stacks, works against physical and astral attacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51463</id>
		<title>Treplia Cuspin</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Treplia_Cuspin&amp;diff=51463"/>
		<updated>2014-03-18T21:02:53Z</updated>

		<summary type="html">&lt;p&gt;Screwball: Created page with &amp;quot;= Overview =  == Appearance ==  == Background ==  = Combat Information = * Initiative: * Matrix Initiative: * Astral Initiative:   * Primary Armor: , Rating:  ** Accessories: ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
&lt;br /&gt;
= Combat Information =&lt;br /&gt;
* Initiative:&lt;br /&gt;
* Matrix Initiative:&lt;br /&gt;
* Astral Initiative:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Primary Armor: , Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
* Primary Ranged Weapon:&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo:&lt;br /&gt;
** Other Ammo:&lt;br /&gt;
* Primary Melee Weapon:&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Condition Monitor ===&lt;br /&gt;
&lt;br /&gt;
** Physical Damage Tracker:&lt;br /&gt;
** Stun Damage Tracker:&lt;br /&gt;
&lt;br /&gt;
= General Information =&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
* Body:&lt;br /&gt;
* Agility:&lt;br /&gt;
* Reaction:&lt;br /&gt;
* Strength:&lt;br /&gt;
* Willpower:&lt;br /&gt;
* Logic:&lt;br /&gt;
* Charisma:&lt;br /&gt;
&lt;br /&gt;
=== Special Attributes ===&lt;br /&gt;
* Edge:&lt;br /&gt;
* Essence:&lt;br /&gt;
* Magic/Resonance:&lt;br /&gt;
&lt;br /&gt;
=== Derived Attributes ===&lt;br /&gt;
* Composure:&lt;br /&gt;
* Judge Intentions:&lt;br /&gt;
* Memory:&lt;br /&gt;
* Lift/Carry:&lt;br /&gt;
* Movement:&lt;br /&gt;
&lt;br /&gt;
=== Limits ===&lt;br /&gt;
&lt;br /&gt;
* Physical Limit:&lt;br /&gt;
* Mental Limit:&lt;br /&gt;
* Social Limit:&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Skill Groups ===&lt;br /&gt;
* Skill Group Name (Skills Included): Rating&lt;br /&gt;
&lt;br /&gt;
=== Active Skills ===&lt;br /&gt;
* Skill Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
=== Knowledges ===&lt;br /&gt;
* Knowledge Name (Attribute): Rating [Specialty]&lt;br /&gt;
&lt;br /&gt;
== Qualities ==&lt;br /&gt;
* Quality (Cost/Rating): Effects&lt;br /&gt;
&lt;br /&gt;
== IDs/Lifestyles/Currency ==&lt;br /&gt;
* Primary Lifestyle: Type (Months Paid)&lt;br /&gt;
* Nuyen:&lt;br /&gt;
* Licenses: License (Rating)&lt;br /&gt;
* Fake IDs/Related Lifestyles/Funds/Licenses&lt;br /&gt;
** Fake ID (Rating)&lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
* Name&lt;br /&gt;
** Loyalty: , Connection:&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
===Armor/Clothing===&lt;br /&gt;
* Name (Total Cost), Rating: &lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Dam: , Acc: , AP: , Mode: , RC: , Ammo: &lt;br /&gt;
** Accessories:&lt;br /&gt;
** Primary Ammo: Type (Amount)&lt;br /&gt;
** Other Ammo: Type (Amount)&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
* Name (Total Cost)&lt;br /&gt;
** Reach: , Dam: , Mode: , RC: , AP:&lt;br /&gt;
&lt;br /&gt;
=== Cybernetics ===&lt;br /&gt;
* Name (Rating), Essence:&lt;br /&gt;
** Notes:&lt;br /&gt;
&lt;br /&gt;
=== Cyberdeck ===&lt;br /&gt;
* Model: , Rating:&lt;br /&gt;
** Attack: , Sleaze: , Data Processing: , Firewall:&lt;br /&gt;
* Programs: &lt;br /&gt;
* Matrix Condition Monitor:&lt;br /&gt;
&lt;br /&gt;
=== Vehicle ===&lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Handling: , Speed: , Acceleration: ,&lt;br /&gt;
** Pilot: , Body: , Armor: , Sensor: , Seats:&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
* Name (Total Cost), Rating:&lt;br /&gt;
** Accessories:&lt;br /&gt;
&lt;br /&gt;
== Special Abilities ==&lt;br /&gt;
&lt;br /&gt;
=== Spells/Preparations/Rituals/Complex Forms ===&lt;br /&gt;
* Power Name&lt;br /&gt;
** Type/Target: , Range: , Duration: , Drain:&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
=== Adept Powers or Other Abilities ===&lt;br /&gt;
* Power Name, Rating&lt;br /&gt;
** Notes/Explanation&lt;br /&gt;
&lt;br /&gt;
=== Other Gear ===&lt;br /&gt;
&lt;br /&gt;
= Chargen =&lt;br /&gt;
&lt;br /&gt;
Priorities:&lt;br /&gt;
* A:&lt;br /&gt;
* B:&lt;br /&gt;
* C:&lt;br /&gt;
* D:&lt;br /&gt;
* E:&lt;br /&gt;
&lt;br /&gt;
== Karma ==&lt;br /&gt;
&lt;br /&gt;
=== Gains ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;br /&gt;
* Chargen Karma (25)&lt;br /&gt;
* Session 1 (?)&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
Total/Spent/Unspent (25/0/25)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Bangkok_on_the_Run&amp;diff=51462</id>
		<title>Bangkok on the Run</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Bangkok_on_the_Run&amp;diff=51462"/>
		<updated>2014-03-18T21:02:24Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
Your friend Lawan is dead, legally at least. Nightclub owner, fixer and schollar, everyone liked Lawan. Her runs were profitable and the conversation interesting. However in the shadows alliances like that don&#039;t last. Eventually the heat got too much, the police algorithms too close, and you all went your separate ways. Lawan went straight and opened the nightclub she&#039;d always talked about. &lt;br /&gt;
 &lt;br /&gt;
Now it appears she&#039;s dead. Or at least, that&#039;s what the email from the lawyer says. You all stand to benefit in her will, providing you can present yourself at the Water Lily, Lawan&#039;s club for the reading of the will. &lt;br /&gt;
 &lt;br /&gt;
You all need the money, and more than that you might be able to find what happened to your old friend.&lt;br /&gt;
 &lt;br /&gt;
=Bangkok in 2072=&lt;br /&gt;
 &lt;br /&gt;
Bangkok was always a city ahead of its time- in the early 2010&#039;s it was a world capital in home invasions, gang violence and motorcycle theft despite also being the capital of a fairly prosperous South-East Asian country. Climate change, pollution, Awakening and corporate warfare have each taken their toll. &lt;br /&gt;
 &lt;br /&gt;
Although the towers rise higher and the mess of half-flooded canal sprawl is even bigger now that the sea level has risen, the city is essentially unchanged. Wealthy expatriates and old money powerbrokers live in megacorp arcologies in the city center, adjacent some of the poorest people in the country. The old city is a bustle of motorcycles and pedestrians packed into two-hundred year old streets and alleys lined with vendors, sliced up by the handful of major roadways used by the wealthy. Even the rail network is a patchwork of decaying ground-level trains used by millions, above-ground rail that allows its riders to hang high above the mess of the city and the rapid-transit that threads the city and connects corporate enclaves out at the fringes.&lt;br /&gt;
 &lt;br /&gt;
It&#039;s a busy city, a living city, where the rule of law looms overhead but never touches down on the streets. Where anyone can vanish, reinvent themselves and start fresh. Where everything is a commodity. It&#039;s a city where living is cheap but life is cheaper.&lt;br /&gt;
 &lt;br /&gt;
It&#039;s Bangkok.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
[[SR5_Character_Template]] &amp;lt;br&amp;gt;&lt;br /&gt;
Street Sam: &amp;lt;br&amp;gt;&lt;br /&gt;
Face: &amp;lt;br&amp;gt;&lt;br /&gt;
Mystic: [[Treplia Cuspin]] (Screwball)&amp;lt;br&amp;gt;&lt;br /&gt;
Decker:  &amp;lt;br&amp;gt;&lt;br /&gt;
Rigger: &amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51457</id>
		<title>User:Screwball</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51457"/>
		<updated>2014-03-18T18:33:12Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Shadowrun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the eggman, I AM THE WALRUS&lt;br /&gt;
&lt;br /&gt;
=Aberrant=&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
Name:Marisa Yomamura&amp;lt;br&amp;gt;&lt;br /&gt;
Exp: 38/38&lt;br /&gt;
&lt;br /&gt;
Virtue: Perfectionist: Gain WP when your painstaking perfectionism covers even an unforseen complication.&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Expert: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Quantum: 5&amp;lt;br&amp;gt;&lt;br /&gt;
	Quantum Pool: 50&amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Move: 9/18/34&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak&#039;&#039;&#039;: B/L/A (total)&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Soak (quantum/stamina/m-stamina) 2A/9L/12B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Levels&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Bruised: -0&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Hurt: -1&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Injured: -2&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Crippled: -4&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]Dead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes/Abilities===&lt;br /&gt;
&lt;br /&gt;
Strength: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Brawl: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity: 4 &amp;lt;br&amp;gt;&lt;br /&gt;
:Athletics: 5 (Dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
:Drive: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Firearms: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Pilot: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Stealth: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stamina: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Endurance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perception: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Awareness: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Investigation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: History (Political): 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Economics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academcs: Law: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Politics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Bureaucracy: 4 (Administration)&amp;lt;br&amp;gt;&lt;br /&gt;
:Strategy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Wits: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Biz: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Rapport: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appearance: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Intmidation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Style: 4&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Manipulation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Subterfuge: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charisma: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Command: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Etiquette: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Resources: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Dormancy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Contacts: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Allies: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Attunement: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quantum==&lt;br /&gt;
&lt;br /&gt;
===M-Atts===&lt;br /&gt;
&lt;br /&gt;
M-Dex: 2 (Enhanced Movement)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta: 3 (Adaptability, Resiliency)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Per: 1 (High-End Electromagnetic Scan)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Int: 1 (Taint Resistance)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits: 2 (Enhanced Initiative)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Mastery (Electricity)&#039;&#039;&#039;: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Blast&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield&amp;lt;br&amp;gt;&lt;br /&gt;
:Propel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodymorph (Electicity)&#039;&#039;&#039;: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Density Decrease: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Immolate: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleport&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taint===&lt;br /&gt;
&lt;br /&gt;
Permanent Taint: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Modifications&#039;&#039;: 8 + 8 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 3x -0, 3x -1  (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 2x -2, 4x -4 (4 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Tentacles (Electric tentacles!) (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aberrations&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Allergic Reaction: Copper&amp;lt;br&amp;gt;&lt;br /&gt;
Aberrant Eyes: Glowing Irises&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transhuman Ascendence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wits&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spending&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7/5/3 (Social/Physical/Mental)&amp;lt;br&amp;gt;&lt;br /&gt;
30 Ability Points&amp;lt;br&amp;gt;&lt;br /&gt;
BP: 15&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Int: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Willpower: 8&amp;lt;br&amp;gt;&lt;br /&gt;
1 Ability: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1 Background: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NP: 50&amp;lt;br&amp;gt;&lt;br /&gt;
8 Attributes: 4&amp;lt;br&amp;gt;&lt;br /&gt;
24 Abilities: 4&amp;lt;br&amp;gt;&lt;br /&gt;
15 Background: 3&amp;lt;br&amp;gt;&lt;br /&gt;
5 M-Atts: 10&amp;lt;br&amp;gt;&lt;br /&gt;
2 M-Sta: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Tainted Quantum: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mastery 2: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Tainted Elemental Mastery 1: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Bodymorph 5: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Body Modifications 8 exp: 1 NP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Biomorph 4: 15 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits 2: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta 3: 10 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Teleport 1: 3 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Resiliency: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sphere 2==&lt;br /&gt;
Late National (+60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dominantly Baseline (+60 pop, +logistics)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resource Rich World: Simple Ores (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quiet (+100 Wealth, +60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artifact Find: Useful Finds (+100 Dust, +100 CIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isolated (+2500 Stockpiles)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strange Discovery: Ferel Drone Attack (+100 Dust, +2500 Military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
China is #1! (+60 pop, -200 Theta)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breakaway System (+Non-Core relations, +100 CIP, +100 PIP, -Chinese Relations)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Military Industrial Zone (+100 CIP, +100 PIP, +Weapon Tech, +2 Global Tech Level, -100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long March into Space (+ Navy, ++ Shipbuilding Tech, + Fleet Doctrines, + Logistics, - Debt) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+300 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
+300 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Dust&amp;lt;br&amp;gt;&lt;br /&gt;
+240 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Stockpiles&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Global Tech Level&amp;lt;br&amp;gt;&lt;br /&gt;
++Logistics&amp;lt;br&amp;gt;&lt;br /&gt;
++Shipbuilding Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Weapon Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Navy&amp;lt;br&amp;gt;&lt;br /&gt;
+Fleet Doctrines&amp;lt;br&amp;gt;&lt;br /&gt;
+Non-Core Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Chinese Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Debt&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Longshots==&lt;br /&gt;
&lt;br /&gt;
Ambela:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pioneers (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Baseline (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Garden World (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Digging (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Nationalism (+Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
Open for Buisness (+100 Wealth, +FTL Applicaiton)&amp;lt;br&amp;gt;&lt;br /&gt;
Crossroads (+60 Pop, +100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
Death Spiral (+Tech, +200 Application, -100 Wealth, -Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
450 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
625 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 Wealth&amp;lt;br&amp;gt;&lt;br /&gt;
150 Delta Dust&amp;lt;br&amp;gt;&lt;br /&gt;
12,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+FTL Application&amp;lt;br&amp;gt;&lt;br /&gt;
+Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nexus: The Nine Star League==&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Population: 4 (6 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Transumanism: -1&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential: 1 (1 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support: 3 (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy: 2 (2 point)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage: 1 (1 point)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement: 2 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technology: 4 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Magic: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
====The League====&lt;br /&gt;
&lt;br /&gt;
When the first human ships left Sol on their voyages to other worlds, they were the start of a diaspora that exceeded any expectations. What started as a trickle soon became a flood, as ethnic and cultural groups, pioneers, nationalists and others fled an Earth increasingly blending into a single generic sameness. With the crude technology available at the time, it was clear that trying to exert control from Earth was an impossibility, and nobody even thought to try. The Nine Star League has it&#039;s roots in this era: Earth, and her eight closest colonies, collectively the largest human polity in a sea of hundreds or possibly even thousands of single system colonial nations.&lt;br /&gt;
&lt;br /&gt;
Then the stutterdrive was developed, and everything changed. With stutterdrive equipped ships, orders of magnitude faster than the old style FTL craft which took years to travel between all but the closest systems, the League extended it&#039;s power over system after system. They brought with them good governance, civil rights, laws and investment. Not all golden ages last, however; in 2523, the League had it&#039;s first contact with another alien species. What resulted was a short, sharp war that shocked humanity out of it&#039;s complacent daze, and a wave of paranoia about what else might be lurking in the stars. In the century after, more starfaring races were discovered, and such paranoia seemed misplaced. There were a handful of limited wars, but the League was massively superior in size, wealth and technology to most of it&#039;s neighbours. It was a second golden age.&lt;br /&gt;
&lt;br /&gt;
Until the Orglons found them.&lt;br /&gt;
&lt;br /&gt;
====The Final War====&lt;br /&gt;
&lt;br /&gt;
The Orglons possessed a massive fleet, technical superiority and a single mission; to kill or assimilate any sentient life they found. Who created them or where they came from was never discovered; the first evidence of their existence was a warfleet dropping out of stutterwarp in the Sentinel system. Shortly afterwards, all communication ceased. The League Starfleet task force sent to invastigate likewise dropped out of contact. The Orglons began moving across known space, a slow but inevitable tide of flesh and metal devouring world after world. The League and their allies fought, and fought hard, but the Orglons always seemed to have more and better ships; for every battleship burned from space, two more would take it&#039;s place, for every brigade routed, a division would move to the attack.&lt;br /&gt;
&lt;br /&gt;
It took nearly a hundred years of conflict for the invaders to grind their way to the industrial heart of the League, the Old Colonies settled by the first generation colony ships. Despite desperate actions from human and those alien ships that had escaped their own species destruction, the Orglons moved where they would. There was nothing left to stop them. Then, they vanished, and the stars changed.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
&lt;br /&gt;
Name:&amp;lt;br&amp;gt;&lt;br /&gt;
Metatype: Elf &amp;lt;br&amp;gt; &lt;br /&gt;
Gender: Female&amp;lt;br&amp;gt;&lt;br /&gt;
Karma/Total: 34/46&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Street Cred:&amp;lt;br&amp;gt;&lt;br /&gt;
Notoriety:&amp;lt;br&amp;gt;&lt;br /&gt;
Public Awareness:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Combat Info===&lt;br /&gt;
&lt;br /&gt;
Primary Armour:&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Ranged Weapon: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Condition Monitor===&lt;br /&gt;
&lt;br /&gt;
Physical:&amp;lt;br&amp;gt;&lt;br /&gt;
Stun:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes===&lt;br /&gt;
&lt;br /&gt;
Edge/Total:&lt;br /&gt;
Magic: 6&lt;br /&gt;
Initiative:&lt;br /&gt;
&lt;br /&gt;
Body: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Agility: 2 (2+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Strength: 1 (1+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: 5 (1+4)&amp;lt;br&amp;gt;&lt;br /&gt;
Logic: 6 (1+5)&amp;lt;br&amp;gt;&lt;br /&gt;
Intuition: 5 (1+5)&lt;br /&gt;
Charisma: 4 (3+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Essence:&lt;br /&gt;
&lt;br /&gt;
Limit (Physical/Mental/Social:&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
36/36&lt;br /&gt;
&lt;br /&gt;
Banishing: 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcane: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archery: 3 (0+2) Crossbows (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Pistols: 1 (0+1) Semi Auto (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades: 1 (0+1) Swords (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics: 2 (0+2) Climbing (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking: 2 (0+2) Urban (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Navigation: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
First Aid: 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette: 3 (0+3) Corporate (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiations: 1 (0+1) Bargaining (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Qualities===&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ID/Lifestyle/Currency===&lt;br /&gt;
&lt;br /&gt;
Lifestyle:&lt;br /&gt;
Nuyen:&lt;br /&gt;
Licenses:&lt;br /&gt;
ID:&lt;br /&gt;
&lt;br /&gt;
===Contacts===&lt;br /&gt;
&lt;br /&gt;
===Spells &amp;amp; Adept Powers===&lt;br /&gt;
6PP&lt;br /&gt;
&lt;br /&gt;
===Gear===&lt;br /&gt;
&lt;br /&gt;
===Spending===&lt;br /&gt;
&lt;br /&gt;
Magic:6, two rating 5 magic skills (Spellcasting, Counterspelling), 10 spells&amp;lt;br&amp;gt;&lt;br /&gt;
16 Attribute points&amp;lt;br&amp;gt;&lt;br /&gt;
36/5 skills (5 group points = Enchanting)&amp;lt;br&amp;gt;&lt;br /&gt;
12/43 Karma&amp;lt;br&amp;gt;&lt;br /&gt;
6 PP (-12 Karma)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51456</id>
		<title>User:Screwball</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51456"/>
		<updated>2014-03-18T18:29:59Z</updated>

		<summary type="html">&lt;p&gt;Screwball: /* Spending */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the eggman, I AM THE WALRUS&lt;br /&gt;
&lt;br /&gt;
=Aberrant=&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
Name:Marisa Yomamura&amp;lt;br&amp;gt;&lt;br /&gt;
Exp: 38/38&lt;br /&gt;
&lt;br /&gt;
Virtue: Perfectionist: Gain WP when your painstaking perfectionism covers even an unforseen complication.&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Expert: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Quantum: 5&amp;lt;br&amp;gt;&lt;br /&gt;
	Quantum Pool: 50&amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Move: 9/18/34&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak&#039;&#039;&#039;: B/L/A (total)&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Soak (quantum/stamina/m-stamina) 2A/9L/12B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Levels&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Bruised: -0&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Hurt: -1&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Injured: -2&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Crippled: -4&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]Dead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes/Abilities===&lt;br /&gt;
&lt;br /&gt;
Strength: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Brawl: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity: 4 &amp;lt;br&amp;gt;&lt;br /&gt;
:Athletics: 5 (Dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
:Drive: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Firearms: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Pilot: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Stealth: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stamina: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Endurance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perception: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Awareness: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Investigation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: History (Political): 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Economics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academcs: Law: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Politics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Bureaucracy: 4 (Administration)&amp;lt;br&amp;gt;&lt;br /&gt;
:Strategy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Wits: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Biz: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Rapport: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appearance: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Intmidation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Style: 4&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Manipulation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Subterfuge: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charisma: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Command: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Etiquette: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Resources: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Dormancy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Contacts: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Allies: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Attunement: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quantum==&lt;br /&gt;
&lt;br /&gt;
===M-Atts===&lt;br /&gt;
&lt;br /&gt;
M-Dex: 2 (Enhanced Movement)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta: 3 (Adaptability, Resiliency)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Per: 1 (High-End Electromagnetic Scan)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Int: 1 (Taint Resistance)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits: 2 (Enhanced Initiative)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Mastery (Electricity)&#039;&#039;&#039;: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Blast&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield&amp;lt;br&amp;gt;&lt;br /&gt;
:Propel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodymorph (Electicity)&#039;&#039;&#039;: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Density Decrease: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Immolate: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleport&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taint===&lt;br /&gt;
&lt;br /&gt;
Permanent Taint: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Modifications&#039;&#039;: 8 + 8 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 3x -0, 3x -1  (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 2x -2, 4x -4 (4 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Tentacles (Electric tentacles!) (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aberrations&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Allergic Reaction: Copper&amp;lt;br&amp;gt;&lt;br /&gt;
Aberrant Eyes: Glowing Irises&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transhuman Ascendence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wits&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spending&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7/5/3 (Social/Physical/Mental)&amp;lt;br&amp;gt;&lt;br /&gt;
30 Ability Points&amp;lt;br&amp;gt;&lt;br /&gt;
BP: 15&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Int: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Willpower: 8&amp;lt;br&amp;gt;&lt;br /&gt;
1 Ability: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1 Background: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NP: 50&amp;lt;br&amp;gt;&lt;br /&gt;
8 Attributes: 4&amp;lt;br&amp;gt;&lt;br /&gt;
24 Abilities: 4&amp;lt;br&amp;gt;&lt;br /&gt;
15 Background: 3&amp;lt;br&amp;gt;&lt;br /&gt;
5 M-Atts: 10&amp;lt;br&amp;gt;&lt;br /&gt;
2 M-Sta: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Tainted Quantum: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mastery 2: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Tainted Elemental Mastery 1: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Bodymorph 5: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Body Modifications 8 exp: 1 NP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Biomorph 4: 15 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits 2: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta 3: 10 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Teleport 1: 3 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Resiliency: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sphere 2==&lt;br /&gt;
Late National (+60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dominantly Baseline (+60 pop, +logistics)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resource Rich World: Simple Ores (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quiet (+100 Wealth, +60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artifact Find: Useful Finds (+100 Dust, +100 CIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isolated (+2500 Stockpiles)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strange Discovery: Ferel Drone Attack (+100 Dust, +2500 Military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
China is #1! (+60 pop, -200 Theta)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breakaway System (+Non-Core relations, +100 CIP, +100 PIP, -Chinese Relations)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Military Industrial Zone (+100 CIP, +100 PIP, +Weapon Tech, +2 Global Tech Level, -100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long March into Space (+ Navy, ++ Shipbuilding Tech, + Fleet Doctrines, + Logistics, - Debt) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+300 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
+300 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Dust&amp;lt;br&amp;gt;&lt;br /&gt;
+240 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Stockpiles&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Global Tech Level&amp;lt;br&amp;gt;&lt;br /&gt;
++Logistics&amp;lt;br&amp;gt;&lt;br /&gt;
++Shipbuilding Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Weapon Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Navy&amp;lt;br&amp;gt;&lt;br /&gt;
+Fleet Doctrines&amp;lt;br&amp;gt;&lt;br /&gt;
+Non-Core Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Chinese Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Debt&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Longshots==&lt;br /&gt;
&lt;br /&gt;
Ambela:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pioneers (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Baseline (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Garden World (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Digging (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Nationalism (+Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
Open for Buisness (+100 Wealth, +FTL Applicaiton)&amp;lt;br&amp;gt;&lt;br /&gt;
Crossroads (+60 Pop, +100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
Death Spiral (+Tech, +200 Application, -100 Wealth, -Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
450 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
625 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 Wealth&amp;lt;br&amp;gt;&lt;br /&gt;
150 Delta Dust&amp;lt;br&amp;gt;&lt;br /&gt;
12,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+FTL Application&amp;lt;br&amp;gt;&lt;br /&gt;
+Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nexus: The Nine Star League==&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Population: 4 (6 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Transumanism: -1&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential: 1 (1 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support: 3 (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy: 2 (2 point)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage: 1 (1 point)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement: 2 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technology: 4 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Magic: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
====The League====&lt;br /&gt;
&lt;br /&gt;
When the first human ships left Sol on their voyages to other worlds, they were the start of a diaspora that exceeded any expectations. What started as a trickle soon became a flood, as ethnic and cultural groups, pioneers, nationalists and others fled an Earth increasingly blending into a single generic sameness. With the crude technology available at the time, it was clear that trying to exert control from Earth was an impossibility, and nobody even thought to try. The Nine Star League has it&#039;s roots in this era: Earth, and her eight closest colonies, collectively the largest human polity in a sea of hundreds or possibly even thousands of single system colonial nations.&lt;br /&gt;
&lt;br /&gt;
Then the stutterdrive was developed, and everything changed. With stutterdrive equipped ships, orders of magnitude faster than the old style FTL craft which took years to travel between all but the closest systems, the League extended it&#039;s power over system after system. They brought with them good governance, civil rights, laws and investment. Not all golden ages last, however; in 2523, the League had it&#039;s first contact with another alien species. What resulted was a short, sharp war that shocked humanity out of it&#039;s complacent daze, and a wave of paranoia about what else might be lurking in the stars. In the century after, more starfaring races were discovered, and such paranoia seemed misplaced. There were a handful of limited wars, but the League was massively superior in size, wealth and technology to most of it&#039;s neighbours. It was a second golden age.&lt;br /&gt;
&lt;br /&gt;
Until the Orglons found them.&lt;br /&gt;
&lt;br /&gt;
====The Final War====&lt;br /&gt;
&lt;br /&gt;
The Orglons possessed a massive fleet, technical superiority and a single mission; to kill or assimilate any sentient life they found. Who created them or where they came from was never discovered; the first evidence of their existence was a warfleet dropping out of stutterwarp in the Sentinel system. Shortly afterwards, all communication ceased. The League Starfleet task force sent to invastigate likewise dropped out of contact. The Orglons began moving across known space, a slow but inevitable tide of flesh and metal devouring world after world. The League and their allies fought, and fought hard, but the Orglons always seemed to have more and better ships; for every battleship burned from space, two more would take it&#039;s place, for every brigade routed, a division would move to the attack.&lt;br /&gt;
&lt;br /&gt;
It took nearly a hundred years of conflict for the invaders to grind their way to the industrial heart of the League, the Old Colonies settled by the first generation colony ships. Despite desperate actions from human and those alien ships that had escaped their own species destruction, the Orglons moved where they would. There was nothing left to stop them. Then, they vanished, and the stars changed.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
&lt;br /&gt;
Name:&amp;lt;br&amp;gt;&lt;br /&gt;
Metatype: Elf &amp;lt;br&amp;gt; &lt;br /&gt;
Gender: Female&amp;lt;br&amp;gt;&lt;br /&gt;
Karma/Total: 34/46&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Street Cred:&amp;lt;br&amp;gt;&lt;br /&gt;
Notoriety:&amp;lt;br&amp;gt;&lt;br /&gt;
Public Awareness:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat Info==&lt;br /&gt;
&lt;br /&gt;
Primary Armour:&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Ranged Weapon: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Condition Monitor==&lt;br /&gt;
&lt;br /&gt;
Physical:&amp;lt;br&amp;gt;&lt;br /&gt;
Stun:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
Edge/Total:&lt;br /&gt;
Magic: 6&lt;br /&gt;
Initiative:&lt;br /&gt;
&lt;br /&gt;
Body: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Agility: 2 (2+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Strength: 1 (1+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: 5 (1+4)&amp;lt;br&amp;gt;&lt;br /&gt;
Logic: 6 (1+5)&amp;lt;br&amp;gt;&lt;br /&gt;
Intuition: 5 (1+5)&lt;br /&gt;
Charisma: 4 (3+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Essence:&lt;br /&gt;
&lt;br /&gt;
Limit (Physical/Mental/Social:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
36/36&lt;br /&gt;
&lt;br /&gt;
Banishing: 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcane: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archery: 3 (0+2) Crossbows (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Pistols: 1 (0+1) Semi Auto (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades: 1 (0+1) Swords (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics: 2 (0+2) Climbing (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking: 2 (0+2) Urban (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Navigation: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
First Aid: 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette: 3 (0+3) Corporate (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiations: 1 (0+1) Bargaining (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qualities==&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ID/Lifestyle/Currency==&lt;br /&gt;
&lt;br /&gt;
Lifestyle:&lt;br /&gt;
Nuyen:&lt;br /&gt;
Licenses:&lt;br /&gt;
ID:&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
==Spells &amp;amp; Adept Powers==&lt;br /&gt;
6PP&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
==Spending==&lt;br /&gt;
&lt;br /&gt;
Magic:6, two rating 5 magic skills (Spellcasting, Counterspelling), 10 spells&amp;lt;br&amp;gt;&lt;br /&gt;
16 Attribute points&amp;lt;br&amp;gt;&lt;br /&gt;
36/5 skills (5 group points = Enchanting)&amp;lt;br&amp;gt;&lt;br /&gt;
12/43 Karma&amp;lt;br&amp;gt;&lt;br /&gt;
6 PP (-12 Karma)&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51455</id>
		<title>User:Screwball</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Screwball&amp;diff=51455"/>
		<updated>2014-03-18T18:29:16Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the eggman, I AM THE WALRUS&lt;br /&gt;
&lt;br /&gt;
=Aberrant=&lt;br /&gt;
&lt;br /&gt;
==Vital Statistics==&lt;br /&gt;
&lt;br /&gt;
Name:Marisa Yomamura&amp;lt;br&amp;gt;&lt;br /&gt;
Exp: 38/38&lt;br /&gt;
&lt;br /&gt;
Virtue: Perfectionist: Gain WP when your painstaking perfectionism covers even an unforseen complication.&amp;lt;br&amp;gt;&lt;br /&gt;
Vice: Expert: Spend WP to resist showing your expertise off in a valid situation. Regain WP if doing so is taking an unreasonable risk. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Willpower: 7&amp;lt;br&amp;gt;&lt;br /&gt;
Quantum: 5&amp;lt;br&amp;gt;&lt;br /&gt;
	Quantum Pool: 50&amp;lt;br&amp;gt;&lt;br /&gt;
Initiative: 12&amp;lt;br&amp;gt;&lt;br /&gt;
Move: 9/18/34&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soak&#039;&#039;&#039;: B/L/A (total)&amp;lt;br&amp;gt;&lt;br /&gt;
Natural Soak (quantum/stamina/m-stamina) 2A/9L/12B&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health Levels&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Bruised: -0&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Hurt: -1&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x7 Injured: -2&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x8 Crippled: -4&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]x Incapacitated&amp;lt;br&amp;gt;&lt;br /&gt;
• [ ]Dead&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attributes/Abilities===&lt;br /&gt;
&lt;br /&gt;
Strength: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Brawl: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dexterity: 4 &amp;lt;br&amp;gt;&lt;br /&gt;
:Athletics: 5 (Dodge)&amp;lt;br&amp;gt;&lt;br /&gt;
:Drive: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Firearms: 2&amp;lt;br&amp;gt;&lt;br /&gt;
:Pilot: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Stealth: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stamina: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Endurance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Resistance: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Perception: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Awareness: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Investigation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: History (Political): 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Economics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Academcs: Law: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Academics: Politics: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Bureaucracy: 4 (Administration)&amp;lt;br&amp;gt;&lt;br /&gt;
:Strategy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Wits: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Biz: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Rapport: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Appearance: 3 &amp;lt;br&amp;gt;&lt;br /&gt;
:Intmidation: 1&amp;lt;br&amp;gt;&lt;br /&gt;
:Style: 4&amp;lt;br&amp;gt;&lt;br /&gt;
	&lt;br /&gt;
Manipulation: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Subterfuge: 3&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charisma: 4&amp;lt;br&amp;gt;&lt;br /&gt;
:Command: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Etiquette: 4&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Resources: 5&amp;lt;br&amp;gt;&lt;br /&gt;
Node: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Influence: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Dormancy: 2&amp;lt;br&amp;gt;&lt;br /&gt;
Contacts: 3&amp;lt;br&amp;gt;&lt;br /&gt;
Allies: 4&amp;lt;br&amp;gt;&lt;br /&gt;
Attunement: 2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Quantum==&lt;br /&gt;
&lt;br /&gt;
===M-Atts===&lt;br /&gt;
&lt;br /&gt;
M-Dex: 2 (Enhanced Movement)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta: 3 (Adaptability, Resiliency)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Per: 1 (High-End Electromagnetic Scan)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Int: 1 (Taint Resistance)&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits: 2 (Enhanced Initiative)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Powers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Mastery (Electricity)&#039;&#039;&#039;: 3&amp;lt;br&amp;gt;&lt;br /&gt;
:Blast&amp;lt;br&amp;gt;&lt;br /&gt;
:Shield&amp;lt;br&amp;gt;&lt;br /&gt;
:Propel&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bodymorph (Electicity)&#039;&#039;&#039;: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Density Decrease: 5&amp;lt;br&amp;gt;&lt;br /&gt;
:Immolate: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Teleport&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taint===&lt;br /&gt;
&lt;br /&gt;
Permanent Taint: 5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Body Modifications&#039;&#039;: 8 + 8 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 3x -0, 3x -1  (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Redundant Organs 2x -2, 4x -4 (4 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
Tentacles (Electric tentacles!) (6 exp)&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aberrations&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Allergic Reaction: Copper&amp;lt;br&amp;gt;&lt;br /&gt;
Aberrant Eyes: Glowing Irises&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Transhuman Ascendence&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wits&amp;lt;br&amp;gt;&lt;br /&gt;
Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spending&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7/5/3 (Social/Physical/Mental)&amp;lt;br&amp;gt;&lt;br /&gt;
30 Ability Points&amp;lt;br&amp;gt;&lt;br /&gt;
BP: 15&amp;lt;br&amp;gt;&lt;br /&gt;
+1 Int: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Willpower: 8&amp;lt;br&amp;gt;&lt;br /&gt;
1 Ability: 2&amp;lt;br&amp;gt;&lt;br /&gt;
1 Background: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NP: 50&amp;lt;br&amp;gt;&lt;br /&gt;
8 Attributes: 4&amp;lt;br&amp;gt;&lt;br /&gt;
24 Abilities: 4&amp;lt;br&amp;gt;&lt;br /&gt;
15 Background: 3&amp;lt;br&amp;gt;&lt;br /&gt;
5 M-Atts: 10&amp;lt;br&amp;gt;&lt;br /&gt;
2 M-Sta: 4&amp;lt;br&amp;gt;&lt;br /&gt;
4 Tainted Quantum: 8&amp;lt;br&amp;gt;&lt;br /&gt;
Elemental Mastery 2: 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Tainted Elemental Mastery 1: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Bodymorph 5: 10&amp;lt;br&amp;gt;&lt;br /&gt;
Body Modifications 8 exp: 1 NP&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Biomorph 4: 15 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Wits 2: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
M-Sta 3: 10 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Teleport 1: 3 exp&amp;lt;br&amp;gt;&lt;br /&gt;
Resiliency: 5 exp&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Sphere 2==&lt;br /&gt;
Late National (+60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dominantly Baseline (+60 pop, +logistics)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Resource Rich World: Simple Ores (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quiet (+100 Wealth, +60 Pop)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artifact Find: Useful Finds (+100 Dust, +100 CIP)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Isolated (+2500 Stockpiles)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strange Discovery: Ferel Drone Attack (+100 Dust, +2500 Military)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
China is #1! (+60 pop, -200 Theta)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Breakaway System (+Non-Core relations, +100 CIP, +100 PIP, -Chinese Relations)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Military Industrial Zone (+100 CIP, +100 PIP, +Weapon Tech, +2 Global Tech Level, -100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long March into Space (+ Navy, ++ Shipbuilding Tech, + Fleet Doctrines, + Logistics, - Debt) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+300 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
+300 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Dust&amp;lt;br&amp;gt;&lt;br /&gt;
+240 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+2,500 Stockpiles&amp;lt;br&amp;gt;&lt;br /&gt;
+2 Global Tech Level&amp;lt;br&amp;gt;&lt;br /&gt;
++Logistics&amp;lt;br&amp;gt;&lt;br /&gt;
++Shipbuilding Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Weapon Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+Navy&amp;lt;br&amp;gt;&lt;br /&gt;
+Fleet Doctrines&amp;lt;br&amp;gt;&lt;br /&gt;
+Non-Core Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Chinese Relations&amp;lt;br&amp;gt;&lt;br /&gt;
-Debt&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Longshots==&lt;br /&gt;
&lt;br /&gt;
Ambela:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pioneers (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Baseline (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Garden World (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Quiet (+60 pop)&amp;lt;br&amp;gt;&lt;br /&gt;
Digging (+100 PIP)&amp;lt;br&amp;gt;&lt;br /&gt;
Nationalism (+Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
Open for Buisness (+100 Wealth, +FTL Applicaiton)&amp;lt;br&amp;gt;&lt;br /&gt;
Crossroads (+60 Pop, +100 Wealth)&amp;lt;br&amp;gt;&lt;br /&gt;
Death Spiral (+Tech, +200 Application, -100 Wealth, -Morale)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
450 Pop&amp;lt;br&amp;gt;&lt;br /&gt;
625 PIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 CIP&amp;lt;br&amp;gt;&lt;br /&gt;
525 Wealth&amp;lt;br&amp;gt;&lt;br /&gt;
150 Delta Dust&amp;lt;br&amp;gt;&lt;br /&gt;
12,500 Military&amp;lt;br&amp;gt;&lt;br /&gt;
+FTL Application&amp;lt;br&amp;gt;&lt;br /&gt;
+Tech&amp;lt;br&amp;gt;&lt;br /&gt;
+200 Application&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Nexus: The Nine Star League==&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Population: 4 (6 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Transumanism: -1&amp;lt;br&amp;gt;&lt;br /&gt;
Infrastructure: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Growth Potential: 1 (1 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Military Support: 3 (3 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Space Fleet: 5 (3 points +2)&amp;lt;br&amp;gt;&lt;br /&gt;
Diplomacy: 2 (2 point)&amp;lt;br&amp;gt;&lt;br /&gt;
Espionage: 1 (1 point)&amp;lt;br&amp;gt;&lt;br /&gt;
General Advancement: 2 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Unique Technology: 4 (8 points)&amp;lt;br&amp;gt;&lt;br /&gt;
Emergent Technologies: 0&amp;lt;br&amp;gt;&lt;br /&gt;
Magic: 0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
====The League====&lt;br /&gt;
&lt;br /&gt;
When the first human ships left Sol on their voyages to other worlds, they were the start of a diaspora that exceeded any expectations. What started as a trickle soon became a flood, as ethnic and cultural groups, pioneers, nationalists and others fled an Earth increasingly blending into a single generic sameness. With the crude technology available at the time, it was clear that trying to exert control from Earth was an impossibility, and nobody even thought to try. The Nine Star League has it&#039;s roots in this era: Earth, and her eight closest colonies, collectively the largest human polity in a sea of hundreds or possibly even thousands of single system colonial nations.&lt;br /&gt;
&lt;br /&gt;
Then the stutterdrive was developed, and everything changed. With stutterdrive equipped ships, orders of magnitude faster than the old style FTL craft which took years to travel between all but the closest systems, the League extended it&#039;s power over system after system. They brought with them good governance, civil rights, laws and investment. Not all golden ages last, however; in 2523, the League had it&#039;s first contact with another alien species. What resulted was a short, sharp war that shocked humanity out of it&#039;s complacent daze, and a wave of paranoia about what else might be lurking in the stars. In the century after, more starfaring races were discovered, and such paranoia seemed misplaced. There were a handful of limited wars, but the League was massively superior in size, wealth and technology to most of it&#039;s neighbours. It was a second golden age.&lt;br /&gt;
&lt;br /&gt;
Until the Orglons found them.&lt;br /&gt;
&lt;br /&gt;
====The Final War====&lt;br /&gt;
&lt;br /&gt;
The Orglons possessed a massive fleet, technical superiority and a single mission; to kill or assimilate any sentient life they found. Who created them or where they came from was never discovered; the first evidence of their existence was a warfleet dropping out of stutterwarp in the Sentinel system. Shortly afterwards, all communication ceased. The League Starfleet task force sent to invastigate likewise dropped out of contact. The Orglons began moving across known space, a slow but inevitable tide of flesh and metal devouring world after world. The League and their allies fought, and fought hard, but the Orglons always seemed to have more and better ships; for every battleship burned from space, two more would take it&#039;s place, for every brigade routed, a division would move to the attack.&lt;br /&gt;
&lt;br /&gt;
It took nearly a hundred years of conflict for the invaders to grind their way to the industrial heart of the League, the Old Colonies settled by the first generation colony ships. Despite desperate actions from human and those alien ships that had escaped their own species destruction, the Orglons moved where they would. There was nothing left to stop them. Then, they vanished, and the stars changed.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
&lt;br /&gt;
Name:&amp;lt;br&amp;gt;&lt;br /&gt;
Metatype: Elf &amp;lt;br&amp;gt; &lt;br /&gt;
Gender: Female&amp;lt;br&amp;gt;&lt;br /&gt;
Karma/Total: 34/46&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Street Cred:&amp;lt;br&amp;gt;&lt;br /&gt;
Notoriety:&amp;lt;br&amp;gt;&lt;br /&gt;
Public Awareness:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Combat Info==&lt;br /&gt;
&lt;br /&gt;
Primary Armour:&amp;lt;br&amp;gt;&lt;br /&gt;
Primary Ranged Weapon: &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Primary Melee Weapon&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Condition Monitor==&lt;br /&gt;
&lt;br /&gt;
Physical:&amp;lt;br&amp;gt;&lt;br /&gt;
Stun:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
Edge/Total:&lt;br /&gt;
Magic: 6&lt;br /&gt;
Initiative:&lt;br /&gt;
&lt;br /&gt;
Body: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Agility: 2 (2+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Reaction: 2 (1+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Strength: 1 (1+0)&amp;lt;br&amp;gt;&lt;br /&gt;
Willpower: 5 (1+4)&amp;lt;br&amp;gt;&lt;br /&gt;
Logic: 6 (1+5)&amp;lt;br&amp;gt;&lt;br /&gt;
Intuition: 5 (1+5)&lt;br /&gt;
Charisma: 4 (3+1)&amp;lt;br&amp;gt;&lt;br /&gt;
Essence:&lt;br /&gt;
&lt;br /&gt;
Limit (Physical/Mental/Social:&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
36/36&lt;br /&gt;
&lt;br /&gt;
Banishing: 2 (0+2) (8 dice)&amp;lt;br&amp;gt; &lt;br /&gt;
Binding: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Summoning: 2 (0+2) (8)&amp;lt;br&amp;gt; &lt;br /&gt;
Spellcasting: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Counterspelling: 6 (5+1) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Spellcasting: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Alchemy: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Artificing: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Disenchanting: 5 (11)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arcane: 6 (0+6) (12)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archery: 3 (0+2) Crossbows (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Pistols: 1 (0+1) Semi Auto (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Blades: 1 (0+1) Swords (3+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Running: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Swimming: 1 (0+1) (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Gymnastics: 2 (0+2) Climbing (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Sneaking: 2 (0+2) Urban (4+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Navigation: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
First Aid: 1 (0+1) Gunshot (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Perception: 1 (0+1) (6)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Etiquette: 3 (0+3) Corporate (7+2)&amp;lt;br&amp;gt;&lt;br /&gt;
Negotiations: 1 (0+1) Bargaining (5+2)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Qualities==&lt;br /&gt;
&lt;br /&gt;
Dependents 1 (+3)&amp;lt;br&amp;gt;&lt;br /&gt;
Corporate Limited SIN (+15)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ID/Lifestyle/Currency==&lt;br /&gt;
&lt;br /&gt;
Lifestyle:&lt;br /&gt;
Nuyen:&lt;br /&gt;
Licenses:&lt;br /&gt;
ID:&lt;br /&gt;
&lt;br /&gt;
==Contacts==&lt;br /&gt;
&lt;br /&gt;
==Spells &amp;amp; Adept Powers==&lt;br /&gt;
6PP&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
&lt;br /&gt;
==Spending==&lt;br /&gt;
&lt;br /&gt;
Magic:6, two rating 5 magic skills (Spellcasting, Counterspelling), 10 spells&amp;lt;br&amp;gt;&lt;br /&gt;
16 Attribute points&lt;br /&gt;
36/5 skills (5 group points = Enchanting)&lt;br /&gt;
43 Karma&lt;br /&gt;
6 PP (-12 Karma)&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Introduction&amp;diff=49233</id>
		<title>Ascension Isle: Introduction</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ascension_Isle:_Introduction&amp;diff=49233"/>
		<updated>2013-11-02T20:20:19Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Ascension Isle]]&lt;br /&gt;
&lt;br /&gt;
====Overview====&lt;br /&gt;
This is a site for the rules-in-progress for the proposed Ascension Isle SD, which is based off concepts from the Burning Wheel RPG.  These rules should in no way be taken as fixed, and are open for modification and suggestion by the players.&lt;br /&gt;
&lt;br /&gt;
And now the Disclaimer.  Ascension Isle will be a bit different from most SDs in that it will encourage inter-player conflict and combat, and will be a bit more restrictive on player creative control as a result.  Nations must be built so that they fit into the world, and also so that they pose ready made foils for the major conflicts now spreading across the world of Arth. The rules will be designed so there can and will be winners and losers.  This means your nation may be destroyed.  Because time marches on, if you fail to post or control it, it may be destroyed while you are not even paying attention.  The game will also include rules for ANY player to take on a &amp;quot;GM-like&amp;quot; role through paying points and try to twist the events of the world and its NPCs to their advantage.  Because of this you cannot claim full creative authority for your nation and remove it from play if things do not go as you like.  By posting in this SD you accept these rules, and even if you leave, your nation - which will have become part of the world - will remain.  If these rules aren&#039;t agreeable to you, you&#039;re free not to participate.  Don&#039;t say I didn&#039;t warn you.&lt;br /&gt;
&lt;br /&gt;
Current suggested focus - Nation Traits.  These will define your power, and most will do something.  Throw out your suggestions but don&#039;t worry too much about the actual mechanics.  Those won&#039;t be nailed down for some time.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you are interested in this SD, please list your name below with a brief one sentence blurb about your proposed power.   Also list any special requirements.  For example *ahem*&lt;br /&gt;
&lt;br /&gt;
:IXJac&lt;br /&gt;
::Kingdom of Ixcelion (Jibril) - A monarchist nation with a brash young king and an ambitious reforming high priestess, following the liberationist ideal and determined to save the world from itself.&lt;br /&gt;
::This nation would like either the Holy City trait and/or Fleet of the Flag.&lt;br /&gt;
&lt;br /&gt;
You can post more than one nation idea, in fact I encourage it.  Once we get into more detail, look for possible commonalities between your nation and those of other players.  Yes, this is a nation SD and everyone wants to play something unique and different, and indeed that&#039;s most of the fun in playing these games - but your nation has also been living with its neighbours for some time.  Look for points where they might have crossovers or commonalities, particularly if it doesn&#039;t harm your own concept.  For example, if religion isn&#039;t a big deal to you, consider adopting the faith of one of your neighbours.&lt;br /&gt;
&lt;br /&gt;
On that note, regarding ethnicities, this isn&#039;t our world.  There&#039;s no particular reason they have to be grouped like on earth.  The Chosen were also pretty eclectic, and not above a little genetic tempering and architectural advice now and then.  All that to say you can justify pretty much any ethnicity or national style.  However, whatever ethnicities you choose, they&#039;ll logically bleed over a bit.  There&#039;s no reason you can&#039;t have a civilization with Mayan pyramids sitting right next to another with Muscovite onion domes, but there should then be some cultural crossover between them.  You guys have been living with each other for some time, remember.  It might create some interesting combinations.&lt;br /&gt;
&lt;br /&gt;
Many traits can only be taken by one person, but if someone else has already asked for the one you want, don&#039;t let that stop you.  There&#039;s no dibs here.  Once nations are being finalized and placed on the map unique traits will be assigned based on some fair process - a blind bid or random roll maybe.  So that means you may not get a coveted trait, so try not to make it central to your concept.&lt;br /&gt;
&lt;br /&gt;
====Jibril====&lt;br /&gt;
:Norseman&lt;br /&gt;
::Republic of Aquitaine (Jibril) - A newly created republic filled with heresies, strange new practises, political chaos, and upheavals.&lt;br /&gt;
::Foreign Faith, Government by the People, Civil Disorder, Expeditionary Experience, and preferably something that&#039;d allow deals with foreign spirits.&lt;br /&gt;
&lt;br /&gt;
:Peel&lt;br /&gt;
::Kingdom of Illumina (Jibril) - A monarchy saved from the fires of revolution by a brilliant young commander who now dominates the weak king.&lt;br /&gt;
::Civil Disorder, Chosen Mandate?, Empyrean Church, Wondrous Architecture, Colonialist or Principalist&lt;br /&gt;
&lt;br /&gt;
:Zeronet&lt;br /&gt;
::Zepiricon Eccelsiocracy (Jibril) - A Ecclesiastical nation ruled by Inquisitors who have embraced a new creed of Empyrean belief, the worship of thaumatic technology itself and the elimination of the heresy of magic from the world. &lt;br /&gt;
::This nation would like the Holy City trait, Reformation, Active Inquisition&lt;br /&gt;
&lt;br /&gt;
:100thlurker&lt;br /&gt;
::The Kaianide Dynasty/The Counter-Reformation (Jibril) - The heart of the Empyrean church has been calling calling for Communion amongst the faithful to radically reassess the doctrine and structure of the Church, even as the veteran armies and pehlivas of the Kaianide dynasty that protect the Exalticon sharpen their sabres for the coming war they sense on the horizon.&lt;br /&gt;
::Requesting Chosen Mandate, Reformation, Holy City, Principalist, Liberationalist, and Expeditionary Experience&lt;br /&gt;
&lt;br /&gt;
:Oseng&lt;br /&gt;
::Tund Province - The Imperial Army was sent in to restore order and enforce martial law after a rebellion, and they simply never left as Imperial power and authority waned.&lt;br /&gt;
::This nation would like: War-Mages, Imperial Training/Troops, Military Order/Law&lt;br /&gt;
&lt;br /&gt;
:Screwball&lt;br /&gt;
::The Republic of Dumbar (Jibril) - Do you hear the people sing, singing the song of angry men?&lt;br /&gt;
::Government by the People, Colonialist, Expeditionary Experience, possibly Demos Warren and No Gods, Only Men or Foreign Faith.&lt;br /&gt;
&lt;br /&gt;
====Heylel====&lt;br /&gt;
:Mal&lt;br /&gt;
&lt;br /&gt;
:Silence&lt;br /&gt;
&lt;br /&gt;
:FBH&lt;br /&gt;
::The Blue Lotus Society (AKA White Turban Rebels)&lt;br /&gt;
::Magical rebels who wish to teach everyone magic and create a society of equals. &lt;br /&gt;
&lt;br /&gt;
:Mad Wookie&lt;br /&gt;
&lt;br /&gt;
:Kerrus&lt;br /&gt;
&lt;br /&gt;
:Rask&lt;br /&gt;
&lt;br /&gt;
:BM&lt;br /&gt;
::The Knights Thaumaturge&lt;br /&gt;
::An order of warrior-mages that served the empire, amassed monetary and magical power, and now seeks to influence the failing empire to eliminate the weaknesses the Royals brought and create a stronger unity.&lt;br /&gt;
&lt;br /&gt;
====Mikaela====&lt;br /&gt;
:G&lt;br /&gt;
::The Confederacy - (Mikaela) - An newly established state born out of an old dream, bound together by ethnic ties, religious zeal, and an overwhelming desire for revenge. A new future awaits on the far side of victory, glory and eternity for the righteous martyrs.&lt;br /&gt;
&lt;br /&gt;
:Shrike&lt;br /&gt;
::The Forged - A race of traumatized former nature spirits (dryads) that have been magically remade, exiled from their ancestral grove on Jibril after the Chosen destroyed it and have now made a new home on Mikaela.  They will put the crumbling, baroque edifice of the Chosen to the flame just as was done to them.&lt;br /&gt;
::Requesting No Gods Only Men, Revolutionary, Forgemasters, Jannisaries-equivalent, Hedge Wizards (maybe)&lt;br /&gt;
::Potential goals:  Retrieve Mana Sapling(s) from the Black Grove and plant a new one in Mikaela&lt;br /&gt;
&lt;br /&gt;
:100thlurker&lt;br /&gt;
::Kaisareia Hayastan (Mikaela) - An ancient empire held together by nothing but sheer obstinancy and the crushing inertia of centuries of Empyrean orthodoxy in the face of the armies of a resurgent continent determined to exterminate their faith.&lt;br /&gt;
&lt;br /&gt;
====Rafaela====&lt;br /&gt;
:Exhack&lt;br /&gt;
::The Gamayaza Nations - (Rafaela) - A tribal confederation of landless bird people, vengeful after centuries of being deprived flight by their human neighbors and relegated to second-class citizens. Now sponsored by the Dero, they are masters of taming beasts and sole riders of the deadly giant birds known as Simargl.&lt;br /&gt;
::Requesting the traits &#039;Beastmasters&#039; and &#039;The Mounted Horde&#039;.&lt;br /&gt;
&lt;br /&gt;
:Oseng&lt;br /&gt;
::The Mound Builders - A federation of tribal kingdoms who share blood and cultural ties, all under the guidance of the Son of the Sun aka the highest chieftain. Knowing for building vast earthen mounds for temples and their impressive fortifications.&lt;br /&gt;
::Mound Builders, Fortification Specialists&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47954</id>
		<title>CK2 MP campaign</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47954"/>
		<updated>2013-08-04T11:58:02Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m looking to coordinate a CK2 MP game. If you&#039;re interested in joining, put your name, the times you&#039;d be free to play and the expansions you have below. I&#039;m looking to run it on Sunday, Monday or Tuesday on account of work, but other times are a possibility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Screwball: Sunday, Monday, Tuesday any time (GMT), possibly others. All Expansions.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47953</id>
		<title>CK2 MP campaign</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47953"/>
		<updated>2013-08-04T10:58:59Z</updated>

		<summary type="html">&lt;p&gt;Screwball: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m looking to coordinate a CK2 MP game. If you&#039;re interested in joining, put your name, the times you&#039;d be free to play and the expansions you have below. I&#039;m looking to run it on Sunday, Monday or Tuesday on account of work, but other times are a possibility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Screwball: Sunday, Monday, Tuesday any time, possibly others. All Expansions.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47952</id>
		<title>CK2 MP campaign</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=CK2_MP_campaign&amp;diff=47952"/>
		<updated>2013-08-04T10:58:19Z</updated>

		<summary type="html">&lt;p&gt;Screwball: Created page with &amp;quot;I&amp;#039;m looking to coordinate a CK2 MP game. If you&amp;#039;re interested in joining, put your name, the times you&amp;#039;d be free to play and the expansions you have below. I&amp;#039;m looking to run ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m looking to coordinate a CK2 MP game. If you&#039;re interested in joining, put your name, the times you&#039;d be free to play and the expansions you have below. I&#039;m looking to run it on Sunday, Monday or Tuesday on account of work, but other times are a possibility.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Screwball: Sunday, Monday, Tuesday any time, possibly others. All Expansions.&lt;/div&gt;</summary>
		<author><name>Screwball</name></author>
	</entry>
</feed>