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		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72528</id>
		<title>Talk:Heavy Metal Hyperborea</title>
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		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Primrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery barrage hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at ten, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 3 (5)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 15/15&lt;br /&gt;
*Sanity: 10/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 2 (3)&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Cooking 1 (1)&lt;br /&gt;
**Baking 2 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 12 (21)&lt;br /&gt;
***Dawn&#039;s Inexorable Advance 3 (1)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Persuasion 2 (3)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 6 (6)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
*Episode 12 2XP [Pilot] 1XP [Stat]&lt;br /&gt;
*Episode 13 1XP [Stat] 3XP [Skill] 2XP [Pilot](+1): There is a price for making a difference. One way or another Roland will ensure he pays it.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
[[File:Stare in Bohun 2.jpeg|right|thumb|Live action portrayal by Aleksandr Domogarow.]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested at the border by the Grenzschutzen for smuggling, sentenced to hard labor for life at the Imperial military facilities of Rosencruz. Over time found to be a useful mechanic for the magitek armors and manservant for the cadets. Suddenly &amp;quot;freed&amp;quot; and promoted to Cadet in the Special Class for reasons as yet unknown to all, least of all Sparg himself. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 12/12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
::Red in Tooth and Claw: 3 (1 XP) &lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotguns:: 2 (1 XP)&lt;br /&gt;
:Persuasion: 2 (1 + 2 XP)&lt;br /&gt;
:Speech Making: 2 (1 + 2 XP)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 EXP)&lt;br /&gt;
====Signature Spells====&lt;br /&gt;
:Level 1:&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: You can get caught for looking out of the corner of your eyes. (+3 Skill XP + 1 Lesson XP) &lt;br /&gt;
:Episode 2: I really would sell someone down the river to live a little bit longer. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: I keep killing the ones he loves. (+1 Lesson XP)&lt;br /&gt;
::Pilot Lesson: I can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
::Dream Shade: (+1 Skill XP) &lt;br /&gt;
:Episode 4: Even I have things I will risk my life for. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 5: I just can&#039;t let go, even when it&#039;s offered. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 6: Those above are as pig ignorant as those below. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8 &amp;quot;Bathhouse Episode&amp;quot;: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: I can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in mine. (+1 Skill XP + 1 Lesson XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP + 1 Lesson XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins&amp;quot;: A new Covenant must be made. (+1 Stat XP + 1 Lesson XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice will carry the weight of people&#039;s lives. (+1 Stat XP, +1 XP)&lt;br /&gt;
:Episode 13 &amp;quot;Betrayal&amp;quot;: It really is better to go with other than to go alone. (+1 Stat XP, +3 Skill XP, +1 Lesson XP)&lt;br /&gt;
::The True Lesson: I&#039;m a puppet on my wife&#039;s strings...and maybe I&#039;m okay with that.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 7/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 6 (3+3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Persuasion (Fluffy) 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) 4 (3)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
:Session 13 1xp (Personal), 1xp (Pilot), 1 XP (Core Stat) No Lesson due to Demonic Super Invasion&lt;br /&gt;
:Session 13b 4xp (Personal) 3xp (Pilot) Sylphie learned that she&#039;s going to have to go through Hell a lot more literally than she expected, and is probably going to lose more friends along the way one way or the other.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 10 pilot, 29 personal, 1 core stat&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
::Melee Specialization (bare paws)from 4 to 6 (3)&lt;br /&gt;
::Persuasion (Fluffy) to 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) to 4 (3)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 8&lt;br /&gt;
::Personal XP: 4&lt;br /&gt;
::Core Stat XP: 1&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine The Keter==&lt;br /&gt;
[[File:Jonas_Emeraldine.png|200px|thumb|right|&amp;quot;It was as if a great voice cried out, and millions answered. A terrible monarch has been crowned.&amp;quot;&lt;br /&gt;
]]&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
:::Sword 2 (1)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (3)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 3XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 6xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 10XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 2XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
:Episode 11 1xp [magic], 1xp [mecha], 1xp [stats]  [Total: 2XP Mecha, 1XP personal, 1XP magic, 2XP stats]&lt;br /&gt;
:Spent - Melee 2 (2XP Mecha), Sword 2 (1XP personal) [Total: 1XP magic, 2XP stats]&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 29  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
;Episode 12 +2 XP Top Secret Vacation Episode&lt;br /&gt;
Lesson: learned that her hopes of teamwork with other students are for naught.  She&#039;s going to have to choose between obeying the people who raised her and made her who she is, and several of her best friends.  There has to be a way to defv her fate.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
*Session 14: 1 XP Magic 1 XP Mecha 1 XP Stats&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72527</id>
		<title>Talk:Heavy Metal Hyperborea</title>
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		<updated>2026-04-12T23:36:19Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Primrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery barrage hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at ten, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 3 (5)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 15/15&lt;br /&gt;
*Sanity: 10/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 2 (3)&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Cooking 1 (1)&lt;br /&gt;
**Baking 2 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 12 (21)&lt;br /&gt;
***Dawn&#039;s Inexorable Advance 3 (1)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Persuasion 2 (3)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 6 (6)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
*Episode 12 2XP [Pilot] 1XP [Stat]&lt;br /&gt;
*Episode 13 1XP [Stat] 3XP [Skill] 2XP [Pilot](+1): There is a price for making a difference. One way or another Roland will ensure he pays it.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
[[File:Stare in Bohun 2.jpeg|right|thumb|Live action portrayal by Aleksandr Domogarow.]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested at the border by the Grenzschutzen for smuggling, sentenced to hard labor for life at the Imperial military facilities of Rosencruz. Over time found to be a useful mechanic for the magitek armors and manservant for the cadets. Suddenly &amp;quot;freed&amp;quot; and promoted to Cadet in the Special Class for reasons as yet unknown to all, least of all Sparg himself. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 12/12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
::Red in Tooth and Claw: 3 (1 XP) &lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotguns:: 2 (1 XP)&lt;br /&gt;
:Persuasion: 2 (1 + 2 XP)&lt;br /&gt;
:Speech Making: 2 (1 + 2 XP)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 EXP)&lt;br /&gt;
====Signature Spells====&lt;br /&gt;
:Level 1:&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: You can get caught for looking out of the corner of your eyes. (+3 Skill XP + 1 Lesson XP) &lt;br /&gt;
:Episode 2: I really would sell someone down the river to live a little bit longer. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: I keep killing the ones he loves. (+1 Lesson XP)&lt;br /&gt;
::Pilot Lesson: I can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
::Dream Shade: (+1 Skill XP) &lt;br /&gt;
:Episode 4: Even I have things I will risk my life for. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 5: I just can&#039;t let go, even when it&#039;s offered. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 6: Those above are as pig ignorant as those below. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8 &amp;quot;Bathhouse Episode&amp;quot;: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: I can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in mine. (+1 Skill XP + 1 Lesson XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP + 1 Lesson XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins&amp;quot;: A new Covenant must be made. (+1 Stat XP + 1 Lesson XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice will carry the weight of people&#039;s lives. (+1 Stat XP, +1 XP)&lt;br /&gt;
:Episode 13 &amp;quot;Betrayal&amp;quot;: It really is better to go with other than to go alone. (+1 Stat XP, +3 Skill XP, +1 Lesson XP)&lt;br /&gt;
::The True Lesson: I&#039;m a puppet on my wife&#039;s strings...and maybe I&#039;m okay with that.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 7/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 6 (3+3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Persuasion (Fluffy) 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) 4 (3)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
:Session 13 1xp (Personal), 1xp (Pilot), 1 XP (Core Stat) No Lesson due to Demonic Super Invasion&lt;br /&gt;
&lt;br /&gt;
::Total XP: 10 pilot, 29 personal, 1 core stat&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
::Melee Specialization (bare paws)from 4 to 6 (3)&lt;br /&gt;
::Persuasion (Fluffy) to 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) to 4 (3)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 5&lt;br /&gt;
::Personal XP: 0&lt;br /&gt;
::Core Stat XP: 1&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine The Keter==&lt;br /&gt;
[[File:Jonas_Emeraldine.png|200px|thumb|right|&amp;quot;It was as if a great voice cried out, and millions answered. A terrible monarch has been crowned.&amp;quot;&lt;br /&gt;
]]&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
:::Sword 2 (1)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (3)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 3XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 6xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 10XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 2XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
:Episode 11 1xp [magic], 1xp [mecha], 1xp [stats]  [Total: 2XP Mecha, 1XP personal, 1XP magic, 2XP stats]&lt;br /&gt;
:Spent - Melee 2 (2XP Mecha), Sword 2 (1XP personal) [Total: 1XP magic, 2XP stats]&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 29  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
;Episode 12 +2 XP Top Secret Vacation Episode&lt;br /&gt;
Lesson: learned that her hopes of teamwork with other students are for naught.  She&#039;s going to have to choose between obeying the people who raised her and made her who she is, and several of her best friends.  There has to be a way to defv her fate.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
*Session 14: 1 XP Magic 1 XP Mecha 1 XP Stats&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72516</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72516"/>
		<updated>2026-04-05T04:18:28Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Primrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at ten, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 3 (5)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 15/15&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 2 (3)&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Cooking 1 (1)&lt;br /&gt;
**Baking 2 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 12 (21)&lt;br /&gt;
***Dawn&#039;s Inexorable Advance 3 (1)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Persuasion 2 (3)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 6 (6)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
*Episode 12 2XP [Pilot] 1XP [Stat]&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
[[File:Stare in Bohun 2.jpeg|right|thumb|Live action portrayal by Aleksandr Domogarow.]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested at the border by the Grenzschutzen for smuggling, sentenced to hard labor for life at the Imperial military facilities of Rosencruz. Over time found to be a useful mechanic for the magitek armors and manservant for the cadets. Suddenly &amp;quot;freed&amp;quot; and promoted to Cadet in the Special Class for reasons as yet unknown to all, least of all Sparg himself. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 12/12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
::Red in Tooth and Claw: 3 (1 XP) &lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotguns:: 2 (1 XP)&lt;br /&gt;
:Persuasion: 2 (1 + 2 XP)&lt;br /&gt;
:Speech Making: 2 (1 + 2 XP)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 EXP)&lt;br /&gt;
====Signature Spells====&lt;br /&gt;
:Level 1:&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: You can get caught for looking out of the corner of your eyes. (+3 Skill XP + 1 Lesson XP) &lt;br /&gt;
:Episode 2: I really would sell someone down the river to live a little bit longer. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: I keep killing the ones he loves. (+1 Lesson XP)&lt;br /&gt;
::Pilot Lesson: I can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
::Dream Shade: (+1 Skill XP) &lt;br /&gt;
:Episode 4: Even I have things he will risk his life for. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 5: I just can&#039;t let go, even when it&#039;s offered. (+2 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 6: Those above are as pig ignorant as those below. (+3 Skill XP + 1 Lesson XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8 &amp;quot;Bathhouse Episode&amp;quot;: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: I can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in mine. (+1 Skill XP + 1 Lesson XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP + 1 Lesson XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins&amp;quot;: A new Covenant must be made. (+1 Stat XP + 1 Lesson XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice will carry the weight of people&#039;s lives. (+1 Stat XP, +1 XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 6 (3+3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Persuasion (Fluffy) 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) 4 (3)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
:Session 13 1xp (Personal), 1xp (Pilot), 1 XP (Core Stat) No Lesson due to Demonic Super Invasion&lt;br /&gt;
&lt;br /&gt;
::Total XP: 10 pilot, 29 personal, 1 core stat&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
::Melee Specialization (bare paws)from 4 to 6 (3)&lt;br /&gt;
::Persuasion (Fluffy) to 4 (3)&lt;br /&gt;
::Speechmaking (Fluffy) to 4 (3)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 5&lt;br /&gt;
::Personal XP: 0&lt;br /&gt;
::Core Stat XP: 1&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine The Keter==&lt;br /&gt;
[[File:Jonas_Emeraldine.png|200px|thumb|right|&amp;quot;It was as if a great voice cried out, and millions answered. A terrible monarch has been crowned.&amp;quot;&lt;br /&gt;
]]&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 4XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
:Episode 11 1xp [magic], 1xp [mecha], 1xp [stats]  [Total: 2XP Mecha, 4XP personal, 1XP magic, 2XP stats]&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 29  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
;Episode 12 +2 XP Top Secret Vacation Episode&lt;br /&gt;
Lesson: learned that her hopes of teamwork with other students are for naught.  She&#039;s going to have to choose between obeying the people who raised her and made her who she is, and several of her best friends.  There has to be a way to defv her fate.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
*Session 14: 1 XP Magic 1 XP Mecha 1 XP Stats&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72483</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72483"/>
		<updated>2026-04-02T02:42:35Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
2XP&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Cooking 1 (1)&lt;br /&gt;
**Baking 2 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Resolve 1 (1)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
1XP&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins: (+1 XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice must carry the weight of people&#039;s lives. (+1 Stat, +1 XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 6 (3+3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
:Session 13 1xp (Personal), 1xp (Pilot), 1 XP (Core Stat) No Lesson due to Demonic Super Invasion&lt;br /&gt;
&lt;br /&gt;
::Total XP: 10 pilot, 29 personal, 1 core stat&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
::Melee Specialization (bare paws)from 4 to 6 (3)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 5&lt;br /&gt;
::Personal XP: 6&lt;br /&gt;
::Core Stat XP: 1&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 2/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 4XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 29  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
;Episode 12 +2 XP Top Secret Vacation Episode&lt;br /&gt;
Lesson: learned that her hopes of teamwork with other students are for naught.  She&#039;s going to have to choose between obeying the people who raised her and made her who she is, and several of her best friends.  There has to be a way to defv her fate.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
*Session 14: 1 XP Magic 1 XP Mecha 1 XP Stats&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72481</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72481"/>
		<updated>2026-04-01T23:51:19Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
2XP&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Cooking 1 (1)&lt;br /&gt;
**Baking 2 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Resolve 1 (1)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
1XP&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins: (+1 XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice must carry the weight of people&#039;s lives. (+1 Stat, +1 XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 6 (3+3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 27 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
::Melee Specialization (bare paws)from 4 to 6 (3)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 5&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 2/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 4XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 29  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
;Episode 12 +2 XP Top Secret Vacation Episode&lt;br /&gt;
Lesson: learned that her hopes of teamwork with other students are for naught.  She&#039;s going to have to choose between obeying the people who raised her and made her who she is, and several of her best friends.  There has to be a way to defv her fate.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72475</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72475"/>
		<updated>2026-03-30T03:00:27Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border in the village of Artzenheim, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 4 (9)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
2XP&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
**Unarmed 2 (1)&lt;br /&gt;
*Resolve 1 (1)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
1XP&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Durandal, The Empyreal Knight====&lt;br /&gt;
[[File:Durandal, The Empyreal Knight.jpeg|thumb|right|Durandal, The Empyreal Knight]]&lt;br /&gt;
???&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens less skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
*Capital Vacation Side Story 1XP [Stat](+1): Roland is bitterly internalising once again the fate of the powerless. Spargapises is just one more example in a long line of them.&lt;br /&gt;
*Roland&#039;s Bizarre Adventure 1XP [Stat](+1): https://www.youtube.com/watch?v=zTGi6Dl_NSk It is by the sins of their wielders that even the Holies are desecrated.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lessons====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
:Episode 11 &amp;quot;Fruit of Past Sins: (+1 XP)&lt;br /&gt;
:Capital &amp;quot;Vacation&amp;quot;: Cowardice must carry the weight of people&#039;s lives. (+1 Stat, +1 XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
:Session 12 2xp (Personal) Sylphie learned she&#039;s going to have to use her claws for someone she really doesn&#039;t want to, and maybe she doesn&#039;t know who to trust with her love&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 27 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 8&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
Scion of the illustrious Emeraldine family, Jonas is the third generation to attend the Academy. While he maintains the cool, polite, aloofness of a noble, Jonas has opened up more to his Squadron-mates since his experiences at Ostlicht revealing a fierce loyalty to Emeraldine Squadron. Having grown up in the military and under the tutelage of some the best pilots in the Empire, much is expected of him. In truth, however, even more may be expected of Jonas than he knows...&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 2/10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
::Teleport 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
:Episode 10 2XP (personal); Lesson: Dawn and Dusk, this is bigger than I thought! [Total: 1XP Mecha, 4XP personal]&lt;br /&gt;
::Spent - Teleport 1 (3XP) [Total: 1XP Mecha, 1XP personal]&lt;br /&gt;
:Jonas Solo Adventure - That One Time I Went on Spring Break and Became the Head of an Ancient Atlantean Mystery Cult and Got a Girlfriend 1 XP [Stats]; Lesson: &amp;quot;Then burn it into your mind and heart, so whenever it gets too dark and heavy, you can retreat here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
Session 9: Back at Academy [+1 XP, +1 XP (lesson)&lt;br /&gt;
* Lesson: Everyone has hidden depths, but some people have hidden spike traps. (and Meribel is way more dedicated to messing with Sparg than Olivia expected)&lt;br /&gt;
Session 10: Leumiran Spaceship Investigation [+1 pilot XP, +1 XP (lesson)]&lt;br /&gt;
* Lesson: The Empire has even more conspiracies than previously assumed, and Vice-Director and Meribal are probably part of the opposing ones.&lt;br /&gt;
Session 11: Balhae Assault Carrier Follow-Up [+1 stat XP. +1 XP (lesson)]&lt;br /&gt;
* Lesson: Patience and acceptance are great virtues, but one hand is clearly not talking to the other.&lt;br /&gt;
* Remaining: +2 XP for stats, +1 pilot XP, +4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
** Jamming 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 27  Spent: 18&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &amp;quot;Ah Kiare&amp;quot;&lt;br /&gt;
::&amp;quot;Your origin: Justice, a honorable warrior&amp;quot;&lt;br /&gt;
::&amp;quot;Bit of unique quality from the products of the Empire&#039;s darkest war pits, but coal and get be forged into diamond or some such&amp;quot;&lt;br /&gt;
::Kiare_Trinadcat beams &amp;quot;Dr. Trifonov is a true man of honor.&amp;quot;&lt;br /&gt;
::She pulls out the second card and blinks at it, its an Emperor upside down&lt;br /&gt;
::&amp;quot;The Emperor reversed, tyranny or suffering under the impression of tyranny or unjust orders&amp;quot;&lt;br /&gt;
::The next card arrives and its the Star&lt;br /&gt;
::Kiare_Trinadcat runs fingers through her hair&lt;br /&gt;
::&amp;quot;Abandonment and loss&amp;quot;&amp;quot;Somewhat dire I suppose, but you should of seen the last girl&amp;quot;&lt;br /&gt;
&amp;quot;And where does your path lead you&amp;quot;&lt;br /&gt;
::She pulls out the last card, &amp;quot;The Fool, a new beginning&amp;quot;&lt;br /&gt;
::&amp;quot;Thank you, Miss Meribel.  If I can succeed, I will go through tyrnanny and abandonment, because I must not fail.&amp;quot;&lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 3&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 11/11 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
*Geass 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (Strength 2) &lt;br /&gt;
*session 12: 1 XP (Geass 1)&lt;br /&gt;
*Session 13: 2 XP (Strength 3)&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
*Sometimes you have to run from a fight.&lt;br /&gt;
*You&#039;ve got to keep moving forward. You&#039;ve got to reach the next page.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72436</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72436"/>
		<updated>2026-03-16T04:43:47Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 3 (5)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 26 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 7&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 27  Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 2&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/11 &lt;br /&gt;
*Sanity Points: 5/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (STrength 2) &lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72435</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72435"/>
		<updated>2026-03-16T04:42:34Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 3 (5)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2 xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 28 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
::Energy Blasts from 2 to 3 (9)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 7&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 27  Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 2&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/11 &lt;br /&gt;
*Sanity Points: 5/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (STrength 2) &lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72434</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72434"/>
		<updated>2026-03-16T04:38:36Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 3 (5)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 6 (6)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
====Teknight Gram====&lt;br /&gt;
:HP: 100&lt;br /&gt;
:Mobility 2 (Ground Type)&lt;br /&gt;
:Electronics: 3&lt;br /&gt;
:Tactical Slots: 3&lt;br /&gt;
::Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns&lt;br /&gt;
::E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
::Lemurian Flight Unit (allows for Mobility to be converted to Flight type)&lt;br /&gt;
::Imperial Etherblaster Rifle 3 Shots 25 damage (two turns recharge) plugged into the TekKnight reactor&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
*Episode 10 1XP [Pilot](+1): Roland is reminded that people will flip out of their minds at the merest suspicion of being a spy.&lt;br /&gt;
*Episode 11 1XP [Stat](+1):  Nobles are pretty good at assuring people that [Thing] won&#039;t happen while clearly anticipating [Thing].&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 3 (1 +5 XP)&lt;br /&gt;
:Ranged Combat: 1  (1 XP)&lt;br /&gt;
::Shotgun: 2 (1 XP)&lt;br /&gt;
::Bolt Action Rifle: 2 (1 XP)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
:Episode 10 &amp;quot;Painful Encounters&amp;quot;: Ah, so you were by our side all along. Our true mentor. Our guiding moonlight. (+1 Pilot XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
:Session 11 2 xp (Personal) Sylphie learned that a lot can go wrong and you really just have to roll with it and not go to pieces. Especially when mysterious girls turn out to be superweapons.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 28 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 8&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (2)&lt;br /&gt;
::Dodge 3 (3)&lt;br /&gt;
::Pursuing 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (2)&lt;br /&gt;
::Carried Weapons 3 (3)&lt;br /&gt;
::Internal Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal) Lesson: What sort of people have been given to Jonas to command?&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP] Lesson: Jonas does not dream.&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP] Lesson: Everyone has a plan until the Floodbeast shoots your arm off.&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]  Lesson: Jonas learned how damaged his XO is...&lt;br /&gt;
:Episode 6: 4xp [Total: 11XP] Lesson: &amp;quot;There are more things in heaven and earth, Jonas, than are dreamt of in your doctrines.&amp;quot; &lt;br /&gt;
:Episode 7: 1XP [Total: 12XP] Lesson: Jonas is beginning to learn how far the Empire will go for victory...&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 4XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 2 XP]&lt;br /&gt;
:Episode 9 1 XP (Mecha); Lesson: Jonas learned the hard lesson of command. Jonas is also willing to go very far for members of his unit, even if it means butting heads with some pretty heavy-weights.&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 27  Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Episode 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Episode 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Episode 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Episode 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Episode 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Episode 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 7: +3 XP Angels vs Devils&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
;Episode 8: +2 XP Onsen&lt;br /&gt;
Lesson: she will find a way to save the future&lt;br /&gt;
::Fortune - &lt;br /&gt;
;Episode 9: +2 XP  The Duel, The Dance&lt;br /&gt;
Lesson: although she is a creature of science, and some might call her unnatural, her crewmates are shapeshifters, vampires, and lost princesses.  Being a science experiment is downright normal.&lt;br /&gt;
;Episode 10: +2 XP  Painful Encounters&lt;br /&gt;
Lesson:  she is the group&#039;s eyes and ears now.  She has to look out for her friends just like at the Warlabs&lt;br /&gt;
;Episode 11: +2 XP Fruit of Past Sins&lt;br /&gt;
Lesson: learned that most of the nobles apparently are magitech weapons.  At least Jonas is a nice weapon like her, Sylphie, and Olivia.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 2&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/11 &lt;br /&gt;
*Sanity Points: 5/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 2 (2)&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 2 (2)&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing: 1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Bullet Time 2)&lt;br /&gt;
*Session 9: 2 XP (Ranged Combat 2 2)&lt;br /&gt;
*Session 10: 1 XP (piloting)&lt;br /&gt;
*Session 11: 2 XP (STrength 2) &lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
*[Redacted]&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72391</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72391"/>
		<updated>2026-03-02T04:40:26Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 4 (3)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
TeKnight Gram [Lemurian Salvaged Unit]&lt;br /&gt;
HP: 100&lt;br /&gt;
Mobility 2 (Ground Type)&lt;br /&gt;
Electronics: 3&lt;br /&gt;
Tactical Slots: 3&lt;br /&gt;
*Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns)&lt;br /&gt;
*E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
*Flight Unit&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
0 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP (+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:Session 8 (OVA) 2xp (Personal) Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 9 2xp (Personal) Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
:Session 10 2xp (Pilot) Lesson: Sylphie learned that breaking things from people in authority is okay when they&#039;re hurting others! She even got sweets for it!&lt;br /&gt;
&lt;br /&gt;
::Total XP: 9 pilot, 26 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 4&lt;br /&gt;
::Personal XP: 6&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal)&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP]&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]&lt;br /&gt;
:Episode 6: 3xp [Total: 10XP]&lt;br /&gt;
:Episode 7: 1XP [Total: 11XP]&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 3XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 1 XP]&lt;br /&gt;
:Episode 9 1 XP; Lession: Jonas learned the hard lesson of command.&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 2&lt;br /&gt;
*Pursuing: 2 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Dodging 2)&lt;br /&gt;
*Session 9: 2 XP (Pursuing 2)&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72388</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72388"/>
		<updated>2026-03-01T23:48:30Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 4 (3)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
TeKnight Gram [Lemurian Salvaged Unit]&lt;br /&gt;
HP: 100&lt;br /&gt;
Mobility 2 (Ground Type)&lt;br /&gt;
Electronics: 3&lt;br /&gt;
Tactical Slots: 3&lt;br /&gt;
*Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns)&lt;br /&gt;
*E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
*Flight Unit&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
0 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
&#039;&#039;&amp;quot;I usually try not to fight, your Highness. I can&#039;t say I&#039;m any good at it without you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Even the greatest wolf king started off as a cub, we&#039;ll make a king of you yet.&amp;quot;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 3/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1: (+3 XP)&lt;br /&gt;
:Episode 2: He&#039;s learned he really would sell someone down the river to live a little bit longer. (+2 XP)&lt;br /&gt;
::I don&#039;t know what a &#039;Gravity Well&#039; is but it sounds bad.&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit. (+5 Pilot XP)&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go, even when it&#039;s offered. (+2 XP)&lt;br /&gt;
:Episode 7: The moon is beautiful tonight. (+2 XP)&lt;br /&gt;
:Episode 8: (+1 XP)&lt;br /&gt;
:Episode 9 &amp;quot;The Duel, the Dance&amp;quot;: You can&#039;t keep playing the victim of other people&#039;s problems once they get caught up in yours. (+2 XP)&lt;br /&gt;
::Lunakhan reveal: (+2 XP) [https://www.youtube.com/watch?v=e_6Cf4EA0J0 Sil&#039;s chosen theme]&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
:OVA 2xp Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
:Session 8 2xp Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 7 pilot, 26 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 6&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 3 (15)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
::Parry 2 (1)&lt;br /&gt;
::Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 1 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal)&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP]&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]&lt;br /&gt;
:Episode 6: 3xp [Total: 10XP]&lt;br /&gt;
:Episode 7: 1XP [Total: 11XP]&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 3XP]&lt;br /&gt;
:Episode 7.5 (Hot Springs Episode): 1XP&lt;br /&gt;
::The Cards, the Cards, the cards will tell... &amp;quot;The Hierphant, you stand for good order or... perhaps servitude to the good order&amp;quot;; &amp;quot;The reverse Hermit&amp;quot; &amp;quot;Your hiding something to yourself and perhaps the world&amp;quot;; &amp;quot;The moon, occult forces and hidden enemies, perhaps something to do with your secret?&amp;quot;; &amp;quot;The World&amp;quot;  &amp;quot;A voyage or change in status in a postive way, or perhaps the ultimate success&amp;quot;&lt;br /&gt;
:Episode 8: 1XP; Lessons: If you push yourself you can overcome all limitations. Also some great adventures can begin in the most unexpected ways. 1XP  [Miyuki Route unlocked] - https://www.youtube.com/watch?v=_G21Zae9-D0&lt;br /&gt;
:Spent - Physical 2 (1 XP), Magic [Piloting] 1 (1XP) [Total (Piloting) 0 XP], Magic 3 (5 XP) [Total 1 XP]&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 2&lt;br /&gt;
*Pursuing: 2 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Dodging 2)&lt;br /&gt;
*Session 9: 2 XP (Pursuing 2)&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
*Session 9: 2 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72369</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72369"/>
		<updated>2026-02-23T05:35:56Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 10 (15)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 4 (3)&lt;br /&gt;
**Physical 2 (1)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
TeKnight Gram [Lemurian Salvaged Unit]&lt;br /&gt;
HP: 100&lt;br /&gt;
Mobility 2 (Ground Type)&lt;br /&gt;
Electronics: 3&lt;br /&gt;
Tactical Slots: 3&lt;br /&gt;
*Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns)&lt;br /&gt;
*E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
*Flight Unit&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
0 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Episode 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Episode 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Episode 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
**Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Episode 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Episode 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Episode 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Episode 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
*Episode 8 1XP Sidestory&lt;br /&gt;
**Tarot (+1): Meribel is a person who was raised isolated and trapped in a world of lies, which felt so suffocating she eventually began lashing out in desperation. When she was taken from her family she found herself relying on old habits, crafting herself another prison of lies on her own initiative since that was all she knew. When the girl constructs a kingdom of lies, what does that mean for those under her?&lt;br /&gt;
*Episode 9 1XP (+1): https://www.youtube.com/watch?v=5hXEqdXFihI&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8/8&lt;br /&gt;
:Health: 11/11&lt;br /&gt;
:Sanity: 6/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
OVA 2xp Tarot Draw: Lovers, Sun, Hanged Man, World. Sylphie was made by someone with love and she will face something that illuminates her to the truth of the world, such as cruelty or darkness, and it will change her, but ultimately will make her more worldly and possibly help someone else with her innocence. &lt;br /&gt;
Session 8 2xp Lesson: Sometimes you just need to give someone a dessert, or give them permission to use your given name, or wear the maid outfit, while everyone else is slaughtering or being slaughtered.&lt;br /&gt;
&lt;br /&gt;
::Total XP: 7 pilot, 26 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 6&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
::Tactics 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Magic 2 (10)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1: Not introduced&lt;br /&gt;
:Episode 2: 3XP (personal)&lt;br /&gt;
:Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
:Episode 4: 4XP (personal) [Total: 7XP]&lt;br /&gt;
:Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP) [Total 4XP]/[Total 2XP]&lt;br /&gt;
:Episode 5: 3XP [Total: 7xp]&lt;br /&gt;
:Episode 6: 3xp [Total: 10XP]&lt;br /&gt;
:Episode 7: 1XP [Total: 11XP]&lt;br /&gt;
:Spent - Melee 3 (3XP), Magic 2 (5XP) [Total 3XP]&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 3 (5 + 10 + 15)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
** Mega Flare (compresses an explosion using a forcefield and throws it; relatively orthodox Explosion, but can be used as a shaped charge if needed)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
** Internal Weapons: 2 (1)&lt;br /&gt;
* Melee Combat: 2 (2)&lt;br /&gt;
* Special: 1 (1)&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
Session 7: Angels vs Devils [+2 XP (for mecha skills) +1 XP (lesson)]&lt;br /&gt;
* Lesson: a helping hand can pull you out of even very deep dark, metaphorically and literally, but the next world war is going to be &amp;lt;i&amp;gt;awful&amp;lt;/i&amp;gt;.&lt;br /&gt;
* Free Lesson: &amp;quot;Are we the baddies?&amp;quot;&lt;br /&gt;
* Remaining: 9 XP (for normal skills) (+4 lesson XP for skills, +1 for stats), +4 XP for piloting&lt;br /&gt;
Session 8: Hot Springs Episode [+1 XP, +1 XP for attempted reading of Meribel&#039;s own cards)&lt;br /&gt;
* Lesson: Fortune telling!&lt;br /&gt;
* Meribel&#039;s Tarot Reading: Chariot, Strength, Sun, Wheel of Fortune (do not trust anyone in a mask)&lt;br /&gt;
* Remaining: 10 XP (for skills) + (4 lesson XP for skills/+1 for stats) + 4 XP for piloting + 1 XP bonus&lt;br /&gt;
* Spending: 2 XP for Magitek Melee, 1 XP for Magitek Ranged (Internal Weapons) 2, 1 XP for Magitek Special/MISC 1, 15 XP for Magic 3&lt;br /&gt;
* Remaining: +1 lesson XP for stats&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 2 [Vamperic]&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 2&lt;br /&gt;
*Pursuing: 2 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
*Session 8: 2 XP (Dodging 2)&lt;br /&gt;
*Session 9: 2 XP (Pursuing 2)&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
*It&#039;s just as ood as you imagined, but easier to lose control&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
*Onsen 1 XP&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72348</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72348"/>
		<updated>2026-02-21T02:23:00Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9/9&lt;br /&gt;
*Health: 12/12&lt;br /&gt;
*Sanity: 11/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 3 (5)&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
**Dodge 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Energy 4 (3)&lt;br /&gt;
&lt;br /&gt;
===Magitek Armor===&lt;br /&gt;
&lt;br /&gt;
TeKnight Gram [Lemurian Salvaged Unit]&lt;br /&gt;
HP: 100&lt;br /&gt;
Mobility 2 (Ground Type)&lt;br /&gt;
Electronics: 3&lt;br /&gt;
Tactical Slots: 3&lt;br /&gt;
*Pilot Enhance System (Burn a Sanity Point to activate for ten turns, or health level for the entire battle), allows perfect dodge or attack every 3 turns)&lt;br /&gt;
*E-Sword (15 Damage) (if pilot system is activated roll twice and take better result)&lt;br /&gt;
*Flight Unit&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP [Pilot](+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP [Pilot](+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Session 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
*Session 7 1XP [Pilot](+1): &amp;quot;I&#039;m a WHAT?!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 5/8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
:Energy Blasts 3 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 3 (3+6+9)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
:Static Grip - arcs of lightning vent from her fingers, letting her grip things magically and hold them in place at short range (and hold surfaces to cling to walls and ceilings)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
::Total XP: 7 pilot, 22 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 2&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72283</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72283"/>
		<updated>2026-02-02T04:36:36Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Athletics 1 (1)&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Awareness 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
2 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Session 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 5/8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (3+6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
:Session 7 2xp (Personal) &amp;quot;Sylphie learns that the Empire doesn&#039;t seem to care if its weapons can follow orders and reasons as long as they can drop it somewhere and let it destroy (like bioangels)&amp;quot; +1 Barbarian XP from Anodyne&lt;br /&gt;
::Total XP: 7 pilot, 22 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 12&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 3 (6)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
===XP:=== &lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
*Session 7: 2 XP Investigate 3 &lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
*The Empire&#039;s Warmachine is even freakier than I am.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72268</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72268"/>
		<updated>2026-01-19T04:05:42Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 3 (5)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
4 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
*Session 6 3XP (+1): There are chickens more skittish than Spargapises and frankly the more Roland learns about the more esoteric magic the less he wants to do with it.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 5/8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 3 (6)&lt;br /&gt;
::Melee Combat 4 (6+4)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (3+6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 20 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Melee Combat from 3 to 4 (4) &lt;br /&gt;
::Energy Blasts from 1 to 2 (6)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 10&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later) (+1 XP normal lesson?)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 4 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting&lt;br /&gt;
* Remaining: 4 XP for skills + 2 XP for piloting&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 7 XP (for normal skills) + 2 XP for piloting&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?)&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 9 XP (for skills) (+3 lesson XP maybe?) + 2 XP for piloting&lt;br /&gt;
Session 6: +3 XP (for stats) + lesson&lt;br /&gt;
* Lesson: people around her still hate to explain what they&#039;re doing, but with enough firepower, you can at least shoot/explode your way out of any shady plot that results as a consequence! (also, the team is surprisingly casual about having a princess around!)&lt;br /&gt;
* Spending: 3 XP for Knowledge 3&lt;br /&gt;
* Remaining: 9 XP (for skills) + (+3 lesson XP for skills/+1 for stats) + 2 XP for piloting&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
;Session 6: +4 XP&lt;br /&gt;
Lesson: she is going to have get used to investigating mysteries, especially on foot.   Also, she might need to learn to recognize that old magic stuff.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 3&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
*Session 6: Wits 3 1 XP left over&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
*Killing isn&#039;t all it&#039;s cracked up to be.&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
*3 XP &lt;br /&gt;
*2 XP&lt;br /&gt;
*3 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72260</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72260"/>
		<updated>2026-01-19T03:37:09Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
4 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 5/8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
:Session 6 4xp (Personal) &amp;quot;Sylphie learned that there&#039;s not going to be a clear or satisfying outcome to a lot of the questions she has or the actions she&#039;ll be ordered to do&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 20 personal&lt;br /&gt;
&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 16&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 3 (2+3)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 1 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting, 3 XP for Magitek Range Combat&lt;br /&gt;
* Remaining: 0 XP&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 3 XP (for skills)&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?_&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 5 XP (3 for skills, 2 for normal skills) (+2 lesson XP maybe?)&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
3 XP &lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72259</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72259"/>
		<updated>2026-01-19T03:00:54Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
4 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 5/8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 9/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 16 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 16&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 3 (2+3)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 1 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting, 3 XP for Magitek Range Combat&lt;br /&gt;
* Remaining: 0 XP&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 3 XP (for skills)&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?_&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 5 XP (3 for skills, 2 for normal skills) (+2 lesson XP maybe?)&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 4/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
3 XP &lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72256</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72256"/>
		<updated>2026-01-19T01:40:16Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 2 (3)&lt;br /&gt;
**Ancient Lemuria 2 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
**Rifle 2 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
4 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream (+1): The reach of fate is long and merciless.&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 4/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Old Magic: 1 (5)&lt;br /&gt;
::Summoning: 2 (6 Lesson EXP)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
:Episode 5: He just can&#039;t let go.&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 5 (15)&lt;br /&gt;
&lt;br /&gt;
:Ether: 11/12&lt;br /&gt;
:Health: 16/16&lt;br /&gt;
:Sanity: 7/8&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 14 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Willpower to 5 (5)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 9&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 3 (2+3)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 1 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting, 3 XP for Magitek Range Combat&lt;br /&gt;
* Remaining: 0 XP&lt;br /&gt;
Session 4: +3 XP for skills (+1 lesson?)&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 3 XP (for skills)&lt;br /&gt;
Session 5: +2 XP for normal skills (+1 lesson?_&lt;br /&gt;
* Lesson: there is a lot more in life for her to experience that she had no idea about, but can rely on her (more socially-experienced) fellow squad members to help out with!&lt;br /&gt;
* Remaining: 5 XP (3 for skills, 2 for normal skills) (+2 lesson XP maybe?)&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 12&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 2&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** &#039;&#039;Painbreaker&#039;&#039; - Allows her to tap into inherent pain suppression pathways, letting them ignore even crippling pain and the symptoms of shock.  This is dangerous, as it does not heal the damage.  More effective on fellow lab subjects&lt;br /&gt;
** &#039;&#039;Ethervision&#039;&#039; - Allows her to see ether flows, and can also be used to see in the dark or through smoke.  Uses contacts or glasses as a focus, or can use magitek sensor systems.  Can activate passively for very intense magic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2&lt;br /&gt;
* Special: 3&lt;br /&gt;
** AWACS: 1&lt;br /&gt;
** Shields: 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 14   Spent: 14&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 6/7 &lt;br /&gt;
*Sanity Points: 7/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  3 (6)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
*Session 5: Melee combat 3 (3)&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
3 XP &lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72243</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72243"/>
		<updated>2026-01-12T03:48:39Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 3 (6)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Energy 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
1 XP remaining&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
*Session 5 2XP (+1): Roland really needs to brush up on his conversation topics for the next time he&#039;s conscripted for tea&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 9/11&lt;br /&gt;
:Sanity: 3/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
====Lesson====&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
:Episode 3: &lt;br /&gt;
::Personal Lesson: He keeps killing the ones he loves.&lt;br /&gt;
::Pilot Lesson: He can&#039;t aim for shit.&lt;br /&gt;
:Episode 4: Even he has things he will risk his life for. (+3 XP)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 5 (15)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12/12&lt;br /&gt;
:Health: 16/16&lt;br /&gt;
:Sanity: 7/8&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
:Session 5 3XP (Personal) &amp;quot;Sylphie learned that a lot of weird and scary stuff happens in cities, and that it&#039;s important to listen to the people who have experience.&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 14 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Willpower to 5 (5)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 9&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
:Description: Tall, sandy colored hair, blue-green eyes.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
:::Command 4 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 2 (6)&lt;br /&gt;
::Bullet Time 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::Dodge 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::Carried Weapons 4 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1 (1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Episode 1: Not introduced&lt;br /&gt;
Episode 2: 2XP (personal)&lt;br /&gt;
Episode 3: 5XP (Mecha) [Total: 5XP]&lt;br /&gt;
Episode 4: 3XP (personal) [Total: 5XP]&lt;br /&gt;
Spent - Tactics 1 (1XP), Magitek Piloting: Dodge 4 (3XP), Geass 2 (3XP)&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 3 (2+3)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 1 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting, 3 XP for Magitek Range Combat&lt;br /&gt;
* Remaining: 0 XP&lt;br /&gt;
Session 4: +3 XP for skills&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 3 XP (for skills)&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 11   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
;Session 3:&lt;br /&gt;
*Lesson:&lt;br /&gt;
;Session 4: +4 XP&lt;br /&gt;
Lesson:  there are actually nightmare monsters and ancient mysteries beyond the ken of even the latest Science!  That means science needs to advance aggreesively until we have our own dragons.  Preferably catgirl dragon hybrids.&lt;br /&gt;
;Session 5: +3 XP&lt;br /&gt;
Lesson: people are still acting as her caretaker, like Spar.  As much fun as being the kid sister is, she&#039;s got to step up to give the poor guy a break.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 6/7 &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
*There are forces in the world that are far beyond her... but perhaps not so far beyond&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
3 XP &lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72220</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72220"/>
		<updated>2026-01-05T03:50:16Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Beam 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
*Session 4 3XP (+1): Sometimes discretion is the better part of valor. Especially when faced with a hypertech killer ball and a SS-class biodragon.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 5 (15)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12/12&lt;br /&gt;
:Health: 16/16&lt;br /&gt;
:Sanity: 7/8&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
:Session 4 4XP (Personal) &amp;quot; &amp;quot;Don&#039;t rely too heavily on any one aspect of your equipment or self. Like legs.&amp;quot;&lt;br /&gt;
::Total XP: 7 pilot, 11 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Willpower to 5 (5)&lt;br /&gt;
:Totals: &lt;br /&gt;
::Pilot XP: 2&lt;br /&gt;
::Personal XP: 6&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 3 (2+3)&lt;br /&gt;
* Range Combat: 3 (2+3)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 3: +5 XP for piloting, +1 XP dream lesson (to be activated later)&lt;br /&gt;
* Battle Lesson: Whether someone&#039;s just really mad, a battle junkie, or some other reason, absolute lack of hesitation in attack can be its own superpower. And for herself - even if she&#039;s a magic specialist, she can&#039;t ignore the fundamentals.&lt;br /&gt;
* Dream Lesson: Combat is very rarely fair or something you can only do while you&#039;re in top shape. (carefully ignoring: that rather than speartip of directed human evolution, she&#039;s speartip of next-generation tool development)&lt;br /&gt;
* Remaining: 1 XP + 5 XP for piloting&lt;br /&gt;
* Spending: 3 XP for Magitek Piloting, 3 XP for Magitek Range Combat&lt;br /&gt;
* Remaining: 0 XP&lt;br /&gt;
Session 4: +3 XP for skills&lt;br /&gt;
* Lesson: there&#039;s a lot more to Atlantis and the nobility than seems to exist in the records, and someone probably redacted that information intentionally! (also, she met a respectable senior in the field of forcefield use to learn from)&lt;br /&gt;
* Remaining: 3 XP (for skills)&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat: 1&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
*Teleport 2 &lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
*Session 4: Teleport 2 range combat 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
*My family is even more sinister than I thought&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72215</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72215"/>
		<updated>2026-01-05T01:23:53Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Beam 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 5 (15)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12/12&lt;br /&gt;
:Health: 16/16&lt;br /&gt;
:Sanity: 7/8&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
::Total XP: 7 pilot, 7 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Willpower to 5 (5)&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat:&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72214</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72214"/>
		<updated>2026-01-05T01:22:05Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Beam 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 5 (15)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 2 (2)&lt;br /&gt;
::Physical Attack 3 (6)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
::Total XP: 7 pilot, 7 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::Melee Combat to 2 from 1 (2)&lt;br /&gt;
::Pursuing to 3 from 2 (3)&lt;br /&gt;
:Personal&lt;br /&gt;
::Willpower to 5 (5)&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat:&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72213</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72213"/>
		<updated>2026-01-05T01:10:04Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Beam 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
::Total XP: 7 pilot, 7 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
:Pilot&lt;br /&gt;
::&lt;br /&gt;
:Personal&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat:&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72211</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72211"/>
		<updated>2026-01-05T01:01:14Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Pursue 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
**Physical 4 (3)&lt;br /&gt;
**Beam 2 (1)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP (+1): Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP (+1): Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
*Session 3 5XP (+1): Roland learned that tearing apart an enemy in close quarters combat is disturbingly satisfying. This is perhaps not the lesson he would&#039;ve preferred to learn.&lt;br /&gt;
*Dream: ???&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
::Total XP: 7 pilot, 7 personal&lt;br /&gt;
===XP Spending===&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 3 (2+3)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
* Spending: 3 XP - Knowledge 3&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 7/7 &lt;br /&gt;
*Sanity Points: 9/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat:&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 2&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 2&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
*Magic 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting Piloting 2, Melee 2, Magic 1&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anodyne Incinderella dela Lunamarina-Lemuria the IV==&lt;br /&gt;
[[File:anodyne.webp|thumb|right|Anodyne]]&lt;br /&gt;
&lt;br /&gt;
:Name: Anodyne Incinderella dela Lunamarina-Lemuria the IV&lt;br /&gt;
:Archetype: Pod Princess&lt;br /&gt;
:Player: Shrike&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 1 (0)&lt;br /&gt;
*Wits 4 (9)&lt;br /&gt;
*Strength 1 (0)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 7&lt;br /&gt;
*Health: 10&lt;br /&gt;
*Sanity: 12&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 1 (1)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 1 (1)&lt;br /&gt;
*Persuasion 4 (10)&lt;br /&gt;
*Speech-making 4 (10)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
*New Magic 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72193</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72193"/>
		<updated>2025-12-29T04:51:43Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others. At least, that was the official story.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 8 (10)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 2&lt;br /&gt;
**Dodging 4 (3)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 2 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 2 (2)&lt;br /&gt;
**Parrying 4 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP: Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
*Session 2 3XP: Roland learned that sometimes, it&#039;s good to try out new things to see what you&#039;re good at. Even if that new thing is being forced into a duel to help a classmate.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
[[File:Egbert Aethelbad.png|Thumb|right]]&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 10/11&lt;br /&gt;
:Sanity: 2/11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
===Piloting===&lt;br /&gt;
:Magitek Piloting: 1&lt;br /&gt;
::Dodging: 2 (3)&lt;br /&gt;
::Pursuing: 0&lt;br /&gt;
:Range Combat: 1&lt;br /&gt;
::Carried Weapons: 0&lt;br /&gt;
::Internal Weapons: 0&lt;br /&gt;
::BVR Attacks: 1 (1)&lt;br /&gt;
:Melee Combat: 1&lt;br /&gt;
::Parrying: 0&lt;br /&gt;
::Physical Attack: 0&lt;br /&gt;
::Beam Attack: 0&lt;br /&gt;
::John Wick: 1 (1)&lt;br /&gt;
:Special/MISC: &lt;br /&gt;
::AWACs: 3 (6)&lt;br /&gt;
::Jamming: 3 (6)&lt;br /&gt;
::Shields: 0&lt;br /&gt;
::Magic: 0&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
:Episode 1:&lt;br /&gt;
:Episode 2:&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP (Personal) &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP (Personal) &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
:Session 3 7XP (Pilot) &amp;quot;Sylphie learned that she&#039;s going to have to learn lots of things faster than originally advertised - in particular, killing - and how she&#039;s going to deal with that inevitability.  For dreams, Sylphie learned that she was loved, once, and that love might not be here anymore, but she needs to hold onto it, even if she never is loved again.&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Olivia is a refugee from the border regions with Sirius who was vacuumed up by the Warlabs and turned into a cyborg, the stresses of the process leaving her visually changed and with seemingly bottomless hunger in addition to the pills she has to take daily. Nevertheless, she takes great pride in being the speartip of directed human evolution, a creation of human will rather than random chance. Actually shockingly loyal to the Director, given her circumstances.&lt;br /&gt;
&lt;br /&gt;
Has a pet mouse, Aino, which she kept as part of an animal care program in the Warlabs to weed out certain specific personality types. (keeping them was not punished, but personally killing them after the program&#039;s conclusion was rewarded; those willing to do so got fast-tracked for intelligence service work)&lt;br /&gt;
&lt;br /&gt;
She does not recall her family&#039;s faces, or what became of them before Imperial soldiers picked her up from the snow. Surely there must have been one, though?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2 (2)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
Session 2: +3 XP&lt;br /&gt;
* Lesson: Shield can be a perfectly good sword in a pinch. Might merit further study!&lt;br /&gt;
* Observation: Dual Monarchy has access to antediluvian magic and wants the unit gone bad enough to use it here.&lt;br /&gt;
* Remaining: 4 XP&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;br /&gt;
&lt;br /&gt;
==Lady Estrella Antidyne==&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Estrella Antidyne &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Oujo-sama &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; FBH &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Tall, slim, elegant, with long black hair and deep blue eyes which sometimes seem much too deep.&amp;lt;br&amp;gt;&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
Primary Stats&lt;br /&gt;
*Knowledge: 2&lt;br /&gt;
*Wits: 2&lt;br /&gt;
*Strength: 1&lt;br /&gt;
*Dex:  4&lt;br /&gt;
*Endurance: 1&lt;br /&gt;
*Willpower: 3&lt;br /&gt;
&#039;&#039;&#039;Secondary States&#039;&#039;&#039;&lt;br /&gt;
*Ether Pool: 7&lt;br /&gt;
*Health Points: 6/7: &lt;br /&gt;
*Sanity Points: 8/9&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills&#039;&#039;&#039;&lt;br /&gt;
*Dodge: 2 (3)&lt;br /&gt;
*Range Combat:&lt;br /&gt;
*Melee Combat  2 (3)&lt;br /&gt;
**Glaive 5 (5) &lt;br /&gt;
*Persuasion: 2 (3)&lt;br /&gt;
*Speech-making: 2 (3)&lt;br /&gt;
*Investigation: 2 (3)&lt;br /&gt;
*Stealth:  2 (3)&lt;br /&gt;
&#039;&#039;&#039;Magic&#039;&#039;&#039;&lt;br /&gt;
*Old Magic: 2&lt;br /&gt;
*Bullet Time 1&lt;br /&gt;
&#039;&#039;&#039;Magic Armour Piloting Skills&#039;&#039;&#039;&lt;br /&gt;
*Piloting 1&lt;br /&gt;
*Dodging: 1&lt;br /&gt;
*Pursuing :1 &lt;br /&gt;
*Melee 1&lt;br /&gt;
**Parrying:  2&lt;br /&gt;
**Physical Attacks: 2 &lt;br /&gt;
**Energy Attacks 1&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Carried Weapons 1&lt;br /&gt;
&lt;br /&gt;
XP: &amp;lt;br&amp;gt;&lt;br /&gt;
*Session 1: 3 Skill: melee 2&lt;br /&gt;
*Session 2: 3 Skill Magic: bullet Time 1&lt;br /&gt;
*Session 3: 5 Piloting&lt;br /&gt;
&lt;br /&gt;
Lessons&lt;br /&gt;
*It&#039;s less fun to kill helpless people but it may serve&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72174</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72174"/>
		<updated>2025-12-22T04:17:37Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 6 (6)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
**Dodging 2 (3)&lt;br /&gt;
**Pursuing 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP: Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
:Session 2 3XP &amp;quot;Sylphie learned that being curious and pursuing something is important as long as she makes sure the rest of her squad knows she&#039;s doing it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2 (2)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2: +3 XP&lt;br /&gt;
* Lesson:  a defense can be a powerful attack, and what many people view as a weakness can come in as a vital asset.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72172</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72172"/>
		<updated>2025-12-22T01:16:53Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Archaeology 1 (1)&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 6 (6)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
**Dodging 2 (3)&lt;br /&gt;
**Pursuing 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
*Session 1 4XP: Roland learned that he needed to be prepared of the past affecting him in the most unexpected locations.&lt;br /&gt;
&lt;br /&gt;
===Things To Do===&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge: 1 (1)&lt;br /&gt;
:Wits: 4 (6)&lt;br /&gt;
:Strength: 2 (2)&lt;br /&gt;
:Dex: 2 (2)&lt;br /&gt;
:Endurance: 2 (2)&lt;br /&gt;
:Willpower: 3 (5)&lt;br /&gt;
&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 11&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Dodging: 2 (3)&lt;br /&gt;
:Melee Combat: 1 (1)&lt;br /&gt;
:Persuasion: 1 (1)&lt;br /&gt;
:Speech Making: 1 (1)&lt;br /&gt;
:Stealth: 4 (10)&lt;br /&gt;
:Investigation: 2 (3)&lt;br /&gt;
:Wrench Turning: 3 (6)&lt;br /&gt;
&lt;br /&gt;
===Old Magic===&lt;br /&gt;
:Summoning: 1 (5)&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10/10&lt;br /&gt;
:Health: 15/15&lt;br /&gt;
:Sanity: 6/7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Jonas Emeraldine==&lt;br /&gt;
&lt;br /&gt;
:Name: Jonas Emeraldine&lt;br /&gt;
:Archetype: The Ojou-Sama&lt;br /&gt;
:Player: Lokar&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 3 (5)&lt;br /&gt;
:Wits 2 (2)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 2 (2)&lt;br /&gt;
:Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
:Ether: 8&lt;br /&gt;
:Health: 11&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 2 (3)&lt;br /&gt;
::Investigation 2 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Speech Making 2 (3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Geass 1 (3)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Ranged 2 (3)&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
==Olivia Tuominen==&lt;br /&gt;
&amp;quot;They made a monster and called her peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Olivia Tuominen &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; Holle &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Short, blue eyes, very pale skin and grey/silver-y hair due to stress of augmentation at Warlabs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Associates:&#039;&#039;&#039;&lt;br /&gt;
* Aino, her pet mouse (officially categorised as Emergency Mental Stabilisation Device)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2 (2)&lt;br /&gt;
* Wits: 2 (2)&lt;br /&gt;
* Strength: 3 (5 ; 2+3)&lt;br /&gt;
* Dex: 2 (2)&lt;br /&gt;
* Endurance: 2 (2)&lt;br /&gt;
* Willpower: 3 (5 ; 2+3+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 9&lt;br /&gt;
* Health Points: 12&lt;br /&gt;
* Sanity Points: 9&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 (3; 1+2)&lt;br /&gt;
* Range Combat: 2 (3; 1+2)&lt;br /&gt;
* Melee Combat: 2 (3; 1+2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magic 2 (5 + 10)&lt;br /&gt;
** Energy Blasts 1 (3)&lt;br /&gt;
** Forcefields 1 (3)&lt;br /&gt;
** Healing 1 (3)&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
** Pursuers (beams bending at sharp angles to hit dodging targets)&lt;br /&gt;
** Zombie Mode (uses forcefields to forcibly set broken bones/magitek armour limbs etc and overclocks the target at cost of self-damage)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 (2)&lt;br /&gt;
* Range Combat: 2 (2)&lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special:&lt;br /&gt;
** Magic: 3 (6; 1+2+3)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Session 1: +4 XP&lt;br /&gt;
* Lesson: some of Olivia&#039;s comrades are far more innocent than she&#039;s used to (Sylphie in particular). She can only hope that they&#039;ll be able to keep that innocence.&lt;br /&gt;
* Spending: 3 XP - Healing 1&lt;br /&gt;
* Remaining: 1 XP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kiare Trinadcat==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;:Name:&#039;&#039;&#039; Kiare Trinadcat &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Archetype:&#039;&#039;&#039; The Four Murasame &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Player:&#039;&#039;&#039; OP &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;:Appearance:&#039;&#039;&#039; Petite, slate-grey eyes, pale skin, black hair with a blue sheen in two large bunches, implants visible on her hands, arms, and face as metallic lines &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&#039;&#039;&#039;Primary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Knowledge: 2&lt;br /&gt;
* Wits: 3&lt;br /&gt;
* Strength: 1&lt;br /&gt;
* Dex: 3 &lt;br /&gt;
* Endurance: 1&lt;br /&gt;
* Willpower: 3 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Stats:&#039;&#039;&#039;&lt;br /&gt;
* Ether Pool: 7&lt;br /&gt;
* Health Points: 7&lt;br /&gt;
* Sanity Points: 11&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
&#039;&#039;&#039;Major Skills:&#039;&#039;&#039;&lt;br /&gt;
* Dodge: 2 &lt;br /&gt;
* Range Combat: 2&lt;br /&gt;
* Melee Combat: 2 &lt;br /&gt;
* Persuasion: 1&lt;br /&gt;
* Speech-making: 0&lt;br /&gt;
* Investigation: 2&lt;br /&gt;
* Stealth: 2&lt;br /&gt;
* Medicine: 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magic Skills:&#039;&#039;&#039;&lt;br /&gt;
* New Magic 1&lt;br /&gt;
** Energy Blasts 0&lt;br /&gt;
** Forcefields 1&lt;br /&gt;
** Healing 1&lt;br /&gt;
* Signature Spells:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Skills:&#039;&#039;&#039;&lt;br /&gt;
* Magitek Piloting: 2 &lt;br /&gt;
* Range Combat: 2 &lt;br /&gt;
* Melee Combat: 1&lt;br /&gt;
* Special: 3&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
Total: 4   Spent: 0&lt;br /&gt;
&lt;br /&gt;
;Session 1: +4 XP&lt;br /&gt;
* Lesson: The international world is like a fireworks shop - all it took was a spark, and the whole place is going off&lt;br /&gt;
;Session 2:&lt;br /&gt;
* Lesson:&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72151</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72151"/>
		<updated>2025-12-15T03:51:19Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Roland Morgenstern==&lt;br /&gt;
[[File:Roland.jpeg|thumb|right|Roland]]&lt;br /&gt;
&lt;br /&gt;
:Name: Roland Morgenstern&lt;br /&gt;
:Archetype: The Cometary Farmboy&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
&lt;br /&gt;
:Born to a family of farmers in the Moselle province close to the Empire-Premrose border, Roland grew up in an area that was still scarred by the war, where accidents from decades old landmines and digging up obsolescent magitek war automata was rare but not unheard of. This legacy of industrial violence would tragically flare up once more during the Shattered Javelin Incident, where a misdirected artillery salvo hit home on his village during a tense series of demonstrative military exercises by both the Empire and the Dual Monarchy, killing his parents and nearly two dozen others.&lt;br /&gt;
&lt;br /&gt;
:Now an orphan at twelve, Roland would bounce around at a series of state orphanages until he reached the age of majority and his conscription assessment revealed his extraordinary compatibility for magitek armors and directed him to the newly reopened Rosencruz Academy in the far north. &lt;br /&gt;
&lt;br /&gt;
:Despite his tragic past, Roland is easygoing and good-natured, always willing to lend a helping hand to his peers. His distinctive silver hair is said to be a legacy of Old Lemuria before the coming of the Silver Dragon Comet, though few pay attention to such old superstitions these days.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Knowledge 2 (2)&lt;br /&gt;
*Wits 2 (2)&lt;br /&gt;
*Strength 3 (5)&lt;br /&gt;
*Dex 2 (2)&lt;br /&gt;
*Endurance 2 (2)&lt;br /&gt;
*Willpower 3 (5)&lt;br /&gt;
&lt;br /&gt;
*Ether: 9&lt;br /&gt;
*Health: 12&lt;br /&gt;
*Sanity: 9&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
*Dodge 2 (3)&lt;br /&gt;
*Range Combat 1 (1)&lt;br /&gt;
*Melee Combat 4 (10)&lt;br /&gt;
**Greatswords 3 (6)&lt;br /&gt;
*Persuasion 3 (6)&lt;br /&gt;
*Speech-making 2 (3)&lt;br /&gt;
*Investigation 1 (1)&lt;br /&gt;
*Stealth 1 (1)&lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
*Magitek Pilot 1&lt;br /&gt;
**Dodging 2 (3)&lt;br /&gt;
**Pursuing 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Ranged 1&lt;br /&gt;
**Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
*Melee Combat 3 (5)&lt;br /&gt;
&lt;br /&gt;
==Spargapises==&lt;br /&gt;
:Archetype: The Cometary Farmgirl&lt;br /&gt;
:Player: 100thlurker&lt;br /&gt;
&lt;br /&gt;
Sirian nomad arrested by the Grenzschutzen, sentenced to hard labor at the Imperial military facilities of Rosencruz. Over time found to be a useful handyman for the magitek armors and manservant for the cadets.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
====Primary Stats====&lt;br /&gt;
:Knowledge:&lt;br /&gt;
:Wits:&lt;br /&gt;
:Strength:&lt;br /&gt;
:Dex:&lt;br /&gt;
:Endurance:&lt;br /&gt;
:Willpower:&lt;br /&gt;
====Secondary Stats====&lt;br /&gt;
:Ether &lt;br /&gt;
:Health&lt;br /&gt;
:Sanity&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10&lt;br /&gt;
:Health: 15&lt;br /&gt;
:Sanity: 7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;br /&gt;
&lt;br /&gt;
===XP===&lt;br /&gt;
&lt;br /&gt;
:Session 1 4XP &amp;quot;Sylphie learned that she won&#039;t have to be alone in becoming a great soldier even if it is far more complicated and emotional than she was told&amp;quot;&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72136</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72136"/>
		<updated>2025-12-14T20:33:53Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 1 (0)&lt;br /&gt;
:Strength 2 (2)&lt;br /&gt;
:Dex 2 (2)&lt;br /&gt;
:Endurance 3 (5)&lt;br /&gt;
:Willpower 4 (9)&lt;br /&gt;
&lt;br /&gt;
:Ether: 10&lt;br /&gt;
:Health: 15&lt;br /&gt;
:Sanity: 7&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72135</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72135"/>
		<updated>2025-12-13T23:29:57Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Pilot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 2 (1)&lt;br /&gt;
:Strength 2 (1)&lt;br /&gt;
:Dex 3 (3)&lt;br /&gt;
:Endurance 3 (3)&lt;br /&gt;
:Willpower 5 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12&lt;br /&gt;
:Health: 16&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 2 (3)&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72134</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72134"/>
		<updated>2025-12-13T21:30:45Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 2 (1)&lt;br /&gt;
:Strength 2 (1)&lt;br /&gt;
:Dex 3 (3)&lt;br /&gt;
:Endurance 3 (3)&lt;br /&gt;
:Willpower 5 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12&lt;br /&gt;
:Health: 16&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
===Skills and Magic===&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
===Pilot===&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 1 (1)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Physical Attack 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Misc/Magic&lt;br /&gt;
::Magic 3 (3)&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72133</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72133"/>
		<updated>2025-12-13T02:59:45Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Sylphie Pilus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 2 (1)&lt;br /&gt;
:Strength 2 (1)&lt;br /&gt;
:Dex 3 (3)&lt;br /&gt;
:Endurance 3 (3)&lt;br /&gt;
:Willpower 5 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12&lt;br /&gt;
:Health: 16&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
:Skills&lt;br /&gt;
::Dodging 2 (3)&lt;br /&gt;
::Melee Combat 3 (6)&lt;br /&gt;
::Unarmed Combat (bare paws) 4 (3)&lt;br /&gt;
::Ranged Combat 2 (3)&lt;br /&gt;
::Persuasion 1 (1)&lt;br /&gt;
::Stealth 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Magic 1 (5)&lt;br /&gt;
::Energy Blasts 2 (6)&lt;br /&gt;
&lt;br /&gt;
===Spells===&lt;br /&gt;
“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
===Real Spells===&lt;br /&gt;
&lt;br /&gt;
:Wave Claws - Generates magical energy channelled through her clawed, enhanced fingers at her target from the small metal ports on her fingertips. &lt;br /&gt;
&lt;br /&gt;
:Pilot&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Parrying 1 (1)&lt;br /&gt;
::Physical Attack 2 (3)&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72131</id>
		<title>Talk:Heavy Metal Hyperborea</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Heavy_Metal_Hyperborea&amp;diff=72131"/>
		<updated>2025-12-11T10:33:49Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: Created page with &amp;quot;==Sylphie Pilus==  :Name: Sylphie Pilus ~340~  :Archetype: The Catgirl :Player: BM  :The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fang...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Sylphie Pilus==&lt;br /&gt;
&lt;br /&gt;
:Name: Sylphie Pilus ~340~ &lt;br /&gt;
:Archetype: The Catgirl&lt;br /&gt;
:Player: BM&lt;br /&gt;
&lt;br /&gt;
:The Finest Alchemical Concoction of the Pilus Family, Brewed and Augmented specifically for the Glory of the Empire, Prosperia of Hyperboria. Bright ginger fur with black patterning and black tufts on ears and tail. Golden eyes a result of proprietary family process. Fair complexion and light skin notably paler due to laboratory upbringing. Added freckles. Comes complete with claws, fangs, and magitek circuit expanders. Trained in basic personal combat and etiquette, with favour to the former. &lt;br /&gt;
&lt;br /&gt;
:Warning: Subject exhibits lethargic behaviour and easy distraction in non-combat encounters. &lt;br /&gt;
&lt;br /&gt;
:Should not be fed star dumplings. &lt;br /&gt;
&lt;br /&gt;
:Knowledge 1 (0)&lt;br /&gt;
:Wits 2 (1)&lt;br /&gt;
:Strength 2 (1)&lt;br /&gt;
:Dex 3 (3)&lt;br /&gt;
:Endurance 3 (3)&lt;br /&gt;
:Willpower 5 (10)&lt;br /&gt;
&lt;br /&gt;
:Ether: 12&lt;br /&gt;
:Health: 16&lt;br /&gt;
:Sanity: 10&lt;br /&gt;
&lt;br /&gt;
:Skills&lt;br /&gt;
&lt;br /&gt;
:“I dunno, napping and killing?”&lt;br /&gt;
&lt;br /&gt;
:Magic&lt;br /&gt;
&lt;br /&gt;
:“I can fit seven pierogis in my mouth”&lt;br /&gt;
&lt;br /&gt;
:Pilot&lt;br /&gt;
&lt;br /&gt;
:Magitek Pilot 1&lt;br /&gt;
::Pursuing 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Ranged 1&lt;br /&gt;
::Satellites 2 (3)&lt;br /&gt;
&lt;br /&gt;
:Melee Combat 1&lt;br /&gt;
::Parrying 1 (1)&lt;br /&gt;
::Physical Attack 2 (3)&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Requeium_for_a_Starblazing_Witch&amp;diff=72088</id>
		<title>Talk:Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Requeium_for_a_Starblazing_Witch&amp;diff=72088"/>
		<updated>2025-02-21T15:53:49Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Vedec Codes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Aquilo Andromeda==&lt;br /&gt;
&lt;br /&gt;
:Player: SirLagginton&lt;br /&gt;
:Archetype: Her Twin&lt;br /&gt;
:Class: Knight&lt;br /&gt;
:Signature Technique: Judgement Cut&lt;br /&gt;
&lt;br /&gt;
:Having gone by the aliases of the Empyrean Skyflame, End of Stories, and the Dragonslayer, Aquilo Andromeda mirrors his younger twin sister in both looks and legend. However that is where their similarities end, as Aquilo&#039;s differences with his estranged twin is nearly as long as their respective legends. Though born of the same mother, their paths would diverge harshly in the midst of the Starblaze Revolt, using himself as bait to draw away a Thulian hunter-killer squadron in a desperate bid to protect his compatriots. Enduring a months-long running battle with the Tower of the Scourge on his lonesome, an exhausted Aquilo was ambushed and enslaved by a opportunistic Hyperborean raider fleet.&lt;br /&gt;
&lt;br /&gt;
:But his legend would not end there, as years later shock would resound throughout the domain of High Hyperborea as news came of the death of Paragon-Champion Teleklus, slain in the duel with a helot gladiator. Claiming both his freedom and the Armoured Knight Nikador from the fallen Hyperborean hero, Aquilo disappeared into the frontier.&lt;br /&gt;
&lt;br /&gt;
:He would reappear once more as war threatened to erupt in the aftermath of the Bismark Incident, working as a mercenary under the employ of the Summer Court. He would reunite with his sister at their homeworld of Argenth, working together for its liberation.&lt;br /&gt;
&lt;br /&gt;
:But Aquilo had not emerged unscarred from his enslavement by the Hyperboreans, having internalised their Might Makes Right philosophy during his desperate struggle for survival as a gladiator. Though playing an instrumental role during the destruction of Skyhaven by leading a decapitation strike against the garrison leadership, his differences with his sister led him to refuse joining the Wyld Hunt afterwards.&lt;br /&gt;
&lt;br /&gt;
:His greatest achievement would come during the Dragonstar Conflict, joining Medieas in anticipation of facing off against the legendary Dragon Conraught. In a duel that would become legend in the centuries to come, Aquilo and the Nikador would be pushed to their absolute limit against the celestial beast, even forcing Aquilo to temporarily unseal the magic he chose to discard in the gladiator pits. From the pitiless depths of the void to scarring a continent in apocalyptic flame, in the end he emerged as the Dragonslayer, renowned as one of the greatest warriors in generations.&lt;br /&gt;
&lt;br /&gt;
:In the years to follow Aquilo would maintain something of a frenemy relationship with his sister and her cohorts, appearing as both enemy and ally to Astrea’s ambitions. As rumor would have it, Aquilo is the last person to see the Witch of the Thousand Suns before her disappearance. What happened there he doesn’t care to say.&lt;br /&gt;
&lt;br /&gt;
==Vedec Codes==&lt;br /&gt;
&lt;br /&gt;
:Player: BM&lt;br /&gt;
:Concept: Necromancer Mechanic &lt;br /&gt;
:Archetype: Rival&lt;br /&gt;
:Pilot Class: Sorcerer&lt;br /&gt;
:Personal Class: Wizard&lt;br /&gt;
&lt;br /&gt;
:Magic&lt;br /&gt;
::Alteration 5&lt;br /&gt;
::Mentalism 4&lt;br /&gt;
::Creation 3&lt;br /&gt;
::Destruction 3&lt;br /&gt;
::Movement 1&lt;br /&gt;
&lt;br /&gt;
:Signature Spells&lt;br /&gt;
:Enforced Regenerative Property - applies accelerated regeneration to a living target to heal it, or applies an organic healing effect to inorganic matter.&lt;br /&gt;
:Familiar Machines - Creates and animates several small machines to defend or aid the caster&lt;br /&gt;
:Knight Puppet - control and operate Knight systems directly despite remoteness (useful with funnel systems) &lt;br /&gt;
:Animamachina (Starblaze) - Supercharge a machine or person with vital power to allow them to ignore damage and even fatal injuries and come back from near-death&lt;br /&gt;
&lt;br /&gt;
:A moderate pilot, a mechanic and a necromancer, Vedec began their life as a technician in a necromantic factory in Medieas, maintaining animated undead and the machines they used, and eventually was drawn to the study of Armoured Knights due to the rise of mercenary companies rising from the Thulian Ascendancy&#039;s invasions. Designing and tinkering with the suits belonging to the Red Chimera company. &lt;br /&gt;
&lt;br /&gt;
:Then the Wyld Hunt, taking the same job in the fight, outshone the Chimera Knights, and resulted in the latter&#039;s destruction of their suits when they turned on the Witch. Losing their employers was annoying, but seeing the suits they had put tremendous effort and work was truly angering – especially with that they determined, based on the data, inferior Knights.&lt;br /&gt;
&lt;br /&gt;
:Retreating to the Medieas underworld, Vedec designed undead monstrosities and Knights to stymie the Wyld Hunt. Designing their own Ban Sith suit, they took jobs, using a combination of undead and their suit to prove its superiority over the Hunt. This led them to fighting alongside a Thulian spy ring, directed to get the Wyld Hunt&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
:At first, Astrea saw the mysterious undead and odd amount of magically Knights opposing her as a suspicious nuisance, but quickly investigated, and the Wyld Hunt hunted down and infiltrated the underworld ring, where Vedec devised cybernetic undead. Astrea broke into the lab, and on a lark, spoke with the necromancer, asking about their hatred for the Wyld Hunt. Vedec was eager to explain the pride in their Knights, in their magic and their technology, and that it&#039;s skill could make &#039;even the simplest pilot greater than the so-called legends&#039;. Vedec believed that even the Starblazer was the product of her suit. Astrea simply said that it was better to have both, and revealed herself, before fleeing as Vedec activated several drones to try and capture their enemy. &lt;br /&gt;
&lt;br /&gt;
:The result lead to a great battle that destroyed a city block and resulted in the Wyld Hunt blasting undead soldiers, and the Ban Sith suit blasting. Astrea and Vedec fought, with Vedec favouring a support role and the aid of their allies defenses; their Thulian and criminal allies, outmatched, abandoned them. Vedec fled, but was lost in the tumbling building, saved by Astrea, who pulled their suit from the collapsing structures.&lt;br /&gt;
&lt;br /&gt;
:Vedec was suprised as Astrea hid the necromancer&#039;s involvement. She only asked that Vedec take a look at her Knight, and her allies. &lt;br /&gt;
&lt;br /&gt;
:Vedec is tired, annoyed, but enjoys being about to see their work being used well. Over time, their irritation at the Witch&#039;s cavalier attitude and lack of care in Vedec&#039;s work. As a mechanic for Wyld Hunt, they worked on various different suits, and even piloted themselves at times, though they were better at design than at direct piloting.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Requeium_for_a_Starblazing_Witch&amp;diff=72082</id>
		<title>Talk:Requeium for a Starblazing Witch</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Requeium_for_a_Starblazing_Witch&amp;diff=72082"/>
		<updated>2025-02-18T08:22:14Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: Created page with &amp;quot;  ==Vedec Codes==  :Player: BM :Concept: Necromancer Mechanic  :Archetype: Rival  :A moderate pilot, a mechanic and a necromancer, Vedec began their life as a technician in a necromantic factory in Medieas, maintaining animated undead and the machines they used, and eventually was drawn to the study of Armoured Knights due to the rise of mercenary companies rising from the Thulian Ascendancy&amp;#039;s invasions. Designing and tinkering with the suits belonging to the Red Chimera...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Vedec Codes==&lt;br /&gt;
&lt;br /&gt;
:Player: BM&lt;br /&gt;
:Concept: Necromancer Mechanic &lt;br /&gt;
:Archetype: Rival&lt;br /&gt;
&lt;br /&gt;
:A moderate pilot, a mechanic and a necromancer, Vedec began their life as a technician in a necromantic factory in Medieas, maintaining animated undead and the machines they used, and eventually was drawn to the study of Armoured Knights due to the rise of mercenary companies rising from the Thulian Ascendancy&#039;s invasions. Designing and tinkering with the suits belonging to the Red Chimera company. &lt;br /&gt;
&lt;br /&gt;
:Then the Wyld Hunt, taking the same job in the fight, outshone the Chimera Knights, and resulted in the latter&#039;s destruction of their suits when they turned on the Witch. Losing their employers was annoying, but seeing the suits they had put tremendous effort and work was truly angering – especially with that they determined, based on the data, inferior Knights.&lt;br /&gt;
&lt;br /&gt;
:Retreating to the Medieas underworld, Vedec designed undead monstrosities and Knights to stymie the Wyld Hunt. Designing their own Ban Sith suit, they took jobs, using a combination of undead and their suit to prove its superiority over the Hunt. This led them to fighting alongside a Thulian spy ring, directed to get the Wyld Hunt&#039;s attention. &lt;br /&gt;
&lt;br /&gt;
:At first, Astrea saw the mysterious undead and odd amount of magically Knights opposing her as a suspicious nuisance, but quickly investigated, and the Wyld Hunt hunted down and infiltrated the underworld ring, where Vedec devised cybernetic undead. Astrea broke into the lab, and on a lark, spoke with the necromancer, asking about their hatred for the Wyld Hunt. Vedec was eager to explain the pride in their Knights, in their magic and their technology, and that it&#039;s skill could make &#039;even the simplest pilot greater than the so-called legends&#039;. Vedec believed that even the Starblazer was the product of her suit. Astrea simply said that it was better to have both, and revealed herself, before fleeing as Vedec activated several drones to try and capture their enemy. &lt;br /&gt;
&lt;br /&gt;
:The result lead to a great battle that destroyed a city block and resulted in the Wyld Hunt blasting undead soldiers, and the Ban Sith suit blasting. Astrea and Vedec fought, with Vedec favouring a support role and the aid of their allies defenses; their Thulian and criminal allies, outmatched, abandoned them. Vedec fled, but was lost in the tumbling building, saved by Astrea, who pulled their suit from the collapsing structures.&lt;br /&gt;
&lt;br /&gt;
:Vedec was suprised as Astrea hid the necromancer&#039;s involvement. She only asked that Vedec take a look at her Knight, and her allies. &lt;br /&gt;
&lt;br /&gt;
:Vedec is tired, annoyed, but enjoys being about to see their work being used well. Over time, their irritation at the Witch&#039;s cavalier attitude and lack of care in Vedec&#039;s work. As a mechanic for Wyld Hunt, they worked on various different suits, and even piloted themselves at times, though they were better at design than at direct piloting.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71900</id>
		<title>Talk:Not Created Equal</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71900"/>
		<updated>2024-06-21T03:56:55Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Captain Caster Pallas L&amp;#039;Orine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=100thlurker Character skills proposals=&lt;br /&gt;
==Attributes==&lt;br /&gt;
(Drop &#039;&#039;Cunning&#039;&#039; which is nearly never used, reformulate as two trees, Base 22 points instead of 24)&lt;br /&gt;
===Mind===&lt;br /&gt;
Charisma &amp;lt;br&amp;gt;&lt;br /&gt;
IQ &amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance &amp;lt;br&amp;gt;&lt;br /&gt;
Physique &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
(Collapse overlapping and vestigial Court skills. Form new skills Knowledge and Science. Reformulate Bureaucracy/Horsetrading/Legal as Delegation and Connections. Plotting/Blackmail likewise more properly split into Investigation and Espionage. Martial skills reenvisioned to match collective proposals in [[Talk:Fleet Action]] and [[Talk:Battle_Cry#I00thlurker_Retcon_Proposal|Talk:Battle Cry]].)&lt;br /&gt;
===Court===&lt;br /&gt;
Academia&lt;br /&gt;
:Knowledge &lt;br /&gt;
:Science&lt;br /&gt;
&lt;br /&gt;
Bureaucracy&lt;br /&gt;
:Delegate&lt;br /&gt;
:Connections&lt;br /&gt;
&lt;br /&gt;
Conspiracy&lt;br /&gt;
:Investigate&lt;br /&gt;
:Espionage&lt;br /&gt;
&lt;br /&gt;
Presentation&lt;br /&gt;
:Socialize&lt;br /&gt;
:Oratory&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Art&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039;&lt;br /&gt;
:Command &lt;br /&gt;
&lt;br /&gt;
Calculation&lt;br /&gt;
:Logistics&lt;br /&gt;
:Navigation&lt;br /&gt;
&lt;br /&gt;
Leadership&lt;br /&gt;
:Maneuvers&lt;br /&gt;
:Fire Control&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
Can sometimes add appropriate resource dice/lower TNs.&lt;br /&gt;
&lt;br /&gt;
=Major William Victor de Brightstar=&lt;br /&gt;
*Virtue: Excellent Staff Officer&lt;br /&gt;
*Vice: Alcohol&lt;br /&gt;
*Minor Nobel Family (Baron)&lt;br /&gt;
*Third in line for the title (So unlikely)&lt;br /&gt;
*Allies: Lt Colonel Roger Eric de Brightstar (brother), Cadet Victoria Philippa de Brightstar (sister), Major General Hector Bermudez-Wu (mentor)&lt;br /&gt;
*Enemies/Rivals: Colonel Henry Humphries de Brightstar (brother), Admiral Mugombe, Major Katherine Marie Melio&lt;br /&gt;
*A strong Empire is a healthy Empire&lt;br /&gt;
*Aspirations and Goals: Ensure the advancement of Colonel Lasalle and by extension myself, obtain position in Grand Imperial General Staff and rise to top.&lt;br /&gt;
*Mixed Economy (the Empire must ensure a steady flow of resources to the military to ensure its safety)&lt;br /&gt;
*Space Easter/Space Christmas Space Catholic&lt;br /&gt;
*Bureaucracy: Expert&lt;br /&gt;
*Imperial Officer: Professional&lt;br /&gt;
*Politicking: Professional &lt;br /&gt;
*Protocol: Professional&lt;br /&gt;
*Range Weaponry: Professional&lt;br /&gt;
*Strategy/Tactics: Professional &lt;br /&gt;
*Streetwise: Layman&lt;br /&gt;
*Intelligence Gathering: Layman&lt;br /&gt;
*Culture/History: Layman&lt;br /&gt;
*Stay out of trouble: Terrible&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mind===&lt;br /&gt;
IQ 6 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits 8 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 7 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance 2&amp;lt;br&amp;gt;&lt;br /&gt;
Physique 3 &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
===Court===&lt;br /&gt;
Knowledge 3 (from spare military skills)&amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Socialize 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Conspiracy 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Talent&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039; 4&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
Field&lt;br /&gt;
:Maneuvers 1 &amp;lt;br&amp;gt;&lt;br /&gt;
:Fire Control 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Science&lt;br /&gt;
:Logistics 5 &amp;lt;br&amp;gt;&lt;br /&gt;
:Navigation 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Erzherzogin Lilavati Bakarne Merit zum Auloniad-Orpheum IV=&lt;br /&gt;
*Virtue: Ambition tempered by duty.&lt;br /&gt;
*Vice: Perfectionism marred by vanity.&lt;br /&gt;
*Rank: Erzherzogin of the Orbital Archduchy of Auloniad-Orpheum.&lt;br /&gt;
*Other Titles: Imperial Seneschal, Keeper of the Gardens in the Imperial Palace.&lt;br /&gt;
*Allies: The lesser nobles and cousins of the House of Auloniad-Opheum, Phrixos Wigberht de Fries (Master of the Imperial Mint), Furisto (a loyal Jovian mastiff).&lt;br /&gt;
*Enemies: Astrid zum Aloniad-Orpheum (a legitimized bastard five years older, with a weak claim and boundless ambition), Tex Perses (a jilted lover and now Astrid&#039;s own).&lt;br /&gt;
*Politics: Conquests and plunder are good for the Imperial reserves, protracted wars with peer enemies are not.&lt;br /&gt;
*Religion: There are evils in human nature that not even science can cure. God is the answer.&lt;br /&gt;
*Economics: Imperial institutions are good. Legions of bureaucrats tempering noble adventurism is best.&lt;br /&gt;
*Aspirations and Goals: Funnel divestments from the Imperial bank to home for disaster relief and retrofitting, acquire husband in matrilinear marriage, produce heir(s), maintain house status, nurse some number of useful friendships.&lt;br /&gt;
*Adventurous Passtimes and Flirtations with Falconry&lt;br /&gt;
*Gardens and Finance are Rather Alike (Green is Best)&lt;br /&gt;
*Suddenly Strange Senior Siblings (Who Are Evil)&lt;br /&gt;
*Father Dies Under Strange Circumstances&lt;br /&gt;
*The Storm that Shook Orpheum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Captain Caster Pallas L&#039;Orine=&lt;br /&gt;
Player: BM&lt;br /&gt;
:Virtue- Refusal to Die on a Cellular,Cybernetic, and Spiritual Level&lt;br /&gt;
:Vice- Gambling and other Anti-prudent pastimes&lt;br /&gt;
:Rank - Captain, Minor Noble with Poor Standing Due to Social Gaffes&lt;br /&gt;
:Allies - Sister, Knightress Asterine L&#039;Orine; Mentor, Admiral Lelienne Dorset; various crewmen over military career&lt;br /&gt;
:Enemies - Several Noble families due to lost scions in battles, Deacon Barbaricia due to the heretical application of cybernetics. &lt;br /&gt;
:Politics - Severe military vigilance, self-reliance&lt;br /&gt;
:Religion - God only cares when you are dead; man governs the living&lt;br /&gt;
:Economics - military spending, but otherwise indifferent to economic particulars&lt;br /&gt;
:Aspirations and Goals: Win glorious battles, face powerful opponents, help Princess forge legacy with or without Imperium. Win a Planet in a card game.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
*Duel at the West Academy&lt;br /&gt;
*Fleet Battle of the Fire Ships&lt;br /&gt;
*Death and (Cybernetic) Rebirth&lt;br /&gt;
*Violent Disagreement with Holy Bishop over the Machine&#039;s Divinity&lt;br /&gt;
*The Rigged Game and the Duel that Followed&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
:Willpower: Excellent&lt;br /&gt;
:Duelling: Proficient&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Colonel William Victor de Brightstar=&lt;br /&gt;
Player: lokar&lt;br /&gt;
:Virtue: Excellent Staff Officer&lt;br /&gt;
:Vice: Alcohol, trouble, women&lt;br /&gt;
:Minor Nobel Family (Duke)&lt;br /&gt;
:Third in line for the title (So unlikely)&lt;br /&gt;
:Allies: Colonel Eric de Brightstar (brother), Cadet Victoria Philippa de Brightstar (sister), Major General Hector Bermudez-Wu (mentor)&lt;br /&gt;
:Enemies/Rivals: Colonel Henry Humphries de Brightstar (brother), Grand Duke al-Gramont, Major Katherine Marie Melio&lt;br /&gt;
:A strong Empire is a healthy Empire&lt;br /&gt;
:Aspirations and Goals: Ensure the smooth transition of Margrave&#039;s forces to a proper Imperial force, find a way back into the Core and obtain position in Grand Imperial 	General Staff and rise to top.&lt;br /&gt;
:Mixed Economy (the Empire must ensure a steady flow of resources to the military to ensure its safety)&lt;br /&gt;
:Space Easter/Space Christmas Space Catholic&lt;br /&gt;
:Bureaucracy: Expert&lt;br /&gt;
:Imperial Officer: Professional&lt;br /&gt;
:Politicking: Professional&lt;br /&gt;
:Protocol: Professional&lt;br /&gt;
:Range Weaponry: Professional&lt;br /&gt;
:Strategy/Tactics: Professional&lt;br /&gt;
:Streetwise: Layman&lt;br /&gt;
:Intelligence Gathering: Layman&lt;br /&gt;
:Culture/History: Layman&lt;br /&gt;
:Stay out of trouble: GOD AWFUL&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
*Trial by fire in the final campaigns of the Federation Wars&lt;br /&gt;
*Rising star (pun not intended) of the Imperial General Staff&lt;br /&gt;
*L&#039;affaire torride&lt;br /&gt;
*Stuck nose where it didn&#039;t belong investigating corruption and illegal arms sales&lt;br /&gt;
*Killed the son of Grand Duke al-Gramont, may be related to point #3 or #4 or both...&lt;br /&gt;
&lt;br /&gt;
==The Stats==&lt;br /&gt;
:Smarts &lt;br /&gt;
::IQ 5&lt;br /&gt;
::Wits 5&lt;br /&gt;
&lt;br /&gt;
:Social&lt;br /&gt;
::Charm 5&lt;br /&gt;
::Cunning 5&lt;br /&gt;
&lt;br /&gt;
:Strength:&lt;br /&gt;
::Durability 2&lt;br /&gt;
::Physical Action 2&lt;br /&gt;
&lt;br /&gt;
:Black Mail 1&lt;br /&gt;
:Horse Trading 2&lt;br /&gt;
:Chummy 3&lt;br /&gt;
:Bureaucracy 4&lt;br /&gt;
:Legal 2&lt;br /&gt;
:Speech Giving 2&lt;br /&gt;
:Plotting 3&lt;br /&gt;
&lt;br /&gt;
:Spaceship Gunnery 1&lt;br /&gt;
:Spaceship Init 2&lt;br /&gt;
:Spaceship Defense (note 5 points per 1) 1&lt;br /&gt;
::Spaceship Orders: (3 points per 1, each point adds gives a reroll per battle) 2&lt;br /&gt;
:Formalized Dueling 2&lt;br /&gt;
:Ranged Combat 2&lt;br /&gt;
:Dodge 2&lt;br /&gt;
:Melee Combat 1&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71892</id>
		<title>Talk:Not Created Equal</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71892"/>
		<updated>2024-06-18T04:02:29Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Captain Caster Pallas L&amp;#039;Orine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=100thlurker Character skills proposals=&lt;br /&gt;
==Attributes==&lt;br /&gt;
(Drop &#039;&#039;Cunning&#039;&#039; which is nearly never used, reformulate as two trees, Base 22 points instead of 24)&lt;br /&gt;
===Mind===&lt;br /&gt;
Charisma &amp;lt;br&amp;gt;&lt;br /&gt;
IQ &amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance &amp;lt;br&amp;gt;&lt;br /&gt;
Physique &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
(Collapse overlapping and vestigial Court skills. Form new skills Knowledge and Science. Reformulate Bureaucracy/Horsetrading/Legal as Delegation and Connections. Plotting/Blackmail likewise more properly split into Investigation and Espionage. Martial skills reenvisioned to match collective proposals in [[Talk:Fleet Action]] and [[Talk:Battle_Cry#I00thlurker_Retcon_Proposal|Talk:Battle Cry]].)&lt;br /&gt;
===Court===&lt;br /&gt;
Academia&lt;br /&gt;
:Knowledge &lt;br /&gt;
:Science&lt;br /&gt;
&lt;br /&gt;
Bureaucracy&lt;br /&gt;
:Delegate&lt;br /&gt;
:Connections&lt;br /&gt;
&lt;br /&gt;
Conspiracy&lt;br /&gt;
:Investigate&lt;br /&gt;
:Espionage&lt;br /&gt;
&lt;br /&gt;
Presentation&lt;br /&gt;
:Socialize&lt;br /&gt;
:Oratory&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Art&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039;&lt;br /&gt;
:Command &lt;br /&gt;
&lt;br /&gt;
Calculation&lt;br /&gt;
:Logistics&lt;br /&gt;
:Navigation&lt;br /&gt;
&lt;br /&gt;
Leadership&lt;br /&gt;
:Maneuvers&lt;br /&gt;
:Fire Control&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
Can sometimes add appropriate resource dice/lower TNs.&lt;br /&gt;
&lt;br /&gt;
=Major William Victor de Brightstar=&lt;br /&gt;
*Virtue: Excellent Staff Officer&lt;br /&gt;
*Vice: Alcohol&lt;br /&gt;
*Minor Nobel Family (Baron)&lt;br /&gt;
*Third in line for the title (So unlikely)&lt;br /&gt;
*Allies: Lt Colonel Roger Eric de Brightstar (brother), Cadet Victoria Philippa de Brightstar (sister), Major General Hector Bermudez-Wu (mentor)&lt;br /&gt;
*Enemies/Rivals: Colonel Henry Humphries de Brightstar (brother), Admiral Mugombe, Major Katherine Marie Melio&lt;br /&gt;
*A strong Empire is a healthy Empire&lt;br /&gt;
*Aspirations and Goals: Ensure the advancement of Colonel Lasalle and by extension myself, obtain position in Grand Imperial General Staff and rise to top.&lt;br /&gt;
*Mixed Economy (the Empire must ensure a steady flow of resources to the military to ensure its safety)&lt;br /&gt;
*Space Easter/Space Christmas Space Catholic&lt;br /&gt;
*Bureaucracy: Expert&lt;br /&gt;
*Imperial Officer: Professional&lt;br /&gt;
*Politicking: Professional &lt;br /&gt;
*Protocol: Professional&lt;br /&gt;
*Range Weaponry: Professional&lt;br /&gt;
*Strategy/Tactics: Professional &lt;br /&gt;
*Streetwise: Layman&lt;br /&gt;
*Intelligence Gathering: Layman&lt;br /&gt;
*Culture/History: Layman&lt;br /&gt;
*Stay out of trouble: Terrible&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mind===&lt;br /&gt;
IQ 6 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits 8 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 7 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance 2&amp;lt;br&amp;gt;&lt;br /&gt;
Physique 3 &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
===Court===&lt;br /&gt;
Knowledge 3 (from spare military skills)&amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Socialize 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Conspiracy 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Talent&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039; 4&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
Field&lt;br /&gt;
:Maneuvers 1 &amp;lt;br&amp;gt;&lt;br /&gt;
:Fire Control 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Science&lt;br /&gt;
:Logistics 5 &amp;lt;br&amp;gt;&lt;br /&gt;
:Navigation 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Erzherzogin Lilavati Bakarne Merit zum Auloniad-Orpheum IV=&lt;br /&gt;
*Virtue: Ambition tempered by duty.&lt;br /&gt;
*Vice: Perfectionism marred by vanity.&lt;br /&gt;
*Rank: Erzherzogin of the Orbital Archduchy of Auloniad-Orpheum.&lt;br /&gt;
*Other Titles: Imperial Seneschal, Keeper of the Gardens in the Imperial Palace.&lt;br /&gt;
*Allies: The lesser nobles and cousins of the House of Auloniad-Opheum, Phrixos Wigberht de Fries (Master of the Imperial Mint), Furisto (a loyal Jovian mastiff).&lt;br /&gt;
*Enemies: Astrid zum Aloniad-Orpheum (a legitimized bastard five years older, with a weak claim and boundless ambition), Tex Perses (a jilted lover and now Astrid&#039;s own).&lt;br /&gt;
*Politics: Conquests and plunder are good for the Imperial reserves, protracted wars with peer enemies are not.&lt;br /&gt;
*Religion: There are evils in human nature that not even science can cure. God is the answer.&lt;br /&gt;
*Economics: Imperial institutions are good. Legions of bureaucrats tempering noble adventurism is best.&lt;br /&gt;
*Aspirations and Goals: Funnel divestments from the Imperial bank to home for disaster relief and retrofitting, acquire husband in matrilinear marriage, produce heir(s), maintain house status, nurse some number of useful friendships.&lt;br /&gt;
*Adventurous Passtimes and Flirtations with Falconry&lt;br /&gt;
*Gardens and Finance are Rather Alike (Green is Best)&lt;br /&gt;
*Suddenly Strange Senior Siblings (Who Are Evil)&lt;br /&gt;
*Father Dies Under Strange Circumstances&lt;br /&gt;
*The Storm that Shook Orpheum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Captain Caster Pallas L&#039;Orine=&lt;br /&gt;
Player: BM&lt;br /&gt;
:Virtue- Refusal to Die on a Cellular,Cybernetic, and Spiritual Level&lt;br /&gt;
:Vice- Gambling and other Anti-prudent pastimes&lt;br /&gt;
:Rank - Captain, Minor Noble with Poor Standing Due to Social Gaffes&lt;br /&gt;
:Allies - Sister, Knightress Asterine L&#039;Orine; Mentor, Admiral Lelienne Dorset; various crewmen over military career&lt;br /&gt;
:Enemies - Several Noble families due to lost scions in battles, Deacon Barbaricia due to the heretical application of cybernetics. &lt;br /&gt;
:Politics - Severe military vigilance, self-reliance&lt;br /&gt;
:Religion - God only cares when you are dead; man governs the living&lt;br /&gt;
:Economics - military spending, but otherwise indifferent to economic particulars&lt;br /&gt;
:Aspirations and Goals: Win glorious battles, face powerful opponents, help Princess forge legacy with or without Imperium. Win a Planet in a card game.&lt;br /&gt;
&lt;br /&gt;
==Events==&lt;br /&gt;
*Duel at the West Academy&lt;br /&gt;
*Fleet Battle of the Fire Ships&lt;br /&gt;
*Death and (Cybernetic) Rebirth&lt;br /&gt;
*Violent Disagreement with Holy Bishop over the Machine&#039;s Divinity&lt;br /&gt;
*The Rigged Game and the Duel that Followed&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71891</id>
		<title>Talk:Not Created Equal</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Not_Created_Equal&amp;diff=71891"/>
		<updated>2024-06-18T04:01:27Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=100thlurker Character skills proposals=&lt;br /&gt;
==Attributes==&lt;br /&gt;
(Drop &#039;&#039;Cunning&#039;&#039; which is nearly never used, reformulate as two trees, Base 22 points instead of 24)&lt;br /&gt;
===Mind===&lt;br /&gt;
Charisma &amp;lt;br&amp;gt;&lt;br /&gt;
IQ &amp;lt;br&amp;gt;&lt;br /&gt;
Wits &amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance &amp;lt;br&amp;gt;&lt;br /&gt;
Physique &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
(Collapse overlapping and vestigial Court skills. Form new skills Knowledge and Science. Reformulate Bureaucracy/Horsetrading/Legal as Delegation and Connections. Plotting/Blackmail likewise more properly split into Investigation and Espionage. Martial skills reenvisioned to match collective proposals in [[Talk:Fleet Action]] and [[Talk:Battle_Cry#I00thlurker_Retcon_Proposal|Talk:Battle Cry]].)&lt;br /&gt;
===Court===&lt;br /&gt;
Academia&lt;br /&gt;
:Knowledge &lt;br /&gt;
:Science&lt;br /&gt;
&lt;br /&gt;
Bureaucracy&lt;br /&gt;
:Delegate&lt;br /&gt;
:Connections&lt;br /&gt;
&lt;br /&gt;
Conspiracy&lt;br /&gt;
:Investigate&lt;br /&gt;
:Espionage&lt;br /&gt;
&lt;br /&gt;
Presentation&lt;br /&gt;
:Socialize&lt;br /&gt;
:Oratory&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Art&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039;&lt;br /&gt;
:Command &lt;br /&gt;
&lt;br /&gt;
Calculation&lt;br /&gt;
:Logistics&lt;br /&gt;
:Navigation&lt;br /&gt;
&lt;br /&gt;
Leadership&lt;br /&gt;
:Maneuvers&lt;br /&gt;
:Fire Control&lt;br /&gt;
&lt;br /&gt;
===Demesne===&lt;br /&gt;
Can sometimes add appropriate resource dice/lower TNs.&lt;br /&gt;
&lt;br /&gt;
=Major William Victor de Brightstar=&lt;br /&gt;
*Virtue: Excellent Staff Officer&lt;br /&gt;
*Vice: Alcohol&lt;br /&gt;
*Minor Nobel Family (Baron)&lt;br /&gt;
*Third in line for the title (So unlikely)&lt;br /&gt;
*Allies: Lt Colonel Roger Eric de Brightstar (brother), Cadet Victoria Philippa de Brightstar (sister), Major General Hector Bermudez-Wu (mentor)&lt;br /&gt;
*Enemies/Rivals: Colonel Henry Humphries de Brightstar (brother), Admiral Mugombe, Major Katherine Marie Melio&lt;br /&gt;
*A strong Empire is a healthy Empire&lt;br /&gt;
*Aspirations and Goals: Ensure the advancement of Colonel Lasalle and by extension myself, obtain position in Grand Imperial General Staff and rise to top.&lt;br /&gt;
*Mixed Economy (the Empire must ensure a steady flow of resources to the military to ensure its safety)&lt;br /&gt;
*Space Easter/Space Christmas Space Catholic&lt;br /&gt;
*Bureaucracy: Expert&lt;br /&gt;
*Imperial Officer: Professional&lt;br /&gt;
*Politicking: Professional &lt;br /&gt;
*Protocol: Professional&lt;br /&gt;
*Range Weaponry: Professional&lt;br /&gt;
*Strategy/Tactics: Professional &lt;br /&gt;
*Streetwise: Layman&lt;br /&gt;
*Intelligence Gathering: Layman&lt;br /&gt;
*Culture/History: Layman&lt;br /&gt;
*Stay out of trouble: Terrible&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Mind===&lt;br /&gt;
IQ 6 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Wits 8 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma 7 (+2 from Cunning)&amp;lt;br&amp;gt;&lt;br /&gt;
===Matter===&lt;br /&gt;
Endurance 2&amp;lt;br&amp;gt;&lt;br /&gt;
Physique 3 &amp;lt;br&amp;gt;&lt;br /&gt;
==Skills==&lt;br /&gt;
===Court===&lt;br /&gt;
Knowledge 3 (from spare military skills)&amp;lt;br&amp;gt;&lt;br /&gt;
Bureaucracy 6 &amp;lt;br&amp;gt;&lt;br /&gt;
Socialize 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Oratory 3 &amp;lt;br&amp;gt;&lt;br /&gt;
Conspiracy 4 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Martial===&lt;br /&gt;
Talent&lt;br /&gt;
:&#039;&#039;Coup d&#039;oeil&#039;&#039; 4&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
Field&lt;br /&gt;
:Maneuvers 1 &amp;lt;br&amp;gt;&lt;br /&gt;
:Fire Control 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Science&lt;br /&gt;
:Logistics 5 &amp;lt;br&amp;gt;&lt;br /&gt;
:Navigation 3 &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Erzherzogin Lilavati Bakarne Merit zum Auloniad-Orpheum IV=&lt;br /&gt;
*Virtue: Ambition tempered by duty.&lt;br /&gt;
*Vice: Perfectionism marred by vanity.&lt;br /&gt;
*Rank: Erzherzogin of the Orbital Archduchy of Auloniad-Orpheum.&lt;br /&gt;
*Other Titles: Imperial Seneschal, Keeper of the Gardens in the Imperial Palace.&lt;br /&gt;
*Allies: The lesser nobles and cousins of the House of Auloniad-Opheum, Phrixos Wigberht de Fries (Master of the Imperial Mint), Furisto (a loyal Jovian mastiff).&lt;br /&gt;
*Enemies: Astrid zum Aloniad-Orpheum (a legitimized bastard five years older, with a weak claim and boundless ambition), Tex Perses (a jilted lover and now Astrid&#039;s own).&lt;br /&gt;
*Politics: Conquests and plunder are good for the Imperial reserves, protracted wars with peer enemies are not.&lt;br /&gt;
*Religion: There are evils in human nature that not even science can cure. God is the answer.&lt;br /&gt;
*Economics: Imperial institutions are good. Legions of bureaucrats tempering noble adventurism is best.&lt;br /&gt;
*Aspirations and Goals: Funnel divestments from the Imperial bank to home for disaster relief and retrofitting, acquire husband in matrilinear marriage, produce heir(s), maintain house status, nurse some number of useful friendships.&lt;br /&gt;
*Adventurous Passtimes and Flirtations with Falconry&lt;br /&gt;
*Gardens and Finance are Rather Alike (Green is Best)&lt;br /&gt;
*Suddenly Strange Senior Siblings (Who Are Evil)&lt;br /&gt;
*Father Dies Under Strange Circumstances&lt;br /&gt;
*The Storm that Shook Orpheum&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Captain Caster Pallas L&#039;Orine=&lt;br /&gt;
Virtue: Refusal to Die on a Cellular,Cybernetic, and Spiritual Level&lt;br /&gt;
Vice: Gambling and other Anti-prudent pastimes&lt;br /&gt;
Rank: Captain, Minor Noble with Poor Standing Due to Social Gaffes&lt;br /&gt;
Allies: Sister, Knightress Asterine L&#039;Orine; Mentor, Admiral Lelienne Dorset; various crewmen over military career&lt;br /&gt;
Enemies: Several Noble families due to lost scions in battles, Deacon Barbaricia due to the heretical application of cybernetics. &lt;br /&gt;
Politics: Severe military vigilance, self-reliance&lt;br /&gt;
Religion: God only cares when you are dead; man governs the living&lt;br /&gt;
Economics: military spending, but otherwise indifferent to economic particulars&lt;br /&gt;
Aspirations and Goals: Win glorious battles, face powerful opponents, help Princess forge legacy with or without Imperium. Win a Planet in a card game.&lt;br /&gt;
&lt;br /&gt;
Events&lt;br /&gt;
*Duel at the West Academy&lt;br /&gt;
*Fleet Battle of the Fire Ships&lt;br /&gt;
*Death and (Cybernetic) Rebirth&lt;br /&gt;
*Violent Disagreement with Holy Bishop over the Machine&#039;s Divinity&lt;br /&gt;
*The Rigged Game and the Duel that Followed&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Crownshatter&amp;diff=71812</id>
		<title>Crownshatter</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Crownshatter&amp;diff=71812"/>
		<updated>2024-04-02T00:53:48Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Mega-beasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Crownshatter – Imperium in Turmoil &lt;br /&gt;
&lt;br /&gt;
The Emperor has died, mere months after his coronation. He leaves a throne to a series of bastards and neer-do-wells, a continent-spanning empire of kings and nobles, and a horde of ever-surly barbarians and monsters. Human, elf, dwarf, and many others look to the capital, the center of the world, and find it empty.&lt;br /&gt;
&lt;br /&gt;
The lines on the map are broken. What shall it look like when history takes its toll?&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===The Atol Empire===&lt;br /&gt;
&lt;br /&gt;
Founded originally by dwarves eight hundred years before current time, The Atol Empire is named after its place of founding, the dwarven Freehold of Atol-Ran, where Emperor Runholdt I first rose to power. It spread out, annexing and conquering the human settlements, eventually spreading north and west. The orcs warred with them briefly, before being entirely assimilated, and there are still wars with some of the Elven kingdoms on the edges. The Empire now stretches from north to south, encompassing dozens of kingdoms and provinces and encroaching on the barbaric nations. It is beset by other kingdoms that dislike the idea of assimilation, and monstrous horrors lying on the fringes of the known world.&lt;br /&gt;
&lt;br /&gt;
The Empire&#039;s core lies in the Imperial Province: three districts directly managed by the Emperor. The current Imperial Province are the second such entity; the Old Province, Atol-Ran, lie north of the capital of Waryval. The remaining provinces are coverned by local Houses, with Governors appointed by the Senate to communicate the Emperor&#039;s will. The Empire&#039;s power is upheld by several institutions, one of these being the Senate that votes on Imperial Law and other domestic concerns.&lt;br /&gt;
&lt;br /&gt;
The Imperial Army maintains the Empire&#039;s strength; it is the central international troop body. All Imperial state militaries are considered members of the Army, and may be called upon to serve in the Army proper on international sorties; for the most part, local armies are left alone if it can be helped, relying on the main permanent force. Only when the Army is operating from a province does it require the local military join it, unless a great deal of soldiers are needed (such as with the Orc wars). &lt;br /&gt;
&lt;br /&gt;
===The Church of Opher===&lt;br /&gt;
&lt;br /&gt;
The Church is the foremost spiritual entity in the Empire, and possibly in the world. The pantheon of gods known as the Opher comprises all of the gods and goddesses worshipped across the Imperial territory, their individual temples working under a the unified Church. The Church conducts the ceremonies and sacrifices to these gods, giving thanks for their stewardship over the world and their favour to the great Atol Empire. &lt;br /&gt;
&lt;br /&gt;
In addition to spiritual monopoly, the Church also dominates another field: That of mystical knowledge. As the primary keeper of much of the writing and lore in the Empire, the Church holds virtually all arcane knowledge; as such, it serves as the sole instructor of magery. All mages are members of the Church, studying under it from a young age to master their power and to appreciate their blessings. Mages operate within the Church hierarchy, assigned to various courts and provinces, or dispatched on Church business. Some even join the Inquisition in hunting down pagan mages: practitioners who do not learn under the Church, or who forsake it completely. &lt;br /&gt;
&lt;br /&gt;
The Church also maintains temporal power, in the form of knights-templar and commissioned soldiers; their home province, Valhassan, sits only east of the great Imperial Provinces. The Church&#039;s leaders, the High Priests, rule their organization from the great City of Faith, where the Cathedral Opher sits at the epicenter, containing the main temples for each of its respective gods.&lt;br /&gt;
&lt;br /&gt;
There are literally dozens of gods recognized as part of the Opher, from all over the empire. Most local dieties of conquered nations are inducted into the pantheon, with temples build in the City of Faith and possibly elsewhere. In addition, there are the Greater Gods, dieties that are worshipped all over the empire, and brought into new members; Imperial officials only ask that people give thanks at these temples as well as their own, in return for the Imperial immigrants worshipping at local sites.&lt;br /&gt;
&lt;br /&gt;
===Houses===&lt;br /&gt;
&lt;br /&gt;
The noble Houses represent the various family that make up the aristocracies of the Imperium&#039;s client nations and enemies. Just as the Imperial Dynasty continues down the family line, so does each province draw its rulership from the nobles. &lt;br /&gt;
&lt;br /&gt;
The traditional Imperial model has a family line as the appointed leaders of their lands, with the eldest matriarch or patriarch as ruler. This line, in theory, rules indefinitely; however, the Empire itself has had several dynasties over the centuries, and so have the Provinces. An oversight exists, in the form of the Imperial Governor, a representative empowered to look after and enforce the Emperor&#039;s interests. The Governor, with proper Senatorial authority, can remove a noble house as Steward of a Province, and appoint a new leader, whose family becomes the new noble house. This often requires military backup, and the Governor can request aid from other Governors and Provinces, as well as the Imperial Army, for support. &lt;br /&gt;
&lt;br /&gt;
According to Imperial Law, all Scions (the members of a Noble Houshold) are recognized as officers of the Empire. This means that they can achieve any position within the imperial hierarchy – including the Imperial Seat itself. However, doing so requires an undisputable claim through lineage (a link to the current dynasty, either by blood or marriage), service (conquering significant holdings or providing significant boon to the empire), or might (being burly enough to keep everyone else from swarming or assassinating you). Underhanded means are often employed to remove strong families, and alliances of marriage or of military power are often mage, simply to increase one&#039;s station either to the Seat or to something better under a different Emperor. &lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
===Imperial Races===&lt;br /&gt;
&lt;br /&gt;
These species make up the civilized races of the Empire. They can be Noble House races; they may also take other races as Vassals.&lt;br /&gt;
&lt;br /&gt;
Humans: The most populous of the Empire&#039;s members, human Houses are found everywhere, but are most common in the southern and central imperial regions. Humans are an adaptable species, found in most roles; the last Emperor was human.&lt;br /&gt;
&lt;br /&gt;
Elves: Originally a barbarian race hailing from the northern reaches, elves are tall and lithe, with pointed ears and a natural aptitude for magical control. They live for centuries, but rarely produce children, leading to smaller populations. Elves are often quite intelligent, and are often mages or other scientists – the Imperial University was co-founded by Elves and Dwarves.&lt;br /&gt;
&lt;br /&gt;
Orcs: Originally western barbarians, the Orc people assimilated two hundred years ago, making them the youngest of the Imperial Races. Orcs are tall, well-muscled people with green, blue, brown, or black-skin, and slightly porcine features and elongated teeth. They have maintained their martial culture, often serving as frontline troops or commanders in the Imperial Army.&lt;br /&gt;
&lt;br /&gt;
Dwarves: The founders of the Empire, The Dwarven Freeholds lie along the Absimmard Mountains, stretching from north to south along the empire&#039;s center and eastern regions. In addition, other holds have been established around the Empire, often partially subterranean. Dwarves are a shorter but sturdier people, often hirstute and rough-looking. Dwarves are known for their craftsmanship, at anything from stoneworking to forging, to jewelry or weaving. &lt;br /&gt;
&lt;br /&gt;
Dark Elves: Cousins to the northern elves, dark elves live in the northern mountain ranges, near the elven forests. Disliking their sylvan brethren, Dark Elves were brought into the Empire by their string ties with their dwarven neighbours. Dark elves have learned the arts of underground architecture from the Dwarves, building cities under the rock, though they still practice surface-construction in mountain and hilly regions as well.&lt;br /&gt;
&lt;br /&gt;
===Barbarian Races===&lt;br /&gt;
&lt;br /&gt;
These are the less civilized races of the world – other nations outside of the scope of the empire, or people not yet fully assimilated into the Imperial fold. &lt;br /&gt;
&lt;br /&gt;
If you`re playing a Barbarian race as your Noble House, you are not a member of the Empire, or you are recently conquered or defected (there is a trait for this). You may also take Barbarians as Vassals for the listed price.&lt;br /&gt;
&lt;br /&gt;
Humans and Elves may be taken as Barbarian Races. Orcs have been entirely assimilated, as have Dark Elves, and Dwarves are only found within the Empire; they are not suitable for Barbarian Races. In addition, other barbarian races are noted below.&lt;br /&gt;
&lt;br /&gt;
Goblins: These diminuitive creatures live in the north and western regions, in the nation they call Yirther. Many goblin territories have been invaded by Orc and Elven provinces, leading to many vassal-states for them&lt;br /&gt;
&lt;br /&gt;
Beastfolk: This holistic term refers to a collection of human-animal hybrids, believed to have been created by Ley Node exposure or magical weather phenomena. They are most prevalent in the south; most are tribal, though some have emerging civilizations when they`re not under Imperial domination.&lt;br /&gt;
&lt;br /&gt;
===Monster Races===&lt;br /&gt;
&lt;br /&gt;
These races represent the beasts of the wilds, beyond even barbarian civilization. You cannot play these  or have these as Vassals without GM approval.&lt;br /&gt;
&lt;br /&gt;
Nymphs: These creatures resemble elves, if elves where walking tree-women, or women composed of flame or cloud. These elemental creatures can be found in isolated pockets in the wildernesses around the world, amid their element. Dryads are the most commonly-known Nymph; they live in the north, beyond the edges of the elven nations, making expansion nearly impossible with their nature magic. &lt;br /&gt;
&lt;br /&gt;
Trolls: Big, ugly, green beasts that regenerate even the worst injuries and generally wreak havoc. They live deep in the West, but can be found in many places, having migrated before the empire. They are a general danger for most fringe nations and barbarians, and are the nightmare of border patrols everywhere.&lt;br /&gt;
&lt;br /&gt;
Revenants: Necromancy is practised across the world, and pockets of undead can be found everywhere there is magic. Some of these undead are sentient, or develop it due to prolonged exposure to mana or through direct magic; those that are free often gather together with other undead to form communities out on the edges of the world. Away from those who fear them.&lt;br /&gt;
&lt;br /&gt;
Draconians: These monsters are Dragon-childer, winged being blessed with some of their progenitors&#039; features. Stronger and more fearsome than other beast races, these creatures are rarely found far into the Empire, and are probably the source of most of the fear against their lesser cousins. They can be found near Dragon-Wastes, looking for their ancient creators.&lt;br /&gt;
&lt;br /&gt;
===Mega-beasts===&lt;br /&gt;
&lt;br /&gt;
Oh god oh god oh god!&lt;br /&gt;
&lt;br /&gt;
Dragons: The fear on everyone&#039;s lips and the source of a good number of the horrors of the wilderness, Dragons are feared for a reason. Huge, virtually immortal, and possessing enough innate magical power to level entire cities, they also are the center of a much more destructive phenomenon: the Dragon-Plague, a mutating effect on the surrounding landscape and people. This effect has the peculiar trait of spawning very specific creatures - the Draconians, Griffins, Wyverns, wyrms - all of which are able to breed true and propagate long after the creators are gone. Coupled with the fact that dragons are at best insane by human standards, the discovery of a dragon on the fringes of civilization is enough to rally the nations and its mages together to fight. &lt;br /&gt;
&lt;br /&gt;
Fighting dragons is difficult, as conventional armies have little aside from siege weaponry that can really do much. Mages are the primary defense against them, with magical assistance evening the odds; outnumbering them with troops is difficult, as Dragons are able to produce their own forces by their own nature.&lt;br /&gt;
&lt;br /&gt;
Draconians demonstrate no actual supernatural loyalty to their creator, and those created often follow the dragon due to its power and its indifference to their existence, raiding and plundering in its wake or around its lair when dormant. &lt;br /&gt;
&lt;br /&gt;
Gods: The Divines walk the Earth. Ancient Myths tell of old gods striding the world, dominating and destroying civilizations and creating great wonders, before vanishing. These are not just legends; recent history has seen the rise and fall of one incarnate diety, killed by a coalition of Imperial forces and wielding great magics. Perhaps they were created by some ancient being, or perhaps some kind of natural phenomenae. Perhaps they&#039;re mutated animals; perhaps Dragons are a particularly distinct subset of god.&lt;br /&gt;
&lt;br /&gt;
Despite their monickers, Gods aren&#039;t omnipotent. They&#039;re about on par with dragons, as far as they can be compared; most are immensely powerful, but killable. They are as varied as individuals, and are thankfully rare. Many sighted over the centuries have been seen far beyond the borders of empire, and have gone in other directions. Reports come with varying degrees of veracity, and some are chalked up to lies or misinterpretations.&lt;br /&gt;
&lt;br /&gt;
Gods have one other similiarity with dragons - they transform the landscape and people they touch through a substance secreted by them known as &#039;ichor&#039;, which pollutes and permeates living things exposed to them. Godlings, or Demi-gods, arise from contact with gods- both physical, and from the use of magical rituals to &#039;contact&#039; gods from distant realms, to evoke their power and influence. These summonings are highly restricted by the Church of Opher and have many rules and requirements to do legally, and the list of &#039;approved gods&#039; is short. Godlings are far more diverse than dragonspawn, and, like them, seem to have no supernatural influence over their creations; gods rarely communicate in ways people can understand, and when they do its debatably through one of their more human demigods. &lt;br /&gt;
&lt;br /&gt;
One of the most well-known gods is Kraken, who appears as an actual island in the northern sea when they surface. Currently bound by glaciers in the farthest reaches of the north, this god nonetheless spawns streams of sea monsters that migrate south and cause trouble for northern navies. &lt;br /&gt;
&lt;br /&gt;
Gods commonly appear as mobile land masses - giant &#039;islands&#039; floating in the air, levitating under magical means and often spilling with waterfalls of ichor they leave in a trail as they move. Why Gods bring their homes with them isn&#039;t quite understood, though its theorized that their ichor assimilates the land into part of their bodies. Few credible accounts of first-hand interaction with Gods are publicly available.&lt;br /&gt;
&lt;br /&gt;
==Timeline==&lt;br /&gt;
&lt;br /&gt;
:-300 DE: Dragons migrate south-east, leaving behind pockets of Dragon-childer and altered lands&lt;br /&gt;
:-200 DE: Dwarven holds begin above-ground forays, leaving behind their isolationism. Find human settlements along mountains and in the valleys; Dark Elves are discovered in the north.&lt;br /&gt;
:-170 DE: Elves discovered by long-distance explorers; only a handful make it back alive. &lt;br /&gt;
:-50 DE: Dwarven Freedholds trade with Dark Elven settlements in the northern mountains, exchanging &lt;br /&gt;
:-30 DE: Dwarves Subjugate the nearby human nations, making alliances and conquering &lt;br /&gt;
:-5 DE: Dwarven Freeholds join the Dark Elves in battle against the northern elves.&lt;br /&gt;
:-2 DE: The Battle of Blue Forest. The Elven army of Wylin is decisively broken, and the state is invaded by Dwarven troops. Elven nation entirely subjugated.&lt;br /&gt;
:0 IE: Atol Empire founded in Atol-ran by alliance of dwarven freeholds. Runholdt I proclaimed Emperor.&lt;br /&gt;
:5 IE: First Imperial Territory map commissioned, depicting the dwarven holds and the surrounding lands, including occupied elven lands.&lt;br /&gt;
:5 IE-300 IE Empire expands steadily south, taking human kingdoms as it goes. The Emperor facilitates integration by ennobling locals and placing them in charge of their home hands, with a Governor to maintain imperial mandates. This proves effective and leads to contentment among annexed provinces.&lt;br /&gt;
:150 IE: Emperor Runholdt I dies, and is replaced by his daughter, Runholdt II. She maintains her father&#039;s expansionist attitude, inplementing several new systems for the Noble Provinces – including the mechanism &lt;br /&gt;
:180 IE: Nymphs discovered beyond the Elven lands. Hostilities force the Provinces to gird their borders, and attacks by wood golems and monsters plague the northwest for centuries. &lt;br /&gt;
:220 IE: The Second Imperial Territory Map is completed.&lt;br /&gt;
:240 IE: Empress Runholdt II dies of old age; days later, her children are crushed when their carriage overturns. A brief scuffle and debate leads to a general to rise to become Empress Ulgin I.&lt;br /&gt;
:250 IE: Ulgin I presses for war on the southern human lands, preaching the Mandate over all sentient races. Beastmen from the far south are conquered and made into slaves for the local provinces; few are sent north due to Northern distaste for the animal-folk. &lt;br /&gt;
:260 IE: Imperial Highway begun, with the intent of creating a road network across the entire Empire.&lt;br /&gt;
:264 IE: Ulgin I is assassinated by a Senator; he is put to death, and Ulgin&#039;s son rises to become Ulgin II.&lt;br /&gt;
:265 IE: Ulgin II is smothered by his son, who becomes Ulgin III. &lt;br /&gt;
:267: IE: Ulgin III is poisoned by his son, who becomes Ulgin IV. Human leaders throw their resources into the Imperial Highway; Provinces in the south complete their sections earlier than the norther dwarven and elven nations, which suffer from corruption.&lt;br /&gt;
:268 IE: Ulgin IV kills his daughter as she tried to stab him to death; in a rage, he kills his entire family. The Senate denounces him, but he ignores them; as the mechanism to replace emperors was not truly defined, he is not deposed. Ulgin becomes paranoid, increasing his guard and pouring more money into the army.&lt;br /&gt;
:270 IE: The Beastfolk Haraman Union forms after slaves rebel in the province of Porv after years of brutal slavery, uniting several of the nearby nations into a coalition against the empire under war leader Ragas Vraras. Vicious guerrilla tactics and brutal tortures are inflicted upon imperial prisoners. &lt;br /&gt;
:273 IE: Human soldier Porashamm Ryneth makes history when he successfully recaptures the palace of Pory. Rallying the troops at the battle of Black Horizon fortress, he managed to break the the Beastfolk army and slay Ragas. Rallying the Imperial army, and local militas, the Empire shifted momentum to their favour, and within the year had retaken the provincial capital. The Haraman Union retreats into the southern occupied provinces and fortifies. Ryneth is made Imperial General for his leadership ability, and is sent to the Imperial Court to receive the Mantle of Exaltation.&lt;br /&gt;
:274 IE: Ryneth is sent to deal with Elven insurrections in the north, stirred up by Dryad sympathizers. His charima proves effective at boosting morale and keeping Dryad recruitment down.&lt;br /&gt;
:277 IE: Ryneth successfully urges dwarven provinces to lend their personal armies to him, in view of a spread-thin Imperial Army (due to the Emperor sending more troops south). He successfully pushes north and takes the living fortress of trees he found there, becoming the first Imperial General to successfully capture Nymph-controlled lands. Nymphs abandon the site, leaving their elven slaves/cult to either surrender or commit mass suicide. Ryneth returns to court, where he is hailed as a hero. &lt;br /&gt;
:278 IE: Ryneth praises human efforts in the south at keeping the Union back. Briefly heads northeast to deal with a draconian attack, gaining praise. Ulgin IV becomes envious, as more and more dwarven nobles look to the human leader. Ulgin IV sends Ryneth back south to oversee the war against the Beastfolk, to keep him from gaining more influence in the Court.&lt;br /&gt;
:285 IE: Ulgin IV declares sends dwarven governor to replace human one in Pory, angering humans, including Ryneth. Ulgin responds by recalling the Imperial Army from Pory and the surrounding regions, leaving the local provinces to fend for themselves. Ryneth protests this move; riots break out, but all Imperial Army legions besides Ryneth&#039;s personal force return.&lt;br /&gt;
:286 IE: The dwarven court secretly supports Ryneth with troops and supplies, allowing him to keep fighting the Beastfolk. Executions of &#039;traitors&#039; rise as Ulgin cracks down on supposed agents of Dryads; in truth, he merely wishes to curp human supports. Many humans executed or dismissed from court; Ulgin&#039;s unsubtle hatred of humans makes this hard to cover.&lt;br /&gt;
:288 IE: Ulgin IV discovers dwarven support for the humans when a military force is stopped on the Imperial Highway due to construction, and is discovered to be the personal force of one of the Freeholds. Furious, Ulgin imprisons the entire family for treason and recalls all Imperial Forces to the capital, including Ryneth. Ryneth sees that he is to be removed, and refuses; his Legion remains with him to a man. Ulgin IV goes mad, and sends his personal army to deal with the traitor legion, commanding all Imperial army and provincial forces to assist. However, many cite their current assignments (whether real or not) as reasons to stay behind, or simply do not answer. &lt;br /&gt;
:289 IE: The One-Month Civil War. Imperial Army forces clash with human nations united under Ryneth, as well as his personal legion of humans, dwarves, and elves. Ulgin&#039;s son, Wyldr, proves to he a potent opponent, her wit and daring matching Ryneth&#039;s impeccable strategy. However, poor morale and Ryneth&#039;s charisma and compassion for PoWs leads to defections, and the eventual defeat of the Imperial Forces. Wyldr is captured, but is released and sent back to the capital. The victory shakes the entire Empire, dividing imperial forces and provinces alike. &lt;br /&gt;
:290 IE: Ulgin IV fails to rally his supporters; he loses nearly all credibility, unable to even command his Imperial Army. Rumours of Ryneth planning to take command of the Army against the capital causes panic, cumulating in Ulgin&#039;s suicide by jumping off of a roof. The Senate puts hold on his son&#039;s coronation, leading to widespread panic that is quelled only when Ryneth arrives. Wyldr welcomes him, and joins him in restoring order. Ulgin&#039;s children fled to the north and into the forests, fearing reprisal, and so the Senate assumes national control, beginning the Decade of Strife.&lt;br /&gt;
:294 IE: A vicious Union insurgence leads to bloody decimation in the south. The Imperial Army is stretched so thin and without strong command, is unable to curp the uprising before Pory is taken once again. &lt;br /&gt;
:300 IE: Ryneth and Wyldr announce their marriage. This makes Ryneth an imperial candidate; this brings the Senate into nearly-unanimous support of him as Emperor Ryneth I, the first human emperor.&lt;br /&gt;
:450 IE: Orcs discovered. Relations immediately become tense, due to a poor liason and the orcs&#039; warlike nature. &lt;br /&gt;
:480 IE: The Orc War begins, after Imperial Forces attempt to occupy a bordering territory. Hordes of orcs, using tactical and physical dominance, humiliate the Western forces at first.&lt;br /&gt;
:510 IE: Coalition of Central and Southern nations send armies to the new Western Frontier, against the orcs. Dwarven and human inventors create the first airship, promising to revolutionize travel.&lt;br /&gt;
:550 IE: Orcs are completely subjugated under Imperial Rule, their last territories encompassed. Airships become more common, linking together the empire more intimately than before.&lt;br /&gt;
:576 IE: The first Orc Governor, Erak Srivine, is appointed to the province of Kallurn. Several more follow.&lt;br /&gt;
:580 IE: All-predominantly Orcish provinces sport Orc noble families as leadership.  &lt;br /&gt;
:600 IE: The Dragon Invasions; Hordes of Draconians attack the southwestern and eastern empire in staggered bursts, damaging several nations and leading to proliferation of Dragon-Wastes and Chaotic Wilds. The surges lasted only one year, however, before the horde broke and scattered suddenly; a dragon was seen heading further south.&lt;br /&gt;
:850 IE: Emperor Modus VII ascends the throne, only to die months later of what appears to be blood poisoning. Murder is ruled out. Examination reveals his children to be generally worthless curs or bastards, and further enquiry exposes a wealth of bastards and worse descended from the previous three Emperors. The Senate assumes control until a suitable candidate can be found.&lt;br /&gt;
:851 IE: The present day.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Noble House Creation===&lt;br /&gt;
&lt;br /&gt;
The noble Houses are the core of the Empire; based on the Dwarven Clan system, these familial organizations govern the Imperial provinces and enforce the laws. In return, they receive great autonomy to govern their territories, and maintain their own armies. However, the Emperor&#039;s disappearance threatens to shake tradition and reignite old feuds. &lt;br /&gt;
&lt;br /&gt;
Step One: Provinces&lt;br /&gt;
&lt;br /&gt;
You get 15 points to spend on your Province. &lt;br /&gt;
:1 point per Domain, which comes with 1 resource point&lt;br /&gt;
:1 point per Scion, which are built using the rules below&lt;br /&gt;
:1 point per 2 Resource point up to the Domain max&lt;br /&gt;
:1 point per 2 Fortification point up to the Domain Max&lt;br /&gt;
&lt;br /&gt;
Step Two: Scions&lt;br /&gt;
&lt;br /&gt;
You get 10 points to spend per Scion. You must spend at least 1 point in every stat. &lt;br /&gt;
:Scions get one Knight unit for free, which represents their personal unit. Their max number of units is defined by Savvy (see below)&lt;br /&gt;
&lt;br /&gt;
Step Three: Resource Spending&lt;br /&gt;
&lt;br /&gt;
Total up the resources your nation produces, and multiply each total by 2. This is your starting resources to build troops.&lt;br /&gt;
:You may stockpile these resources, but remember that Corruption rules apply.&lt;br /&gt;
:Build whatever troops you want.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Scions====&lt;br /&gt;
&lt;br /&gt;
These are your characters; members of your family with useful skills and active rolls in your family. Scions represent your Noble house in everything from &lt;br /&gt;
&lt;br /&gt;
Scions use a four-stat system to determine their competence in different fields. The stats are:&lt;br /&gt;
&lt;br /&gt;
Martial: Personal prowess, as well as fighting ability and skill&amp;lt;br&amp;gt;&lt;br /&gt;
Knowledge: The ability to plan and design, useful for strategy, invention, and magic&amp;lt;br&amp;gt;&lt;br /&gt;
Savvy: Domestic understanding; the ability to manage economies and provincial affairs&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: Personal charm; your ability to rally and convince and engage in diplomacy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These stats are general benchmarks of what your Scion can do well; they&#039;re what the GM uses to decide how good you are at something. Ratings go from 1 to 5, with higher being better; a rating of 0 means the person is crippled in some way, and is probably not suitable for play. &lt;br /&gt;
&lt;br /&gt;
Scion stats each have two applications: one military and one domestic. &lt;br /&gt;
&lt;br /&gt;
Military&lt;br /&gt;
&lt;br /&gt;
Martial: How well general soldiers fight.&amp;lt;br&amp;gt;&lt;br /&gt;
Knowledge: How well magic and maneuvers work.&amp;lt;br&amp;gt;&lt;br /&gt;
Savvy: How many units you can have under your command.&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: Unit Morale&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Domestic: &lt;br /&gt;
&lt;br /&gt;
Martial: Enforcing law and punishing crime and corruption&amp;lt;br&amp;gt;&lt;br /&gt;
Knowledge: Architecture and fortification defenses&amp;lt;br&amp;gt;&lt;br /&gt;
Savvy: Economics; resource production&amp;lt;br&amp;gt;&lt;br /&gt;
Charisma: National morale, recruiting&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can, of course, make other characters that aren&#039;t represented by stats for the sake of narrative - few characters are interesting in a vacuum, after all. Note that Scions do not necessarily have to include your supreme leader - a king or other high noble might not actually be a Scion.&lt;br /&gt;
&lt;br /&gt;
====Officers====&lt;br /&gt;
&lt;br /&gt;
Officers is just another work for Scion units that aren&#039;t part of the familiy - mercenaries that can be hired to add more units to an army, and allow for more operations. These are expensive as hell, but worth it if you&#039;re really stretched thin.&lt;br /&gt;
&lt;br /&gt;
===Domains===&lt;br /&gt;
&lt;br /&gt;
Domains are the regions within your province. Each Domain gives a series of resources that it produces every Quarter, as well as some traits which modify actions taken within the terrain. For example, Mountains produce sources of gold and levistone, and are extremely defensive. &lt;br /&gt;
&lt;br /&gt;
In addition, there are Underground Domains, which are linked to an associated above-ground domain. This giant series of vast caverns is located under the associated domain, and requires one go through it get beneath the earth (assuming they have some method to get down there). Underground Domains are extremely rare, and most of them are already claimed by Dwarves and Dark Elves.&lt;br /&gt;
&lt;br /&gt;
Domains must be of a certain &#039;type&#039; of geography at creation. Different types support different resources, and also provide different levels of natural Fortification which can assist a Scion in defending them. &lt;br /&gt;
&lt;br /&gt;
Domains require the attention of Scions or officers to properly function; production does not occur automatically. Your Scion&#039;s Savvy determines how many resources you can produce at any given time; every point of Savvy allows you to &#039;tap&#039; one point of resources from a nation. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrain&#039;&#039;&#039;&lt;br /&gt;
:Plains (Supports Food, Gold, and Beasts, max total 3. Fortification of 0, max 1; Airships can bypass without fighting)&lt;br /&gt;
:Forest (Supports Gold, Ore, and Beasts, max total 2.  Fortification of 1, max 3; Airships can bypass without fighting)&lt;br /&gt;
:Mountain (Supports Gold and Ore, max total 1. Fortification of 2, max 5; Airships cannot bypass without fighting)&lt;br /&gt;
:Desert (Supports Ore and Beasts, max total 2. Fortification of 2, max 5; Airships can bypass without fighting)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resources&#039;&#039;&#039;&lt;br /&gt;
:Troop: Guys. Used for everything. Produced by Charisma rather than by Domains. All Domains produce Troop.&lt;br /&gt;
&lt;br /&gt;
:Food: How much food your nation produces. Not used to build units, but used to sustain militaries on operations.&lt;br /&gt;
:Gold: Imperial Currency and general goods; trade medium, used for Nobles (knights) and mercenaries.&lt;br /&gt;
:Ore: Metals used for construction (wood falls under here for some reason). Used for heavily armoured units like Airships and Golems.&lt;br /&gt;
:Beasts: Animals bred for war. Generally used for cavalry and for large monster units. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fortifications&#039;&#039;&#039;: In addition to this, provinces can be fortified to better defend them. Fortifications make it easier to defend a nation&#039;s holdings; castles, long walls, hill forts, and roving fields of monsters are all fortifications.&lt;br /&gt;
&lt;br /&gt;
Fortifications are applied as part of defense and offense within a Domain. Using fortifications requires Knowledge, but essentially protects your troops lives, guards your production, and even allows for opportunities. Attacking against fortifications also relies on Knowledge, allowing one to use defenses against each other.&lt;br /&gt;
&lt;br /&gt;
Terrain Types have a natural Fortification score. They can have their score reinforced at chargen with nation points, or later using resources and Scion time (+3 Ore, +3 gold per dot). Terrain scores can only be raised by half the natural rating, rounded up, or 1, whichever is higher (Fortification 0 can be raised by 1, Fortification 2 can be raised by 1, Fortification 3 can be raised by 2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039;: This rating represents the internal strife within your nation. Corrupt nations suffer from lost resources, uprisings, and even injury to Scions. &lt;br /&gt;
&lt;br /&gt;
Corruption exists as a points rating, which applies to individual provinces and nations as a whole. Corruption is granted from several sources, both internal (racial layout, resources) or external (espionage, neighboring effects, random events)&lt;br /&gt;
&lt;br /&gt;
Corruption is opposed by a Scion&#039;s Martial - it can be used to quell &#039;active&#039; Corruption points inflicted upon a nation. Once per turn, a Scion can be tapped to use Martial against Corruption, negating the latter by the former. However, this often requires a scion deal with the event; posting is required, and action can have different side effects.&lt;br /&gt;
&lt;br /&gt;
You get corruption from:&lt;br /&gt;
:* The number of races you have in your province - 1 (so if you&#039;re a monoracial majority you get no Corruption from this)&lt;br /&gt;
:* Your number of Provinces - 3&lt;br /&gt;
:* Stockpiling resources, at one point per resource point. Greed is an ugly thing&lt;br /&gt;
:* Hiring Monster Races. They&#039;re the most powerful units in the game, but they cause problems. &lt;br /&gt;
:* Espionage. You can mess with other people!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race and Domains&#039;&#039;&#039;: When you pick a domain, you pick the predominant race for that domain. This represents the majority of the population for that province and what troops you get from it.&lt;br /&gt;
&lt;br /&gt;
Different provinces can have different races, easily; however, diverse racial demographics are rare outside of the Imperial Core. Having Orcs, Humans, Elves, and Dwarves all in one nation with provinces right next to each other indicates a forced attempt at colonization or just plain stubbornness. &lt;br /&gt;
&lt;br /&gt;
A single-race nation has no problems. Two races in a nation indicate minor squabbles - more causes more racial tensions. &lt;br /&gt;
&lt;br /&gt;
The equation for racial corruption is (number of races -1). You need at least one race to play the game. Scions of a different race than the province race treat their Martial as -1 when dealing with corruption there. You can have Scions that aren&#039;t of a Race you have a province for, but you cannot have racial troops unless one of your provinces supports that race.&lt;br /&gt;
&lt;br /&gt;
Having more than one race means that you can benefit from multiple racial traits, in exchange for a higher rate of corruption. &lt;br /&gt;
&lt;br /&gt;
Your racial demographic also determines where on the map you&#039;ll be placed. Orcs/Goblins are native to the west, Dwarves/Dark Elves to the central regions, Elves to the North, Beastfolk to the South, and Lizardfolk to the South and East. Humans are native to the South, but can be found in most places due to high migrations and birth rates (contrived humanocentric excuse #1).&lt;br /&gt;
&lt;br /&gt;
====Stats and Domains====&lt;br /&gt;
&lt;br /&gt;
Martial allows you deal with the effects of corruption, banditry, and even war on your nation&#039;s production. A high Martial makes it easier to enforce the law, and prevents you from suffering other downsides if the corruption is left unchecked.&lt;br /&gt;
&lt;br /&gt;
Knowledge applies to the use of fortifications, as well as to their construction. Building new fortifications relies on how much Knowledge you have; also, using fortifications to protect one&#039;s nation is measured by how much Knowledge the Scion has.&lt;br /&gt;
&lt;br /&gt;
Savvy is used to produce resources. A Scion who dedicates himself to resource production can tap resources equal to his Savvy in one Quarter, drawing the points for use. Stockpiling is possible, but you risk theft, corruption and waste. (+1 Corruption per point of resource stockpiled, possibility of theft of the points due to said corruption)&lt;br /&gt;
&lt;br /&gt;
Charisma is used to acquire Troops for production. A Scion can tap a number of Troops equal to their Charisma, and apply them to their army along with resources gathered. Troops cannot be stockpiled like resources; conversely, they&#039;re not limited as strongly and don&#039;t require you spend any points on domains beyond the base domains.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
&lt;br /&gt;
Military units are built around the Scion that leads them. &lt;br /&gt;
&lt;br /&gt;
Troops: How many raw bodies are attached to the Scion. Functions essentially as HP for the unit - the higher the troop number the more damage the unit can take in a fight. Also, more troops add raw bonuses to your attacks - having more guys than the other guy is a definite benefit.&lt;br /&gt;
&lt;br /&gt;
Your troops maximum is derived from your Savvy stat. Each Scion can have 5 units + savvy of troops without straining their support network; more than that is possible, but will lead to low rations, low morale, and breakdown of communications. Each &#039;unit&#039; represents roughly 100 soldiers, give or take unit value (knights, for example, represent slightly less total individuals per unit). If this seems both extremely vague and extremely low, that&#039;s intentional - you are noble houses, not world-sweeping nations in your own right. &lt;br /&gt;
&lt;br /&gt;
Your troop&#039;s race is based on what province you&#039;re drawing from. Mark what race of troops you&#039;re taking when you build troop units. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type&#039;&#039;&#039;: What kind of unit you&#039;re using. The types currently are Infantry (standard ground troops), Cavalry (Riding units), Airship (flying ships), and Monsters (big scary things). These cover the various roles fantasy militaries employ.&lt;br /&gt;
&lt;br /&gt;
:Knights: Mounted warriors drawn from the nobility, the knights are the backbone of any force. Every Scion has one unit of Knights, and can have more. Knights are heavy units, difficult to damage, but are expensive to replace. You can&#039;t have more knights in a nation than either you Scions or your Domains, whichever is larger (meaning with the free Knights from Scions, you can&#039;t have more knights than Scions unless you have more domains than Scions).&lt;br /&gt;
::1 Troop, 1 Ore, 1 Beast, 1 Gold&lt;br /&gt;
&lt;br /&gt;
:Infantry: Your footmen, including pikemen, archers, and crossbowmen. These are the core of any force, being the cheapest and best-defensible unit. &lt;br /&gt;
::1 Troop&lt;br /&gt;
&lt;br /&gt;
:Cavalry: Light Cavalry units, quick and often armed with a combination of lances and ranged weapons. These fast units are good at quick strikes, but tend to suffer heavy losses if pinned down. &lt;br /&gt;
::1 Troop, 1 Beast&lt;br /&gt;
&lt;br /&gt;
:Airship: Magically-levitated ships, often used as artillery support and overland transport. Can carry weaponry and fly over troops, but tend to go down spectacularly.&lt;br /&gt;
::1 Ore, 1 Troop&lt;br /&gt;
&lt;br /&gt;
:Monster: Giant monstrosities that don&#039;t fall under exotic cavalry or infantry. These can include golems, giants, dragon-spawn (if you want Dragon Slayers to murder your daughters). Big, heavy units, good for sieges and general infantry stomping, but they have real problems harming cavalry.&lt;br /&gt;
::2 Beast (monster) &lt;br /&gt;
::2 Ore (golem)&lt;br /&gt;
&lt;br /&gt;
:Mages: Units of dedicated battlemages used for magical combat. Work differently than standard combat units; they&#039;re more like mobile artillery than anything.&lt;br /&gt;
::1 Troop, 1 Gold&lt;br /&gt;
&lt;br /&gt;
Siege artillery and such is usually abstracted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Morale&#039;&#039;: How eager your troops are to fight and how likely they are to hold their ground. Your Morale is your Charisma + 1. Morale operates as a general HP for the Scion itself - while units take damage individually, Morale damage applies to every unit. &lt;br /&gt;
&lt;br /&gt;
Morale is lost due to magical effects, troop losses, failed maneuvers, loss of food, and other effects. Losing all your morale leads to a complete rout and possible injuries to your Scion. Or you get captured. Or you get killed. Or worse. Yes, there&#039;s worse.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades&#039;&#039;&#039;: Units represent mundane, typical units. Horses are fairly common beasts to raise, and iron is plentiful. However, the world has much greater wonders.&lt;br /&gt;
&lt;br /&gt;
:Aerial Cavalry: You ride winged mounts into battle. Griffins, hippogriffs, and pegasi are the most common of these. Dragon-kin were popular among southern barbarians, but due to the fact that they&#039;re the spawn of province-eating monsters this is frowned upon (as well as forbidden by Imperial Law). Flying Cavalry can ignore most terrain and ground-based forces, and are good at taking down airships. Due to archers and other ranged weapons, they can still take damage if attacking.&lt;br /&gt;
::+2 Beast to Knight or Light Cavalry unit.&lt;br /&gt;
&lt;br /&gt;
:Undead: Your unit of troops are composed entirely of animated corpses. This makes them less effected by injuries and morale (with little effect on living troops on their side, who are undoubtedly trained to fight alongside them). The downside is that they are affected by magic, able to be disrupted and manipulated by Mages. &lt;br /&gt;
::+2 Gold to any unit&lt;br /&gt;
&lt;br /&gt;
:Mage Knights/Paladins: Your knights are trained mages, as well! They don&#039;t have the same versatility as normal mages, focused mostly on self-augmentation magic, but that can make them even more effective on the battlefield. The Church of Opher has these; they&#039;re called &#039;Paladins&#039;, and they focus on self-healing and anti-magic spells.&lt;br /&gt;
::+2 Gold to Knights Only&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Your units are also drawn from different races, like Scions are. Different Races have different traits; unlike internal sub-groups(different skin colours among humans, elves and orcs that have little physical differences), species are physically different enough to perform differently on the battlefield.&lt;br /&gt;
:Humans: They&#039;re awesome. They have no favoured terrain type, but no unit weakness, either. However, they are very good at Airships.&lt;br /&gt;
:Elves: Most at home in Forests. Are great mages, but aren&#039;t good at cavalry due to an aversion to fast movement (living in forests!). &lt;br /&gt;
:Orcs: Originally Desert creatures, Orcs are good at fighting in these harsh environs. They make good Cavalrymen, but have a weak Mage tradition &lt;br /&gt;
:Dwarves: They&#039;re called &amp;quot;Mountain Folk&amp;quot; for a reason. They make good Infantrymen, but they don&#039;t do as well on Airships due to their subterranean preference (even though they invented the things with Human help).&lt;br /&gt;
:Dark Elves: Dark Elves favour mountains, like their Dwarven neighbours. They are good Mages, but are bad with Airships for the same reason as Dwarves.&lt;br /&gt;
:Goblins: Goblins favour deserts, much like orcs. Their natural empathy makes them great at taming and directing Monsters in battle; they make terrible Infantry, however.&lt;br /&gt;
:Beastfolk: Beastfolk prefer forests, similar to elves even though they&#039;re not native to the same areas. They make good Infantry due to their natural weapons, but don&#039;t have as refined a Mage tradition as the civilized world. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Races&#039;&#039;&#039;: Monster races are superior to most of the &#039;civilized&#039; races, as a rule. In general, they&#039;re more powerful per individual than others, and have weird traits that put them a cut above. They also have favoured terrains and classes, but do not have an unfavoured class. Monster races cannot be Scions or Units for PCs right now; they can be hired as Officers, but this comes with a few problems to make up for the scarily powerful units.&lt;br /&gt;
:Nymphs: Favour forests. They possess a natural power of mesmerization, which makes it difficult to fight them and allows them to manipulate opponents. They favour Mages.&lt;br /&gt;
:Trolls: Favour mountains. They have frightening regeneration, which allows them to regrow nearly from death (which helps since they&#039;re insane and violent by nature). They favour Infantry.&lt;br /&gt;
:Giants: Favour plains. giants are large creatures a story or two tall, resembling large primal humans. All giants are Mages by default, as magic comes startlingly naturally to them. They favour Monster units.&lt;br /&gt;
:Draconians: Favour deserts. They have wings and can fly, and are burly as hell. They favour Monster units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragons and Gods&#039;&#039;&#039;: They do not use the rules systems here. They&#039;re massive, frightening creatures that can decimate armies. They have more akin to Scions than individual units, and will undoubtedly require more than one Scion to completely defeat. &lt;br /&gt;
&lt;br /&gt;
====Stats and Military====&lt;br /&gt;
&lt;br /&gt;
Martial represents how good you are at direct combat, how well your troops are drilled and how good you are at tactical maneuvers. It is broadly applied to fighting in general.&lt;br /&gt;
&lt;br /&gt;
Knowledge represents the use of complex strategies, such as ambushes, traps, and spies and assassins. It also represents one&#039;s proficiency with battle magic, and using large-scale spells in combat.&lt;br /&gt;
&lt;br /&gt;
Savvy represents your ability with logistics. It allows you to have more troops, which allows you advantages over a smaller force (more guys mean easier to surround them or overwhelm them) and lets you last longer.&lt;br /&gt;
&lt;br /&gt;
Charisma affects the unit&#039;s morale and how much your troops want to fight. Morale is the overall state of your army, and degrades as the fighting continues. Low morale can result in losses even if you&#039;re not doing too badly in troop numbers.&lt;br /&gt;
&lt;br /&gt;
===Prestige===&lt;br /&gt;
&lt;br /&gt;
Heroes are heroes because of their reputation for doing heroic things. If you go out and slay a hundred dragons, and then don&#039;t tell anyone, everyone&#039;s still going to think you&#039;re that little bitchy guy who groped the Countessa last week. You need to make sure someone saw it, or that you brought back parts of the corpses, so you get get away with impregnating the daughters of everyone who owns their own land.&lt;br /&gt;
&lt;br /&gt;
Prestige is how famous your Scions or Officers have become, based on the deeds they have performed. As you use these units to accomplish various things, they accrue Prestige, which can then be used for a variety of things.&lt;br /&gt;
&lt;br /&gt;
What Prestige points can be used for: &lt;br /&gt;
&lt;br /&gt;
:2 prestige points will give 1 more in one of your four primary stats.&lt;br /&gt;
:1 point upgrades a unit attached to your Scion, giving it Experience. This increases its acumen in combat, and in other actions.&lt;br /&gt;
:2 points lets you add a unit type with a Monster Race like Nymphs or Draconian to your unit. This doesn&#039;t let you have more units than your maximum, and you still get all the penalties associated. They don&#039;t count as mercenary units, so there&#039;s no Gold upkeep.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Bossmuff&amp;diff=71811</id>
		<title>User:Bossmuff</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Bossmuff&amp;diff=71811"/>
		<updated>2024-04-02T00:35:54Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Crownshatter]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ancient Projects==&lt;br /&gt;
&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[City of Brass]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hermit Crab&#039;s School: BM&#039;s Wuxia Game]]&lt;br /&gt;
&lt;br /&gt;
==Stuff==&lt;br /&gt;
&lt;br /&gt;
:New Exalted Chargen for Lunars/Alchemicals (also includes: Thousand Faceted Nelumbo making out with Lissome Avid Engineer).&lt;br /&gt;
:: Attributes are 9/7/5 rather than 8/6/4&lt;br /&gt;
:: No additional background costs, all backgrounds cost as much as they do for Solars.&lt;br /&gt;
:: Lunars start with 3 knacks and 7 charms. Alchemicals start with 10 charms.&lt;br /&gt;
:: Characters gain 4 specialties at character generation.&lt;br /&gt;
:: Characters do not need to spend BP to have (Willpower + Compassion) Intimacies at chargen.&lt;br /&gt;
:: Knacks cost 8 instead of 11 XP.&lt;br /&gt;
:: Charms cost 8 XP favored, 10 XP unfavored.&lt;br /&gt;
:: Charms cost 4 bonus points, 3 if within a Caste or Favored Attribute. &lt;br /&gt;
:: Virtues and Willpower both cost 1 BP each. Willpower is no longer the sum of the two highest virtues, but starts at 5.&lt;br /&gt;
:: Characters are built with 18 instead of 15 bonus points.&lt;br /&gt;
:: Alchemicals have cheapened submodules: 4 XP for 6 XP submodules, 3 XP for 4/5 XP submodules, 2 XP for 3 XP submodules, 1 XP for 2 XP submodules. 1 XP submodules are bought at the rate of 2 per 1 XP.&lt;br /&gt;
:: Alchemicals buy Mutations at reduced cost: 1 XP per point. They get 2 points of mutations per BP.&lt;br /&gt;
&lt;br /&gt;
Ascension Isle Religion:&lt;br /&gt;
&lt;br /&gt;
[[The Arete Draconic]]&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=User:Bossmuff&amp;diff=71810</id>
		<title>User:Bossmuff</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=User:Bossmuff&amp;diff=71810"/>
		<updated>2024-04-01T20:36:49Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Current Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Ancient Projects==&lt;br /&gt;
&lt;br /&gt;
[[FSN: Clock Tower]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Crownshatter]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[City of Brass]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Isolated: Superhero Game]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hermit Crab&#039;s School: BM&#039;s Wuxia Game]]&lt;br /&gt;
&lt;br /&gt;
==Stuff==&lt;br /&gt;
&lt;br /&gt;
:New Exalted Chargen for Lunars/Alchemicals (also includes: Thousand Faceted Nelumbo making out with Lissome Avid Engineer).&lt;br /&gt;
:: Attributes are 9/7/5 rather than 8/6/4&lt;br /&gt;
:: No additional background costs, all backgrounds cost as much as they do for Solars.&lt;br /&gt;
:: Lunars start with 3 knacks and 7 charms. Alchemicals start with 10 charms.&lt;br /&gt;
:: Characters gain 4 specialties at character generation.&lt;br /&gt;
:: Characters do not need to spend BP to have (Willpower + Compassion) Intimacies at chargen.&lt;br /&gt;
:: Knacks cost 8 instead of 11 XP.&lt;br /&gt;
:: Charms cost 8 XP favored, 10 XP unfavored.&lt;br /&gt;
:: Charms cost 4 bonus points, 3 if within a Caste or Favored Attribute. &lt;br /&gt;
:: Virtues and Willpower both cost 1 BP each. Willpower is no longer the sum of the two highest virtues, but starts at 5.&lt;br /&gt;
:: Characters are built with 18 instead of 15 bonus points.&lt;br /&gt;
:: Alchemicals have cheapened submodules: 4 XP for 6 XP submodules, 3 XP for 4/5 XP submodules, 2 XP for 3 XP submodules, 1 XP for 2 XP submodules. 1 XP submodules are bought at the rate of 2 per 1 XP.&lt;br /&gt;
:: Alchemicals buy Mutations at reduced cost: 1 XP per point. They get 2 points of mutations per BP.&lt;br /&gt;
&lt;br /&gt;
Ascension Isle Religion:&lt;br /&gt;
&lt;br /&gt;
[[The Arete Draconic]]&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70190</id>
		<title>Ruins of Alien Suns</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Ruins_of_Alien_Suns&amp;diff=70190"/>
		<updated>2021-04-14T20:36:29Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Negative Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Ruins of Alien Suns NPCs]]==&lt;br /&gt;
==Nations==&lt;br /&gt;
Nations-states are the intended primary player style of Ruins, these are the planets located in the Verge that are seeking their own destiny among the alien stars and represent the rare highly stable worlds that survived the Disruption. Most but not all of them are worlds that were amicable to human life and development and range from developed to mid 21s century to late 22nd in terms of infrastructure, and have populations that numbers in tens of millions.&lt;br /&gt;
&lt;br /&gt;
Nation Starting Package (As of 2152)&lt;br /&gt;
*$1200 income per year&lt;br /&gt;
*$12000 Spending Spree for Starting Military&lt;br /&gt;
*4 Trait Points&lt;br /&gt;
$4000 in developments &lt;br /&gt;
:*Notes: Build time reduced by 4 years with ONE exception. This money cannot be used on vanity projects. Any developments that would be completed this way add their income to the current budget year. This is not constrained to the limit on development slots for the sake of convenience.&lt;br /&gt;
*Stability 5&lt;br /&gt;
*Prestige 10&lt;br /&gt;
*Research Labs: 10&lt;br /&gt;
*Espionage Operatives: $130&lt;br /&gt;
&lt;br /&gt;
Player nations have to describe their:&lt;br /&gt;
*Homeworld:&lt;br /&gt;
*Government Type and Ideology: Affects stability, if you’re the baby eaters of Zardoz and you ally with Ghandi of Neo-Avatar, you’re going to lose stability, if you’re the Iron Prussians of New Stadheim and you invade Bonaventure to increase your realpolitik you will gain in stability. High stability allows for bonus income and rules and special events that are good. Low stability leads to unrest and potential civil war.&lt;br /&gt;
*Background: Where they are a forced colony of exiles or planned colony settled by the space Mormons?&lt;br /&gt;
&lt;br /&gt;
Fluff will help integrate you into the game setting, as well as how your nation develops, a Marslike planet of underground space dwarfs might get a bonus to asteroid mines as a random example while a Earthlike planet may get an economic boom as more people settle the untouched lands.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Traits are ways to customize your nation that have a mechanical affect. You got a select number of them to start off with and can add more for inclusion negative traits. Flaw Farms will be judged on how interesting you can make it.&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;People&#039;s Champion&#039;&#039;: Your government is popular with the people, harder to lower your stability and easier to increase it.&lt;br /&gt;
*&#039;&#039;The War Machine&#039;&#039;: Your dollars $1.5 worth of military equipment per $1 spent, though your people expect you to use it. Cost reductions apply to all warships as well as ground and aerospace forces, but not generic vessels save for Gator Carriers.&lt;br /&gt;
*&#039;&#039;Star Patrol&#039;&#039;: Your anti-piracy patrols are very effective and you can engage in anti-piracy patrols in npc systems to increase goodwill. Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in the trade section. Gain a free Agency worth up to $200.&lt;br /&gt;
*&#039;&#039;Merchant Marine&#039;&#039;: You get two basic freighters for every one built and a 30% discount on far traders and derivative hulls. Does not apply to Super Freighters. Due to the Jones Space Act and local shipping protectionism, a merchant marine power cannot freighters to another power at a price less than what they could pay for it building it themselves, however they may still sell unlocked or Monkey Model types of upgraded or unique types of these ships following the normal arms sales process.&lt;br /&gt;
*&#039;&#039;Admiralty&#039;&#039;: Your fleets are well trained and you basically get a free negate a bad critical roll during fleet battles.&lt;br /&gt;
*&#039;&#039;Fanatics&#039;&#039;: Ground troops will fight to death if ordered.&lt;br /&gt;
*&#039;&#039;Dreamland&#039;&#039;: Reverse engineer of Outsider and Visitor technology is your forte gain bonus on those rolls&lt;br /&gt;
*&#039;&#039;Skunkworks&#039;&#039;: Forefront of the human R&amp;amp;D wave.&lt;br /&gt;
*&#039;&#039;Manticore&#039;&#039;: You sit on a valuable nexus of jump points that includes at least 6 points and you gain .2 of both your base and development income as bonus income.&lt;br /&gt;
*&#039;&#039;Client States [subservient]&#039;&#039;: A nearby system is under your thumb, either as three independent small states underneath you or 1 larger state indirectly guided by you.&lt;br /&gt;
*&#039;&#039;Mayflower Society&#039;&#039;: Colonization bonus, civilians are quicker in moving in and making you get money. Gain +1 prestige for colonies and quicker advancement to next rank, though your population will expect you to defend the colonies with full force&lt;br /&gt;
*&#039;&#039;Murtox&#039;&#039;: Better merchants you get higher than average growth rates. Your base income increases at a higher rate and one of your development slots always reduces the build time of a development by 2 years (except vanity projects) to a minimum of 1 year. A client state with Murtox can reduce the build time of one development assigned to it by 1 year, to a minimum of 1 year.&lt;br /&gt;
*&#039;&#039;Large Population&#039;&#039;: The Verge is half of humanity, and you’re part of the reason. While the average Verge state can be measured in the tens of millions, your population is well into the hundreds of millions, having surpassed even Praetoria in the past few years of immigration from the Core and displacement from various wars. Your state is culturally resilient as a consequence of sheer inertia, and has a lot of bodies to throw at problems. Development projects to improve living standards however, may be much more expensive.&lt;br /&gt;
*&#039;&#039;Population by Proxy&#039;&#039;: Your state’s core population is extremely small proportional to its landmass, most likely under five million. This may be because of extensive automation, or a permanent underclass. Spending to increase stability is typically much cheaper, and your various forces are robotic or mercenary by majority, reducing the Stability costs of huge casualties in offensive wars.&lt;br /&gt;
*&#039;&#039;The Library of Ruins&#039;&#039;: Your state has begun assembling a collection of exotic alien paraphernalia and seemingly-supernatural devices, chancing on some relics of those who came before that are completely beyond replication. Begin with 1d3 Artifacts (Clients get 1 Artifact). Such devices more easily find their way into your possession and are more stable.&lt;br /&gt;
*&#039;&#039;Assembly Prestige&#039;&#039;: When your state speaks, others listen. Assume your voting tendency is replicated x5 in the Assembly of the Verge and x10 in the UN General Assembly. Should the Security Council ever restore the non-permanent seats, expect to be shortlisted for it.&lt;br /&gt;
*&#039;&#039;The Blunder Bus&#039;&#039;: Somehow, despite all the diplomatic missteps you make and bombastic threats you make, your state comes out smelling like a rose. Or at least freshly-mowed grass. Is it all just a big joke or do people ignore you? Either way, it works out.&lt;br /&gt;
:Verge NPCs are well-disposed towards your state and will generally ignore minor bad behavior that doesn&#039;t directly affect them and the UN will often give you top cover and keep the TFs out of your business. Boys will be boys.&lt;br /&gt;
*&#039;&#039;Autarkists&#039;&#039;: Some states out of ideology or circumstances have never rejoined the great Verge trade routes, instead adopting policies of autarkist self-sufficiency; the successful ones coupled this to society-wide norms.&lt;br /&gt;
:Each trade region is rated for only base trade volume (i.e., absolute necessities and rare luxuries), autarkists cannot trade in their home trade region, and your world may never be a trade node; but the effect of industrial and resource extraction developments is increased by up to 50% (to a maximum of 125% of the initial investment) and you have +3 development slots (+4 if you are under resting stability). You also gain 1 Lock for espionage purposes thanks to limited contact with the greater galaxy giving foreigners few levers to influence and cultivate spies.  You may not also take Poor Merchants with this trait.&lt;br /&gt;
*&#039;&#039;Blackbeard 2525&#039;&#039;: The Golden Age of Cosmopiracy was the half-century following the Disconnect, but the explosive growth of spaceborne commerce, unaccounted-for weaponry and trans-verge chaos has opened the door to a new age of cosmopiracy. Old habits die hard and it turns out you &#039;&#039;can&#039;&#039; teach an old zero-G dog new tricks.&lt;br /&gt;
:Your corsairs and related ships are 50% more effective at piracy and they gain an additional single size-2 weapon slot, this weapon must be paid for like any other weapon.&lt;br /&gt;
*&#039;&#039;Cosmo Albania&#039;&#039;: Star systems are dirty, messy places full of comets, asteroids and other space detritus. Your state has cultivated a particularly keen sense of this cosmo-terrain and given a bit of time can effectively hide all sorts of things from supply dumps to battleships from all but dedicated search.&lt;br /&gt;
:Passive stealth for unpowered or secret structures and ships is greatly improved.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;UN Sanctioned List&#039;&#039;: You&#039;re a rogue state as defined by the UN as well as your previous actions. While untouched by the Sanction Squadrons you are on thin ice with Earth and other NPCs.&lt;br /&gt;
*&#039;&#039;Peaceniks&#039;&#039;: Your people don’t like offensive war and will lose stability if you engage it.&lt;br /&gt;
*&#039;&#039;Dirty Cops&#039;&#039;: Your anti-piracy efforts have been compromised and you are more vulnerable to it&lt;br /&gt;
*&#039;&#039;Keystone Navy&#039;&#039;: Perhaps regime loyalty is more important than competence or you just regrained the stars, for the immediate future your fleet will make blunders.&lt;br /&gt;
*&#039;&#039;Disunited&#039;&#039;: Your planet is not entirely under your control, there are 1-3 powers on the planet that are not easy pushovers.  At least one will stand in opposition to you in some meaningful fashion. Disunited States count as 3/4ths of a PC state, and are made with 4 traits.&lt;br /&gt;
*&#039;&#039;Political Science&#039;&#039;: Your R&amp;amp;D efforts are behind the times and focused on other matters then important stuff of better laser guns.&lt;br /&gt;
*&#039;&#039;Xenos Scum&#039;&#039;: You won’t use alien derived technology&lt;br /&gt;
*&#039;&#039;Cul-de-sac&#039;&#039;: You have no easy jump point route to the frontier.&lt;br /&gt;
*&#039;&#039;Coldest War&#039;&#039;: A nearby system houses a power that wants your blood, if combined with Disunited they will have a client state among your neighbors.&lt;br /&gt;
*&#039;&#039;Poor Merchants&#039;&#039;: You only gain half income on freighters&lt;br /&gt;
*&#039;&#039;Dark Fate [2 points]&#039;&#039;: Congratulations you’re going to get a war within 6 to 2 years of game start.&lt;br /&gt;
*&#039;&#039;5 Year Plan&#039;&#039;: Economic slow growth hampers your nation.&lt;br /&gt;
*&#039;&#039;Homebodies&#039;&#039;: There&#039;s no place like home.  Your colonies return half the usual amount of prestige (round down) and grow half as fast.  Defenders assigned to them will also be fairly listless and won&#039;t fight very hard.&lt;br /&gt;
*&#039;&#039;Lobotomy Corporation&#039;&#039;: Your state officially denies any existence of Paracausal Phenomenon. Speaking of such things in public results in psychiatric confinement, or worse. You may never make use of alien artifacts and other one-off devices, and have additional vulnerabilities to users of such phenomenon.&lt;br /&gt;
*&#039;&#039;Empty Chair&#039;&#039;: You have no say in Solarian politics, not even a token vote in the General Assembly unlike many sanctioned states. Additionally, Empty Chair states are passed over as recruitment grounds by the ESF.&lt;br /&gt;
*&#039;&#039;Yearning Masses&#039;&#039;: Your state is deeply unstable and an emancipatory desire has begun to manifest, demanding a change from the status quo. Your resting Stability is 1, meaning it will constantly tick down to revolution unless abated somehow.&lt;br /&gt;
*&#039;&#039;Old Model Army&#039;&#039;: Built by the lowest bidder, then stored improperly for a decade, then given to poorly trained conscripts. The state&#039;s military readiness is just very poor and even cutting-edge equipment will probably be somehow misused.&lt;br /&gt;
:You get a 10% penalty to all die rolls in battle or the equivalent (eg -1 on a D10)&lt;br /&gt;
*&#039;&#039;Verge Hatemagnet&#039;&#039;: A few states have found themselves on the shitlist for much of the Verge; ironically (or not) these tend to be states that have strong ties to the great powers of Earth - they are often decried as various forms of sellout, puppet, quisling and the like, though some are simply roundly disliked and have absolutely no friends whatsoever - such as the late and unlamented Praetoria.&lt;br /&gt;
:NPC Verge states will generally avoid positive diplomacy with you and all tech trades with Verge states will cost +1 lab each. PC verge states cultivating ties with you may face stability problems.&lt;br /&gt;
&lt;br /&gt;
====Client States====&lt;br /&gt;
Client States are built like PC powers but with smaller budgets and trait pools and more restrictive flaw farms. You can divide up them into three separate states on map (Fivemarks) or single bigger power)&lt;br /&gt;
&lt;br /&gt;
Small States are&lt;br /&gt;
*300 Income a year&lt;br /&gt;
*2000 military&lt;br /&gt;
*1 Trait point&lt;br /&gt;
*1 Lab&lt;br /&gt;
&lt;br /&gt;
Large States are&lt;br /&gt;
*600 income a year&lt;br /&gt;
*4500 military&lt;br /&gt;
*2 Trait points&lt;br /&gt;
*3 Labs&lt;br /&gt;
&lt;br /&gt;
Disallowed traits for Client States are the following:&lt;br /&gt;
*Client states&lt;br /&gt;
*Manticore&lt;br /&gt;
*Dark Fate&lt;br /&gt;
&lt;br /&gt;
Client states need their history and government written about them like states. The most important questions are to ask: are they loyal ally or conquered nation underneath your boot. The write up determines how freely you can move their forces around an friendly ally may balk about invading Iraq with you, while a satrap will be forced to send troops, conversely an ally will stick with you while a Satrap may revolt if they can throw off your yoke.&lt;br /&gt;
&lt;br /&gt;
==UN TASKFORCE==&lt;br /&gt;
UN Taskforces are for players who want to influence the plot but not want to deal with the empire building aspect. They play the Admirals from Earth who are given wide latitude in making sure the Motherworld is kept in the loops and the Verge down.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$3000 Spending Spree&lt;br /&gt;
*1 Starbase System&lt;br /&gt;
*Reinforcements from Earth (Depending on game politics, posting and situation facing the Task Force they may gain up to 1000-3000 reinforcements depending on the crisis though, and UN Admiral that keeps on losing battleships may be recalled or sidelined)&lt;br /&gt;
*No Upkeep&lt;br /&gt;
*4 traits&lt;br /&gt;
*$200 Agency&lt;br /&gt;
*$65 in Espionage Operatives&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Patrol Fleet&#039;&#039;: Gain $2 per $1 spent on star cruisers and below, generic ships such as scouts and replenishment vessels cost half price as well..&lt;br /&gt;
*&#039;&#039;Sanction Fleet&#039;&#039;: Gain 2 per $1 spent on capital warships, and half price on replenishment vessels.&lt;br /&gt;
*&#039;&#039;Espaiters&#039;&#039;: UN Espaiter Corp has fully deserved a reputation for being the best of the best and you have the cream of the crop.&lt;br /&gt;
*&#039;&#039;Peacekeepers&#039;&#039;: Gain 2$ per 1 spent on ground units.&lt;br /&gt;
*&#039;&#039;Long ARM of Earth&#039;&#039;: Stealth costs are half and you have access to the UN Black Ops world, however the spooks will have missions for you.&lt;br /&gt;
*&#039;&#039;Poster Boys&#039;&#039;: Your fleet is considered one of the good guys in the Verge and NPCs will look favorably upon you.&lt;br /&gt;
*&#039;&#039;Ares Hall&#039;&#039;: The UN equivalent to admiralty, you and your staff and officers are trained graduates of the most elite war college in the Sol system.&lt;br /&gt;
*&#039;&#039;Lucky&#039;&#039;: You can luck out of problems and find plots land in your lap&lt;br /&gt;
*&#039;&#039;Prototypes&#039;&#039;: The UN will time from time send you bleeding edge systems to test.&lt;br /&gt;
*&#039;&#039;Hand in Hand&#039;&#039;: The fleet walks the tightrope of Core-Verge politics, carefully arbitrating the demands of both clusters of polities safely. Major actions that feature near-equal contributions of UN and Verger forces rewards additional Prestige and Stability. The positive involvement of a Core power further increases this benefit.&lt;br /&gt;
*&#039;&#039;ESF Development Bank&#039;&#039;: Your economic obligations (for trade purposes) are raised to $1000, though this is still not actual income. Instead receive a yearly stipend of $1000 which can be gifted to various Verge states as diplomatic gifts, investments or loans, courtesy of the Core powers. Overinvesting in Mandates or playing financial games to hold onto the funds may cause ballooning corruption, however.&lt;br /&gt;
*&#039;&#039;Firestarter Protocol&#039;&#039;: You’ve been tasked with dealing with what the UN has dubbed &amp;quot;Paracausal Phenomenon&amp;quot;. This is a thankless, terrifying job dealing with the black projects of Core and Verger states, strange alien terrors and ancient superbeings beyond comprehension. On the bright side, you’ve learned how to consistently make use of artifacts irreproducible by human hands with fewer side effects.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Dark Fate&#039;&#039;: Same as before [2 points]&lt;br /&gt;
*&amp;lt;s&amp;gt;&#039;&#039;Hatred&#039;&#039;: You are seen rightly or wrongly as the UN bullyboy&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;Punishment Post&#039;&#039;: Your fleet suffers a moral problem and corruption problem.&lt;br /&gt;
*&#039;&#039;Category C Formation&#039;&#039;: Your units are older and reinforcements are tough to gain. Half reinforcement pool.&lt;br /&gt;
*&#039;&#039;Starbase Romeo-Xray-Juliet&#039;&#039;: Your fleet has become inappropriately entangled with the civilian component of your colonial fleet, in a way that makes for great drama but poor discipline. Discipline will suffer greatly in circumstances where the civilian fleet is in danger, and damage to it may send forces into a panic or irrational fury.&lt;br /&gt;
*&#039;&#039;Pure Solarian&#039;&#039;: Your fleet only recruits from Sol and the innermost colonies of the Core. Your crew are typically naive ideologues woefully unaware of the truth of life in the Verge at best, and bigots who view Vergers as a lesser form of life at worst. This is a constant cause of diplomatic incidents and will botch joint exercises with Verger states.&lt;br /&gt;
*&#039;&#039;Verger Rabble&#039;&#039;: For whatever reason your fleet is staffed almost exclusively by citizens of the Verge, either independent states or the UN mandates that dot a few worlds. In the best circumstances this means that your crew are hardy and quick to cooperate with Verge states, and at worst it means they’re one atrocity away from a mutiny. Awards ceremonies at the Ares Hall are always times of infamy for this fleet.&lt;br /&gt;
&lt;br /&gt;
==PMC==&lt;br /&gt;
PMCs are the play-style of those who want a more heroic style individualized focus. They are the Enterprises or Hammer Slammers, though if they engage in PVP they don’t have strong character shields. So choose your fights well.&lt;br /&gt;
&lt;br /&gt;
Starting Package (As of 2152)&lt;br /&gt;
*$1000 SS&lt;br /&gt;
* Asteroid HQ Base [hidden]&lt;br /&gt;
*100 income per year&lt;br /&gt;
*3 Traits&lt;br /&gt;
&lt;br /&gt;
====Positive Traits====&lt;br /&gt;
*&#039;&#039;Loyal to Their Own&#039;&#039;: Excellent moral and better than average troops then their national counterparts&lt;br /&gt;
*&#039;&#039;Cutting Edge&#039;&#039;: You have a bonus on getting new human technology&lt;br /&gt;
*&#039;&#039;Combat Archaeology&#039;&#039;: You can loot like your Dr Jones himself.&lt;br /&gt;
*&#039;&#039;Privateer&#039;&#039;: You’re excellent at piracy and better yet can get paid for it without diplomatic repercussions.&lt;br /&gt;
*&#039;&#039;The Face&#039;&#039;: NPCs like you social media campaigns&lt;br /&gt;
*&#039;&#039;Reality Show&#039;&#039;: Gain 200 income but on the downside your location is constantly broadcast&lt;br /&gt;
*&#039;&#039;Deniable Asset&#039;&#039;: Your employer is a state, this means you can get bailed out or covertly supported by regular forces but you have a hidden master to work for.&lt;br /&gt;
*&#039;&#039;The Blackest Market&#039;&#039;: You have access to illegal black market suppliers of stealth materials, stealth costs are 1/3 the price, one half if you combine it with Deniable Asset to represent the state you are working for paying for it.&lt;br /&gt;
*&#039;&#039;Custodians&#039;&#039;: Your unique items are much more stable and effective. Such items find their way into your possession more frequently.&lt;br /&gt;
*&#039;&#039;Patron&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may build any units from their existing designs at half cost. This comes with some expectations of following their requests and may be retracted by the player.&lt;br /&gt;
&lt;br /&gt;
====Negative Traits====&lt;br /&gt;
*&#039;&#039;Scrapheap Armada&#039;&#039;: Your ships are old or ill maintained and can during battle suffer annoying glitches that range from obnoxious to deadly.&lt;br /&gt;
*&#039;&#039;Paycheck Only&#039;&#039;: Your men are there not for a cause but money, they won’t stand up to fight on death ground.&lt;br /&gt;
*&#039;&#039;Dynamite Digging&#039;&#039;: Your attempts at looting alien tombs end up with aliens tombs getting ruined.&lt;br /&gt;
*&#039;&#039;Pirate&#039;&#039;: You&#039;re wanted by most reputable forces and run the risk of having a UN force sent after your hidden base.&lt;br /&gt;
*&#039;&#039;Call Center&#039;&#039;: Nobody likes dealing with you day to day operations, NPC relations worsen&lt;br /&gt;
*&#039;&#039;Burned&#039;&#039;: You were a deniable asset now, your a ticking time tomb, and the NPC is going to send something after you someday.&lt;br /&gt;
*&#039;&#039;It Belongs In A Museum&#039;&#039;: You can never make use of alien artifacts, one-off prototypes and other exotic goods. The only viable option is selling them to a state or other organization.&lt;br /&gt;
*&#039;&#039;Not Made Here&#039;&#039;: Choose a single state, PC or NPC, or the United Nations. You may only build units following their existing designs, and your build orders require their final approval. This state exerts undue influence over your actions as well, and may pull your access to new construction if you displease them. Hulls may be retrofitted after purchase.&lt;br /&gt;
&lt;br /&gt;
==Military Rules==&lt;br /&gt;
===Ship Hull Stats===&lt;br /&gt;
&lt;br /&gt;
Default maximum armour on any ship: 3&lt;br /&gt;
:Extra armor costs 10% of base hull cost per level&lt;br /&gt;
:Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
&lt;br /&gt;
Default maximum acceleration on any ship: 8&lt;br /&gt;
:Extra acceleration costs 10% of base hull cost per level &lt;br /&gt;
&lt;br /&gt;
Technologies can be unlocked which change these limits and change the cost of these modifications.&lt;br /&gt;
====Escorts====&lt;br /&gt;
Fast Attack Craft&lt;br /&gt;
:Cost: 25&lt;br /&gt;
:Build Time: 6 Months&lt;br /&gt;
:Weapon Slots: 1&lt;br /&gt;
:Max Weapon Size: 1 (Can be outfitted with size two torpedoes)&lt;br /&gt;
:System Slots: 0&lt;br /&gt;
:Acel: 6&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 2 Months&lt;br /&gt;
:Fast Attack Craft are cheap tools for system defense, essentially a large fusion torch with weapons strapped to it, they are by design not for long endurance missions and have cramped quarters.&lt;br /&gt;
:*As of 2751 onwards, all PCs benefit from the universal Subsystem Micronization technology, giving FACs a single utility slot. &lt;br /&gt;
&lt;br /&gt;
Destroyer&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 1&lt;br /&gt;
:Acel: 4&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 4&lt;br /&gt;
:Standard workhorse of the Verge systems, and flagship of many small worlds PDFs.&lt;br /&gt;
::*From 2751 onwards, all PCs have access to the universal War Destroyer hull modification technology, which if gives Destroyers a single Size 3 Weapon slot if applied. &lt;br /&gt;
&lt;br /&gt;
Frigate&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Build Time: 1 Year&lt;br /&gt;
:Weapon Slots: 2&lt;br /&gt;
:Max Weapon Size: 2&lt;br /&gt;
:System Slots: 2&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 0&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Often the largest ship seen is Disrupted system navies. They are used by more advanced navies as long distance patrol ships and show the flag missions or heavy anti-piracy missions and in war time serve as flagship for screening units.&lt;br /&gt;
&lt;br /&gt;
====Cruisers====&lt;br /&gt;
Scout Cruiser&lt;br /&gt;
:Cost: 150&lt;br /&gt;
:Build: 1 Year and Half&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 3&lt;br /&gt;
:Armor Level: 1&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:Used for scouting for enemy fleets, potentially hostile new star systems or independent raiding missions, the Scout Cruiser can fight anything that it can’t outrun.&lt;br /&gt;
:*In 2751, all PCs benefit from the universal Better Scout Cruisers technology, adding +1 System Slots. &lt;br /&gt;
&lt;br /&gt;
Star Cruiser&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 4&lt;br /&gt;
:System Slots: 3&lt;br /&gt;
:Acel: 2&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The average big stick of the Verge, for decades this was the largest warship capable of construction beyond Sol’s limit and the Verge cruisers are noticeably more developed and capable then most Sol-bound versions.&lt;br /&gt;
&lt;br /&gt;
====Capital Ships====&lt;br /&gt;
Additional notes on Capital ships&lt;br /&gt;
&lt;br /&gt;
Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Starcruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
&lt;br /&gt;
Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
&lt;br /&gt;
Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Battleship&lt;br /&gt;
:Build: 2 Years&lt;br /&gt;
:Cost: 600&lt;br /&gt;
:Weapon Slots: 5&lt;br /&gt;
:Max Weapon Size: 5&lt;br /&gt;
:System Slots: 4&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 3&lt;br /&gt;
:Endurance: 6&lt;br /&gt;
:The queens of space, they are essentially armored bricks built around the most powerful torches in human inventory and bristling with weapons and support systems. Expensive they are often derided by many Verge analysts as white elephants for Verge interstellar politics.&lt;br /&gt;
&lt;br /&gt;
System Control Ship&lt;br /&gt;
:Build: 3 Year&lt;br /&gt;
:Cost: 800&lt;br /&gt;
:Weapon Slots: 3&lt;br /&gt;
:Max Weapon Size: 3&lt;br /&gt;
:System Slots: 6&lt;br /&gt;
:Acel: 1&lt;br /&gt;
:Armor Level: 2&lt;br /&gt;
:Endurance: 8&lt;br /&gt;
:Carrier Deck: 10&lt;br /&gt;
:CIC System&lt;br /&gt;
:If the battleship is Chess’s queen, the SCS is the king. While capable combatant against cruisers its primary specialty is the deployment of aerospace fighters and bombers as well powerful C3 systems that allow the fleet to link up.&lt;br /&gt;
:Slotted SCS Hangers are automatically Size 5 and do not require a weapons slot.&lt;br /&gt;
&lt;br /&gt;
====Multi-Hull Ships====&lt;br /&gt;
Some large ships (eg Dreadnoughts) are made up of several &#039;modules&#039;; each module is essentially a non-independent ship hull.  Each module has the appropriate number of weapon and system slots, with additional rules as follows below:&lt;br /&gt;
*Systems affect the entire ship, not just the module they are mounted in.&lt;br /&gt;
*Hull mods may be applied to modules.&lt;br /&gt;
*Conventional engine torches cost double, ie, 20% per level of acceleration.  Technologies or other effects that give increase to acceleration are half as effective.&lt;br /&gt;
*Inertial drive systems do not have double cost, but one drive system must be purchased and installed in each module.&lt;br /&gt;
&lt;br /&gt;
===Weapon System Rules===&lt;br /&gt;
&lt;br /&gt;
Starting weapons are listed below, each of the weapon types can be made in larger sizes (which is generally more damage).&lt;br /&gt;
Weapon cost is price of the type times the size.&lt;br /&gt;
Thus a size 1 Standard Missile box luancher on a FAC would be $15 while a battleship ICBM silo would be $75.&lt;br /&gt;
&lt;br /&gt;
All weapons of size 4 and up (&#039;capital weapons&#039;) can fire to an effective +1 range band. The exception are PD lasers, coilguns and similar defensive weapons; these actually represent clusters of small weapons and do not get the range increase.&lt;br /&gt;
&lt;br /&gt;
Firing outside of Long range requires Sensors, either on the firing ship or on a friendly craft doing spotting.&lt;br /&gt;
&lt;br /&gt;
Standoff missiles have Extreme-3 range, meaning they can go up to three range brackets into extreme if sufficient sensor resolution exists (ie, enough sensors).&lt;br /&gt;
&lt;br /&gt;
====Missiles====&lt;br /&gt;
Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Standard missiles are small yield nuclear armed devices that aim for proximity blows. Missile technology is constantly change and what might be standard one year may be obsolete the next.&lt;br /&gt;
&lt;br /&gt;
Dual Launch Standard Missiles&lt;br /&gt;
:Range: Long&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 12&lt;br /&gt;
:Cost: 33&lt;br /&gt;
:The rising tide of the Verge&#039;s accelerating arms race lifted all boats, with almost all Verge states developing domestic versions of multiple missile launchers. &lt;br /&gt;
::*Available to all PCs as a universal technology from 2751 onwards.&lt;br /&gt;
&lt;br /&gt;
Torpedos&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Interceptable: No&lt;br /&gt;
:Reloads: 3&lt;br /&gt;
:Cost: 10 (max out at size 2)&lt;br /&gt;
:Torpedoes are large x-ray conversion bomb lasers that are required to be launched at short ranged and armor piercing and intensively destructive.&lt;br /&gt;
&lt;br /&gt;
Standoff Missiles&lt;br /&gt;
:Range: Extreme&lt;br /&gt;
:Interceptable: Yes&lt;br /&gt;
:Reloads: 6&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Essentially multi-staged standard missiles. With dedicated sensor platform or forward control source they can fire and hit the target beyond the sensor range of the firing vessel assuming somebody is painting the target.&lt;br /&gt;
&lt;br /&gt;
====Lasers====&lt;br /&gt;
*From 2751 onwards, all PCs benefit from the universal Improved Laser Coolants technology, giving Laser weapons one additional salvo before Cooldown. &lt;br /&gt;
&lt;br /&gt;
Standard Laser&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 1&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:X-Ray Laser, standard for over a century now.&lt;br /&gt;
&lt;br /&gt;
Heavy Laser&lt;br /&gt;
:Range: Short&lt;br /&gt;
:Armor Piercing&lt;br /&gt;
:Cool down: 3&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Heavier version designed to smash apart even the thickest armor hulls.&lt;br /&gt;
&lt;br /&gt;
Point Defense Laser&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, minor damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 1&lt;br /&gt;
:Close in point defense laser, fairly deadly to missiles, threatening to aerospace wings and minor annoyance to warships. They fire at every incoming missile barrage for a chance to hit, but can get overwhelmed.&lt;br /&gt;
&lt;br /&gt;
Phased-Array Lasers&lt;br /&gt;
:Range Medium&lt;br /&gt;
:Damage: Missiles and small craft, medium damage to ships&lt;br /&gt;
:No cool down&lt;br /&gt;
:Cost: 4 &lt;br /&gt;
:Weak laser weapon counts as a PD Laser, or it can auto-hit ships at Medium range for light but consistent damage. &lt;br /&gt;
::*Available to all PCs as a universal technology from 2751 onwards.&lt;br /&gt;
&lt;br /&gt;
====Kinetics====&lt;br /&gt;
13cm Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Turreted railguns have been the mainstay of UN Fleet for generations, and its well developed technology has its followers out in the Verge.&lt;br /&gt;
&lt;br /&gt;
Twin 13cm Railguns&lt;br /&gt;
:Range: Medium&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:By 2751 rising tide of the accelerating arms race across the Verge lifted all boats, with almost every Verge state developing domestic Railgun multi-mount turrets.&lt;br /&gt;
::*Available to all PCs as a universal technology from 2751 onwards.&lt;br /&gt;
&lt;br /&gt;
Autocannons&lt;br /&gt;
:(Size 4 and above)&lt;br /&gt;
:Range Short&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:The name is misnomer, they are large bore rapid firing cannons whose shells are heavy warheads with minor guidance correction systems. Nicknamed carronades by the UN Fleet they can smash even the most armored ship if they were foolish enough to get into range of it, but are often easily mission killed.&lt;br /&gt;
&lt;br /&gt;
===Module Rules===&lt;br /&gt;
&lt;br /&gt;
Each ship has space for optional systems to customize it. Each utilized system slot cost 10% of the hull price except when noted otherwise.&lt;br /&gt;
&lt;br /&gt;
Sensors: Dedicated supercomputer and sensor vane attached to the ship, allows for better targeting of standard and standoff missiles and can be taken up to three times.&lt;br /&gt;
&lt;br /&gt;
Marines: Allows for organic power suit marine crews for boarding operations and other zero-g infantry combat for taking control of hulks or stations. Sub-cruisers ships carry them at platoon strength, cruisers at company, and capital ships battalions. Can be used to support ground invasions as space borne troopers.&lt;br /&gt;
&lt;br /&gt;
Spin Gravity Section: Habit ring that allows for easier gravity and other creature comforts for long deployments. Increase endurance by 2 and allows for situational moral and alertness bonus on long patrols or missions.&lt;br /&gt;
&lt;br /&gt;
Supply Bay: Equipped with basic microfabs and supply containers, allow for improved deployment time (double base endurance)&lt;br /&gt;
&lt;br /&gt;
Lab Module: State of art laboratory for exploration vessels along with a staff of generalists from ranging astrobiology to xeno-pyschology. Useful for piercing the secrets of the unknown.&lt;br /&gt;
&lt;br /&gt;
Build Repair System: 2 Slots, heavy duty advance but portable fabrication kits that allow for field repairs that can fix even the worst damage given time.&lt;br /&gt;
&lt;br /&gt;
Atmospheric Capability: Most ships are unable to enter into the atmosphere, ships however can for added cost to provide landing exploration missions or close fire support or to hide out. Price for this is 20% base hull cost.&lt;br /&gt;
&lt;br /&gt;
Stealth: Officially banned by the Treaty of Paris, and quietly ignored by pirates as well as government black operations, ships can be clad in stealth material that allows them to remain out of sight till entering into firing range. Subcruisers it costs 30% of base hull price, cruisers 100% of hull price, and for capitals 300% of hull.&lt;br /&gt;
&lt;br /&gt;
Survey Systems: Advance sensor suite, autofacs making probes, astronomers staff and physicists, this is the model to explore a system for a new jump point.&lt;br /&gt;
&lt;br /&gt;
Transport Bay: This allows the starship to carry in decent readiness a formation of soldiers and war-machines along with armored shuttles to land them with some safety under fire.&lt;br /&gt;
:Carrying capacity per module varies by ship class, as follows;&lt;br /&gt;
*A fast attack craft or destroyer may transport 1 platoon. Functionally, this means operatives with 1 level of GR/R6.&lt;br /&gt;
*A frigate or scout cruiser may transport 1 company.&lt;br /&gt;
*A star cruiser may transport 1 battalion.&lt;br /&gt;
*A battleship may transport 2 battalions.&lt;br /&gt;
*A system control ship may transport 3 battalions.&lt;br /&gt;
&lt;br /&gt;
C3: Advance command, control and communication suite to allow for increased efficiency in operating loops.&lt;br /&gt;
&lt;br /&gt;
Fire Control Systems: Large improvement to weapons accuracy.&lt;br /&gt;
:*Available from 2751 onwards as a universal technology.&lt;br /&gt;
&lt;br /&gt;
Interstellar Rescue Module: The IRM is a suite of search and rescue, disaster relief and advanced medical facilities designed to allow any ship to come to the aid of those suffering natural or man made disasters. With advanced microfabs, it can allow responses to virtually any situation, including those as dire as Praetoria&lt;br /&gt;
&lt;br /&gt;
Hanger: Takes both a system and weapon slot to be able to aerospace wings.&lt;br /&gt;
&lt;br /&gt;
Vanilla Hangar Size is as follows:&lt;br /&gt;
:Size 1: 2&lt;br /&gt;
:Size 2: 3&lt;br /&gt;
:Size 3: 5&lt;br /&gt;
:Size 4: 7&lt;br /&gt;
:Size 5: 10&lt;br /&gt;
&lt;br /&gt;
===Upkeep, Repairs, &amp;amp; Refitting===&lt;br /&gt;
When Repairing and Refitting a ship at the same time, use the Repair time as the &amp;quot;largest weapon/module&amp;quot; in the formula.&lt;br /&gt;
====Refits &amp;amp; Upgrades====&lt;br /&gt;
Weapon slots: Changing a weapon slot costs 1/5 the price of the weapon that is being pulled out, plus the full price of the weapon being slotted in.&lt;br /&gt;
&lt;br /&gt;
System slots: System slots are more tricky as they are integrated into the ship. Swapping a system in an occupied system slot costs the price of the new system + 5% of the base hull cost due to inefficiencies. &lt;br /&gt;
&lt;br /&gt;
Adding extra engines or armor to an existing ship costs the same as in new construction (i.e. 10% base hull cost per level, unless modified by a technology)&lt;br /&gt;
&lt;br /&gt;
Refits comprising several different activities happen concurrently. The time to completion is always (largest weapon/module size in months) + 1 additional month for every slot or attribute (engines/armor/etc.) being changed.&lt;br /&gt;
&lt;br /&gt;
Removed components (weapons, systems) remain existing physical objects and can be stored with no upkeep.&lt;br /&gt;
&lt;br /&gt;
Hullmods (variations of existing ship types) can be refitted to existing ships at 10% hull cost.&lt;br /&gt;
&lt;br /&gt;
Ground units of all types can be upgraded to related unit types (Huscarl -&amp;gt; Direct Action, Hoverpanzer -&amp;gt; TSF etc) for 50% of the new cost.&lt;br /&gt;
&lt;br /&gt;
====Upkeep and Damage====&lt;br /&gt;
*Upkeep is paid yearly. 20% for warships, 10% for other units.&lt;br /&gt;
** Units can mothballed for zero upkeep but the unit will take (1/4) of build time to take out of the mothball status.&lt;br /&gt;
*Battle damage for warships is:&lt;br /&gt;
**Light Damage: burn a month endurance for repairs.&lt;br /&gt;
**Moderate Damage: Burn 3 months endurance for repairs.&lt;br /&gt;
** Heavy Damage requires times in dockyard and 1/4 cost and build time to repair.&lt;br /&gt;
** Critical Damage: requires time in dockyard and 1/2 cost and build time to repair.&lt;br /&gt;
*Each battle a unit is in, decrease its endurance stockpile by 1 month, really bad battles cost more.&lt;br /&gt;
*Ships can be scrapped for 40% of their total value if returned as used in service, and 25% of hull value if stripped of weapons and modules.&lt;br /&gt;
&lt;br /&gt;
Ground and Aerospace units are treated differently: &lt;br /&gt;
*Minor loses will recover within a month if in resupply or spend 1/5 of unit cost to rush reinforcements.&lt;br /&gt;
*Major loses will recover within 6 months if in resupply or 1/2 of unit cost to rush reinforcements.&lt;br /&gt;
===Generic Ships===&lt;br /&gt;
&lt;br /&gt;
Rescue Vehicle&lt;br /&gt;
:Cost: $10&lt;br /&gt;
:Civilian construction craft fitted for maneuvering debris belts and hardened against thermals and radiation, greatly improve the effectiveness of search and rescue ops. Sturdy but unarmed.&lt;br /&gt;
&lt;br /&gt;
Police Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Police ships or cutters are destroyer size civilian enforcement vessels to help a polity police a system and protect against pirate attacks. If they have to fight they are equipped with a size 1 weapon of the nation choosing. Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
&lt;br /&gt;
Corsair:&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Corsairs are small, often conversion models of civilian ships to do commerce raiding. Used by both pirates and nations offering letters of marque.&lt;br /&gt;
&lt;br /&gt;
Privateer&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Advanced pirate raiders built thanks to the proliferation of advanced technology across the Verge. They have limited stealth (exposed by even a single Scout or Sensor Module) and stronger weapons than Corsairs. These are Accel 5 standard and carry a single S1 weapon with a max cost of $30. They destroy Police Ships in 1-1 matchups and automatically escape unfavorable odds, but still die against serious warships.&lt;br /&gt;
&lt;br /&gt;
Scout&lt;br /&gt;
:Cost: 30&lt;br /&gt;
:Scouts are small mobile sensor platforms that help allow fleets to move without getting ambushed and are picketing forces.&lt;br /&gt;
&lt;br /&gt;
Freighter:&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Freighters are merchant ships that carry goods across from the stars. They also net you 6 wealth per year per ship in service. They can be pressed into service to move one battalion.&lt;br /&gt;
&lt;br /&gt;
Superfreighter&lt;br /&gt;
:Cost: $110&lt;br /&gt;
:Identical in function to 10 freighters for wealth and transport purposes, but these have enough room for a single S1 weapon each on the bow and stern, with a max cost of $10 per weapon. These count as ‘self-protected’ for the purpose of commerce security.&lt;br /&gt;
&lt;br /&gt;
Far Trader&lt;br /&gt;
:Cost: $250&lt;br /&gt;
: Most merchant ships tend to built - sensibly - with maximum efficiency in mind. A ship is a cost, not a profit. However it can take six months to cross Human space, and at a certain point a different mode of trade takes over; the far trader, a ship that travels at a more sedate pace and conducts trade along the way. Such a ship is considerably more expensive to build than a conventional high-efficiency boxfreighter and only finds true use on long trips. Far Traders count as 10 freighters and ignore all penalties for sector distance. They are armed with a S2 PD system of choice and an S2 weapon system (or two S1 weapons) of choice, maximum cost of $30 (or $15 each). While not warships, Far Traders are big and tough enough to take a few knocks. Overall, they are a tough enough target that random corsairs will generally avoid them.&lt;br /&gt;
&lt;br /&gt;
War Trader&lt;br /&gt;
:Cost: $250 + 6 Months conversion&lt;br /&gt;
: The &#039;War Trader&#039; is essentially a Far Trader with its outer cargo pods replaced with blaster turrets and ablative ices and its hangars loaded with fighters as opposed to shuttles. While still not as good as a dedicated warship of its size, they can absolutely wreck raiders or escort-sized warships. War Traders count as 5 freighters and ignore all penalties for sector distance. They are armed with a S5 PD system of choice and three S2 weapons of choice (maximum cost of $30 each). They have 2 hangar space, fighters not included. Ablative ice armor gives them an effective armor rating of 1 and their large hulls of dispersed components makes them difficult to destroy. War Traders have a speed of 1 for tactical battles.&lt;br /&gt;
&lt;br /&gt;
Reefership&lt;br /&gt;
:Cost: $250&lt;br /&gt;
:Large-scale population transports with unusually strong engines (Accel 5), taking advantage of civilian-grade supergel pods and cryostasis technology. Can move 15 battalions or a very large number of civilians. Only about as defended as a Gator (S1 weapon), and needs a whole month of Accel 1 flight to ‘spool down’ and revive passengers who need to be combat-ready.&lt;br /&gt;
&lt;br /&gt;
Replenishment Ship&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Replenishment ships are large cloud-scoopes/floating docks that allow for resetting the Endurance Clock on warships. They can replenish 3 Fleet Units worth units before having to travel back to the nearest base to take on supplies. A fleet unit is either 1 capital ship, 4 cruisers or 12 sub cruisers vessels. Refueling for a fleet unit takes roughly one week in which the ships involved are vulnerable.&lt;br /&gt;
&lt;br /&gt;
Gator Carrier&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Often run by planetary armies, these are lightly defended (1 size one weapon) and equally lightly armor troop transport that can move up to three battalions and two aerospace wings for planetary operations.&lt;br /&gt;
&lt;br /&gt;
Grav Survey Vessel&lt;br /&gt;
:Cost: 60&lt;br /&gt;
:Dedicated scout ship designed to find new jump points.&lt;br /&gt;
&lt;br /&gt;
===Army and Aerospace Units===&lt;br /&gt;
They take 1 year to muster, orbital bombardment that is insanely destructive is heavily frowned upon, and so most orbital fire support is the equivalent to having a battleship off the coast, destructive but there is a limit to what it can do.&lt;br /&gt;
&lt;br /&gt;
====Army Units====&lt;br /&gt;
Emergency Services&lt;br /&gt;
:Cost: $5&lt;br /&gt;
:Representing large groups of high-tech firemen, hazmat disposal, EMS, etc, with extensive drone and vehicle support. Improve ground-based search and rescue, disaster response and mitigate casualties from ground combat.&lt;br /&gt;
&lt;br /&gt;
Colonial Police&lt;br /&gt;
:Cost: 5&lt;br /&gt;
:The equivalent to the French Genderarmie, they are capable of fighting for a brief period of time and mostly see combat against pirate raids.&lt;br /&gt;
&lt;br /&gt;
Huscarls&lt;br /&gt;
:Cost: $7&lt;br /&gt;
:High-speed low-drag interorbital operations specialists, ranging from pillaging zero-G dogs to SOF like the EAF Black Lions. Huscarls are company-sized and take up 1/3rd of a regular freight slot when carried onboard a freighter or gator carrier. Treated as Corsairs for the purposes of disrupting spacelanes. &lt;br /&gt;
&lt;br /&gt;
National Guard&lt;br /&gt;
:Cost: 8&lt;br /&gt;
:Second line troops used for garrison, equipped with old 21st century wargear or the equivalent.&lt;br /&gt;
&lt;br /&gt;
VTOL Infantry&lt;br /&gt;
:Cost: 12&lt;br /&gt;
:Modern infantry flew around in extremely performance nimble jet powered VTOLs which can switch to low energy mode and effectively be a hover IFV.&lt;br /&gt;
&lt;br /&gt;
Hoverpanzers&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:Modern tanks are run on jets and armored bricks and carry with them railguns and air defense lasers.&lt;br /&gt;
&lt;br /&gt;
====Operatives====&lt;br /&gt;
:See [[Ruins of Alien Suns#Intelligence Rules|Intelligence Rules]]&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
====Aerospace====&lt;br /&gt;
Aerospace Fighter&lt;br /&gt;
:Cost: 10&lt;br /&gt;
:The demise of the fighter did not to come to past with the development of air defense lasers capable of sizzling out drone swarms and the rise of new materials that allowed for powerful fusion drives and state of the art armor for the fighters, coupled with the backlash against autonomous fighters during the Berlin Insurrection has left fighter jocks transformed but still on the battlefield. In space they are armed with size 1 point defense lasers&lt;br /&gt;
&lt;br /&gt;
Aerospace Bomber&lt;br /&gt;
:Cost: 15&lt;br /&gt;
:Bombers are missile trucks on steroids these days, and fast moving. In space they are armed with size 1 missiles.&lt;br /&gt;
&lt;br /&gt;
===Stationary Units===&lt;br /&gt;
Bases take two years to construct.  Units with an asterisk (*) build in 1 year instead of 2 years.&lt;br /&gt;
&lt;br /&gt;
GTO Battery&lt;br /&gt;
:Cost: 20&lt;br /&gt;
:Built underground they are often giant silos of missiles or experimental particle lances that punch with heavier weapons then a battleship.&lt;br /&gt;
&lt;br /&gt;
GTO Laser Battery&lt;br /&gt;
:Cost: 40&lt;br /&gt;
:Armor Piercing, limited firing arc, can be expanded with reflector stations ($10) that are vulnerable but allow a single battery each to strike other side of orbit&lt;br /&gt;
:*Available to all PCs from 2751 onwards as a universal technology. &lt;br /&gt;
&lt;br /&gt;
SAM Site/Anti-Missile Defense Satellite*&lt;br /&gt;
:Cost: $8&lt;br /&gt;
:Small structures with high-velocity surface-to-air or air-to-air missiles, providing a single point of PD. Have trouble shooting through “the curtain” (the atmospheric limit), so each one defenses either atmosphere or the orbits respectively. Fairly fragile.&lt;br /&gt;
&lt;br /&gt;
Ground Artillery Batteries*&lt;br /&gt;
:Cost: $12&lt;br /&gt;
:A collection of kinetic artillery, the equivalent of S2 Railguns if used to harass ships. Provides COAS to about one planetary hemisphere on demand.&lt;br /&gt;
&lt;br /&gt;
Anti-Ship Satellite&lt;br /&gt;
:Cost: $20&lt;br /&gt;
:Houses a single S5 Standard Laser or Railgun. Fragile.&lt;br /&gt;
&lt;br /&gt;
Dragon’s Teeth Satellite&lt;br /&gt;
:Cost: $40&lt;br /&gt;
:Stealthed and houses a single S5 Heavy Laser.&lt;br /&gt;
&lt;br /&gt;
Bunker Fort:&lt;br /&gt;
:Cost: 50&lt;br /&gt;
:Often built into mountains or underground, they are restaurants to orbital bombardment and can fight off multiple units of ground troops for a prolonged series of time, leaving the best way to deal with them is a siege.&lt;br /&gt;
&lt;br /&gt;
Ground Base:&lt;br /&gt;
:Cost: 100&lt;br /&gt;
:The stereotypical expeditionary base ala Ramstein Germany or Bagram, they allow for units to be in supply and can be built into forts.&lt;br /&gt;
&lt;br /&gt;
Starbase:&lt;br /&gt;
:Cost: 300&lt;br /&gt;
:Large stations capable of repairing and replenishing the fleet. Due their size and immobile they are relatively fragile (base health stats equivalent to a scout cruiser) with three size three weapons mounts.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
The new space gold rush is a time of new developed tech of human origin and reversed engineered alien tech (in theory). Powers may randomly discover, loot or reverse engineer new technology with new stats or just steadily improve what you have now.&lt;br /&gt;
&lt;br /&gt;
Each state has apparatus of their government or society dedicated to advancing the understanding of the universe around them to make the world a better place. In the dark future of Ruin, most of them are spent making better ways to kill each other.&lt;br /&gt;
&lt;br /&gt;
At game start each power has 10 labs (research teams, universities or whatever you want to call them) that have a chance to advance a field a study or when recovering alien artifacts reverse engineer them.&lt;br /&gt;
&lt;br /&gt;
At game start these are the fields that you can allocate labs to below listed is the category and non-exhaustive list of what they primary affect. Advancing isn&#039;t a guaranteed as its roughly high difficult roll, but if you really wish to ensure you get an advance you can dedicated all ten labs to one of the below fields.&lt;br /&gt;
&lt;br /&gt;
New technology may appear with a prototype modifier to cost, typically 3x. This reduces as you build more of the unit.&lt;br /&gt;
&lt;br /&gt;
;Starship Construction: Affects build times and hull designs and fusion torches&lt;br /&gt;
;Energy: Affects Directed Energy Weapons and Reactors&lt;br /&gt;
;Kinetics: Affects railguns and mass drivers&lt;br /&gt;
;Ballistics: Affects missiles&lt;br /&gt;
;Sensors and Computers: Affects sensors, C3 improvement, and interacting with alien systems&lt;br /&gt;
;Materials: Affects stealth and armor and hulls&lt;br /&gt;
;Art of War: Better ground troop and misc systems&lt;br /&gt;
&lt;br /&gt;
The above will get you incremental improvement if rolled well, as they represent the advancing using day to day knowledge. But true advances isn&#039;t doing something better but something new you can&#039;t force advancement using labs like you can with the one above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Physics: ???&lt;br /&gt;
;Biology: ???&lt;br /&gt;
;Engineering: ???&lt;br /&gt;
;Alien Artifacts: TBD&lt;br /&gt;
&lt;br /&gt;
The Tech Sheet: https://docs.google.com/spreadsheets/d/1NJHO9i52OB48B4DmDcQ1KLuQgHtBxsopIE2I-JENa7Y/edit#gid=0&lt;br /&gt;
&lt;br /&gt;
==Colonization and Imperialism==&lt;br /&gt;
&lt;br /&gt;
Colonization&lt;br /&gt;
Colonization is the slow buildup of infrastructure that leads to something being produced or created that people want either for economic or ideological or other reasons. There are three levels of colonization.&lt;br /&gt;
&lt;br /&gt;
The first level represents the usual wildcat mining, basic resource extraction, the frontier town. The rate of returns is pretty marginal but its the start of something. Level colonies generate 1 1D4+1 worth of Prestige points per year, and built by finding a colonization spot via survey and posting about it.&lt;br /&gt;
&lt;br /&gt;
Second level of colonization is the more mature extraction of resources or settlement, an deep space oil rig, or Babylon 5 floating off in space. They are places of their own industry and economies that can be self sufficient and are thus profitable. A level 2 colony produces 10 +D20 prestige a year.&lt;br /&gt;
&lt;br /&gt;
Level three colonies are rare and would be a hypothetical lost city of aliens that you could just move into or abandoned intact colony from somebody else. They would have a 20+D20 prestige roll.&lt;br /&gt;
&lt;br /&gt;
Imperialism&lt;br /&gt;
Imperialism is a similar story, they are the act of conquering directly or making your will be enforced through your chosen proxies of states on Disrupted world.&lt;br /&gt;
&lt;br /&gt;
Level one imperial projects are minor powers on a planet, as fundamentally a Serbia or Iraq equivalent on a planet a nation that military that can support ground and aerospace troops, but not Warships. They produce 3 +3d6 worth of prestige points per year.&lt;br /&gt;
&lt;br /&gt;
Level two imperial projects are major powers on planet that have warship capabilities. They produce 12+ 12d6 worth of prestige per year.&lt;br /&gt;
&lt;br /&gt;
Level threes are defeated named NPCs with traits and will be treated on individual basis.&lt;br /&gt;
&lt;br /&gt;
==Prestige==&lt;br /&gt;
Points are generated yearly and can be saved from year to year. Starting prestige for all players is 10. Winning battles or doing something cool in posting will also result in prestige. &lt;br /&gt;
&lt;br /&gt;
*1 Point = Profits of Prestige: 100 Dollars Up to $3000, or $4000 if you have the appropriate level of corrupt reformists.&lt;br /&gt;
*5 Points = Expanding the Reach: Create a new lab team&lt;br /&gt;
*10, 15, 20 points = DARPA: Guarantee strike of human tech. See note below&lt;br /&gt;
*25 points = Together for the Empire: Half construction time of all units built this year&lt;br /&gt;
*50 points = Guarantee Alien Tech Strike&lt;br /&gt;
*100 points = Have the GM give you a plot coupon&lt;br /&gt;
&lt;br /&gt;
Tech strikes can either be unfocussed (10 prestige), focussed (15 prestige) or unique (20 prestige).&lt;br /&gt;
*If unfocussed, they are into a given category (such as Energy) and will result in a random result; this will tend to be of good quality.&lt;br /&gt;
*If focussed, they can target a specific thing based off existing technology (I want triple mount railguns). Unique techs cannot be acquired this way.&lt;br /&gt;
*If striking for a unique tech, you are essentially combining one or more existing technologies in an improved and player-directed fashion. Eg long-range lasers + rapid fire heavy lasers to get Quintex long-range heavy lasers. Unique techs are kept out of the tech gacha and if traded, cost 1 stability. Lend-lease and monkey model export is still acceptable however, with the caveat that if the recieving power does sucessfully copy them the sender will still suffer -1 stability. Unique technologies retain their status of &#039;unique&#039; for a period of time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tech Trading==&lt;br /&gt;
Nations that have technologies they want to share can offer the expertise and personal to sell it (or give it away). Each nation can transfer 1 technology with no cost to one singular other nation. If they wish to transfer more they will have to allocate labs to represent the brainpower being used in other regards.&lt;br /&gt;
*1 Extra Transfer | 2 Labs used&lt;br /&gt;
*2 Extra Transfer | 4 Labs Used&lt;br /&gt;
*3 Extra Transfer | 8 Labs Used&lt;br /&gt;
*4 Extra Transfer | 16 Labs Used&lt;br /&gt;
&lt;br /&gt;
==Arms Sales, Tech Sharing and Lend-Lease==&lt;br /&gt;
States selling arms now do so with predetermined limits. This system also allows for lend-lease and technical support of foreign proxy forces as the USA did in WW2 or most western countries in the post-imperial era. By its nature as a distantly separated spacefaring millieu with ubiquitous nanofabrication, the most common type of arms sale in the Verge consists of blueprint licenses. Loaded with DRM or managed by specific treaties, sales of blueprints to Verger states allowed the powers of Sol to precisely dictate the size and capabilities of their colonial navies while inhibiting the development of a strong native tech base.&lt;br /&gt;
&lt;br /&gt;
The most restrictive of these sales are what are contemporarily called lend-lease agreements, in which case the state issues DRM-riddled blueprints with a limited (or unlimited) maximum number of purchases at any price the buyer is willing to pay. The units are assumed to be built in the buyer&#039;s own industrial facilities, but have the traits and technologies permitted by the seller. The seller may opt to upgrade them at any point, should relevant technologies become available. Lend-lease assets are effectively a borrowed tech base, but maintaining this agreement costs the issuing state 1 lab. Should this agreement ever expire, lend-lease units effectively become monkey models.&lt;br /&gt;
&lt;br /&gt;
Export models or monkey models are straightforward designs with a 25% production cost markdown (cumulative with other discounts). They may incorporate any techs the seller desires and the buyer is willing to pay for, but are blackbox systems and never receive upgrades.&lt;br /&gt;
&lt;br /&gt;
DRM makes reverse-engineering lend-lease and monkey model units difficult, it takes 3 extra strikes on the research roll to uncover involved techs. Should lend-lease ever be cracked, the seller is informed by network protocols.&lt;br /&gt;
&lt;br /&gt;
Open sales are typical of military surplus by former superpowers or regional powers axing outdated equipment. Such units are no easier or harder to reverse-engineer, have national maker marks that are generally identifiable, but they are also incredibly easy to upgrade due to national militaries and UN taskforces generally springing for rugged, modular gear with future-proof capabilities. Surplus assets can be de-milled into monkey models for 10% of cost.&lt;br /&gt;
&lt;br /&gt;
When selling any military asset, players my specify the nature of the sale by agreement with the buyer. All sales in 2751 are running on Shrodinger&#039;s Sale Rule as people get used to new systems (with the seller + mods having final say), then in 52-onwards every transaction will have to be specified.&lt;br /&gt;
&lt;br /&gt;
==Trade Rules==&lt;br /&gt;
&#039;&#039;Every man lives by exchanging.&amp;quot; - Adam Smith&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even in the 28th century, the law of competitive advantage holds true. Every state, to one degree or another, has some natural or man-made advantage in objects that they produce that is cheaper, better or simply more in demand than those from others. Is it this that forms the basis of interstellar trade. What exactly is traded can vary widely, from the latest Larnaxian couture to Tempesti aircars to fair-trade Eisenhower covfefe to Solarian nanoelectronics, but it is all trade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trading and the logistics of moving all these goods is an incredibly complicated process, but in Alien Suns it has been simplified to use the following rules:&amp;lt;br&amp;gt;&lt;br /&gt;
* Human space is divided up into a number of sectors, each of which contains a number of major and minor worlds. Trade and related effects is per-sector. (sectors also have an effect on criminality and other things not related to trade)&lt;br /&gt;
* Each sector has a &#039;Trade Volume&#039; which represents the base number of freighters that this sector can absorb from any given source.&lt;br /&gt;
* Trade Nodes are additional locations of high import; these are typically major economic centers. So long as a state has access to a given trade node, it increases the effective trade volume by +100% per.&lt;br /&gt;
* Trading over long distances is less efficient, as more hulls are required to maintain the flow of commerce. For every sector that your ships &#039;skip over&#039; to reach their destination, their per-ship effectiveness is reduced as per below:&lt;br /&gt;
&lt;br /&gt;
Same or bordering sector: Freighters operate as normal.&amp;lt;br&amp;gt;&lt;br /&gt;
1 intervening sector: Freighters operate at 50% effectiveness (2 freighters to equal 1)&lt;br /&gt;
2 intervening sectors: Freighters operate at 33% effectiveness (3 freighters to equal 1)&lt;br /&gt;
3 intervening sectors: Freighters operate at 25% effectiveness (4 freighters to equal 1)&lt;br /&gt;
4 intervening sectors: Freighters operate at 20% effectiveness (5 freighters to equal 1)&lt;br /&gt;
Etc etc.&lt;br /&gt;
&lt;br /&gt;
* Freighter costs are determined by the buyers traits.&lt;br /&gt;
* Every freighter returns $6 in annual tarrifs, taxes, etc etc.&lt;br /&gt;
* As UN Task Forces and PMCs are much narrower in overall focus and do not have a large and diverse civilian economy operating &#039;offscreen&#039;, their trade volume is 1/10th that of nations. Their operations by and large exist solely to support their primary activities and may not even represent &#039;trade&#039; in the conventional sense and are thus overall much smaller. (SUBJECT TO CHANGE)&lt;br /&gt;
* Corsairs and Privateers can be used in the civilian trade; after all they are effectively armed freighters. This is particularly popular in the wilder rim where self-sufficiency is a virtue. Corsairs and Privateers count as 1/2 of a freighter each.&lt;br /&gt;
* The higher the piracy power of the sector, the more police ships (relative to number of freighters) are needed to maintain safety. There is no specific number of patrol ships needed, though for a rule of thumb divide 20 by the piracy power to determine how many freighters each police ship covers.&lt;br /&gt;
* Line warships can be assigned to protect trade; every warship assigned to do so counts as 1 police ship. For Star Patrol states, every $20 of escorts counts as one police ship. Cruisers are worth half as much (every $40) and capital ships 1/5th as much (every $100). Ships with no meaningful endurance (such as FACs) cannot be used to protect trade unless a large number of &#039;home bases&#039; are spread throughout the sector.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The king who deals harshly with merchants who come from afar closes the door of well-being upon the whole of his subjects. When do the wise return to the land of which they hear rumours of bad custom?&amp;quot; - Saadi&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To keep track of the various trade, all players are requested to fill in the number of hulls they have assigned to various tasks. Calculating the actual returns is the responsibility of the player in their annual budget, this is just a ship tracking sheet.&lt;br /&gt;
For Corsairs, Privateers and Far Traders, it is requested that if they are engaged in civilian activities (ie, not shooting people) to color the cell green, whereas if they are engaged in a spot of pew pew to color it red.&lt;br /&gt;
And as a reminder, Corsairs and Privateers operating in piracy are considered anonymous by default. The use of OOC information to inform IC actions without any IC justification (such as an espionage operation, etc) will be looked upon most unkindly.&lt;br /&gt;
&lt;br /&gt;
Sector Values Sheet https://1drv.ms/x/s!AmQiRB3_9U0ZhIc72TWS8vtZjYQFIw?e=jvCVYM&lt;br /&gt;
&lt;br /&gt;
==Intelligence Rules==&lt;br /&gt;
Espionage Rules&lt;br /&gt;
Something something foreward about the nature of espionage in 2751 existing in some highly specific galapagos island paradigm of network warfare and humint that allows no singular paradigm, or something.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glossary&#039;&#039;&#039;&lt;br /&gt;
*Operation: any significant action over the course of an intelligence project.&lt;br /&gt;
*Project: the overarching campaign, composed of a series of operations in pursuit of a goal.&lt;br /&gt;
*Locks: obstacles which cannot be ignored. A Lock is not merely the risk posed by local security forces but a national biometric database that tracks all citizen movement, or the all-encompassing presence of a ubiquitous secret police with millions of files on its citizens. It is not simply the presence of a navy, but the specific policy of a government to search and impound all foreign vessels with a large fleet of fast police ships. These are both Locks.&lt;br /&gt;
*Keys: solutions that bypass or finesse the problem posed by a Lock. Clone infiltrators or biologically modified agents using clean-record citizen profiles, skilled blockade runners hired from Alderbaran, are both Keys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intelligence Units&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
In addition to regular assets assigned to missions, there are special Intelligence Units which are the cornerstone of campaigns. Regular soldiers typically do not have the acumen, nor do regional police or state gendarmerie have the flexibility to respond to all possible dangers offered by the world of covert ops.&lt;br /&gt;
&lt;br /&gt;
The units are:&lt;br /&gt;
&lt;br /&gt;
*Stations: Stations are facilities that exist for the purposes of intelligence gathering, maintaining local contacts and providing safehouses for intelligence teams. A station’s value is relative to the amount of resources expended on it. Examples: Embassies, safehouses, blacksites&lt;br /&gt;
*Agencies: Agencies are special civilian, military or paramilitary organizations that have a specific purview. Their main purpose is to provide coordination and specialized knowledge within a scope, improving the effectiveness of operations. This is open-ended and designed by the player, applicable at GM discretion. Examples: US Alphabet Agencies, Cobra, Cambridge Analytica&lt;br /&gt;
*Operatives: Operatives are individuals or teams of individuals skilled at conducting field operations on behalf of states and other organizations. These are bespoke and no two operative units are the same.&lt;br /&gt;
&lt;br /&gt;
Best practices involve having one Station, one Agency and one Operative in place for all operations that take place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Stations&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Stations cost $20 to establish and can be built anywhere, including inside hostile states. If a station is meant to to be hidden, the cost can be increased to $30 per rank. Stations can be stacked in any given location, increasing their Level. 1st purchase creates an L1 Station, 2nd creates an L2, etc.&lt;br /&gt;
&lt;br /&gt;
Higher levelled stations are more defensible and offer better local tools, but are not necessarily better.&lt;br /&gt;
&lt;br /&gt;
Graft and crime are assumed to come part and parcel with most stations, so the units are maintenance-free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Agencies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Buying agencies is open-ended process. Players assign money (or prestige, with converts at a rate of 1 = $50 and isn’t subject to diminishing returns) to the operating budget of the agency, then determine their purview. Especially large agencies may become corrupt or go off the reservation, especially if their purview is too broad or distorted by wartime conditions.&lt;br /&gt;
&lt;br /&gt;
Agencies are paid for initially with a large investment. That value decays by about 10% yearly, possibly faster after intense operations. In rare circumstances, agencies may occasionally self-fund through seizure, illicit traffic or via private donors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buying Operatives&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Operatives are generic units (10% upkeep) with a base cost of $10. By default these units have three slots for upgrades, representing their special capabilities. Each upgrade costs 10% of base cost. Special Operative types, additional slots and special upgrades may be unlocked by technology down the line.&lt;br /&gt;
&lt;br /&gt;
Initial available upgrades (names pending) are:&amp;lt;br /&amp;gt;&lt;br /&gt;
*Ghost Recon: The unit functions as a platoon of marines. Repurchase to function as a company, and again for a battalion. Decreasing subtlety each rank.&lt;br /&gt;
*Rainbow 6: Your operative is an elite counterterrorist team. They are inferior to marines in military settings, but excellent at foiling enemy direct action missions, terrorism and the like. As with Ghost Recon this can be brought multiple times to increase the number of operatives in the force. &lt;br /&gt;
*The Professional: Better at assassination missions.&lt;br /&gt;
*Corporate Raider: Better at theft (tech, money, etc) missions.&lt;br /&gt;
*Q Sector: The unit has special gadgets that may offer situational keys or a chance to luck out of tough situations.&lt;br /&gt;
*Rasputinian: The unit is likely to survive the worst of outcomes. Does not protect from capture.&lt;br /&gt;
*Red Faction: Your operatives are experts at terrorist operations. Gain major bonuses when you’re attacking a civilian or political target with the idea to destroy it&lt;br /&gt;
*Honey Trap: Excels at social manipulation in polite society.&lt;br /&gt;
*Hoover: Your operative knows where all the important bodies are buried and gets major bonuses in operations against your own state or organization&lt;br /&gt;
*Extraction Experts: Your operative is excellent at extracting personnel, be they hostages or defectors.&lt;br /&gt;
*The Business of Corruption: Excels at social manipulation in low society.&lt;br /&gt;
*The Worst Pirate You’ve Heard Of: Has a solid reputation with people on the fringes of Verger society, allows the use of black market contacts and illicit free trader routes.&lt;br /&gt;
*Snake: Your operative is an expert on covert infiltration&lt;br /&gt;
*Smuggler: Provides a bonus to moving assets to hostile locations.&lt;br /&gt;
*Sherlock: Your operative is an expert investigator and capable of extraordinary feats of investigation and counter intelligence&lt;br /&gt;
*Mr Nobody: Blends into society easily, can go years undetected if they aren’t actively involved in operations.&lt;br /&gt;
*Celebrity Asset: Increases the prestige for successful ops, but overuse can backfire.&lt;br /&gt;
*Smiley: You are an excellent operator of general intelligence operations, and provide intelligence gathering&lt;br /&gt;
*Strength in Numbers: Adds extra members, providing redundancies.&lt;br /&gt;
*Who Dares Wins: Your operatives are excellent at assisting regular military forces through special reconnaissance, and with the appropriate level of Ghost Recon, counter patrol and similar action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conducting Espionage Actions&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence Projects are conducted by opening a dialogue with the relevant moderators, and submitting a proposal for an intelligence project. &lt;br /&gt;
&lt;br /&gt;
The proposal must clearly outline the following traits:&lt;br /&gt;
*The target nation(s) or other entities. Picking too many targets at once may limit the effectiveness of the Project.&lt;br /&gt;
*Any number of Locks the player anticipates encountering, as well as their projected Operations to produce or acquire Keys. Underestimating the Locks obstructing success may limit the effectiveness of the Project.&lt;br /&gt;
*The resources committed to the project, including ships, troops, Prestige (which can be spun off into additional military assets or money as needed) and Plot Coupons. Understaffing or moving assets around too frequently may disrupt the progress of the Project.&lt;br /&gt;
*The desired outcome. The greater the scope of the action, the more expensive the Project becomes.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Example Project Submission:&lt;br /&gt;
|-&lt;br /&gt;
|Project Name:&lt;br /&gt;
|Project Thunderstrike&lt;br /&gt;
|-&lt;br /&gt;
|Target Nations&lt;br /&gt;
|Secret Denmark, a Minor Verge State&lt;br /&gt;
|-&lt;br /&gt;
|Anticipated Locks and Operations&lt;br /&gt;
|&lt;br /&gt;
*Secret Denmark’s Secret Location&lt;br /&gt;
*Secret Denmark’s Secret Police&lt;br /&gt;
*Secret Denmark’s Stability&lt;br /&gt;
*Secret Denmark’s Planet Shield&lt;br /&gt;
----&lt;br /&gt;
*Operation to locate Secret Denmark&lt;br /&gt;
*Operation to infiltrate the Secret Police&lt;br /&gt;
*Operation to destabilize the government with worker’s strikes, building into civilian massacres that hurt government legitimacy.&lt;br /&gt;
*Key: All Anti-Danish fleet ships have reflective anti-shield paint provided by the aliens at Qondor.&lt;br /&gt;
|-&lt;br /&gt;
|Resources Assigned&lt;br /&gt;
|&lt;br /&gt;
#1x Behold My Glorious Battleship-class FAC (1x S1 Railgun)&lt;br /&gt;
#2x National Guard Battalions&lt;br /&gt;
#1x Hoverpanzer Battalion&lt;br /&gt;
#3x Gator Carriers&lt;br /&gt;
#5 Prestige&lt;br /&gt;
#1 Lab&lt;br /&gt;
#1x Illegal Praetorian Idol Research Plot Coupon&lt;br /&gt;
#10% of GDP&lt;br /&gt;
|-&lt;br /&gt;
|Objective&lt;br /&gt;
|Collapse of Secret Denmark into Civil War&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Naturally, causing an entire nation to collapse into civil war is no mean feat, and the player has perhaps over-enthusiastically underestimated the possible resistance by their foe. In this case, the moderator responding assigns additional Locks. If it’s possible for the player to be aware of them at this stage, they are informed of these complications, otherwise they will reveal themselves as the Project gains progress and completed operations. Players who have more or less correctly estimated the Locks, or who have received intelligence from previous Projects will receive bonuses during resolution.&lt;br /&gt;
&lt;br /&gt;
This negotiation over the specifics of the operation happens before anything is resolved, to ensure both clarity of purpose and ensure fairness in potential player versus player scenarios. In such cases, it’s all too easy for the more active player to constantly adjust and steer their plans moment to moment, monopolizing GM attention to guarantee success.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Costing Projects and Operational Timelines&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The cost of each project is ultimately determined by its scope. The average Verge state having any single moderately influential person assassinated should cost about 1% of GDP, and long-term projects to destabilize governments and plunge peer states into civil war should take as much as 25% of GDP, potentially across several years. Influencing the affairs of superpowers such as the great powers of Sol or what alien polities may lie beyond known space may cost as much as 100% of GDP. Smaller non-peer states (T1 or T2 NPCs, disrupted world protostates, etc) will generally cost less. The definition of &amp;quot;GDP&amp;quot; is currently defined as base income + developments for &#039;&#039;2753 only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The general rule of thumb is that 1% of GDP = 1 operation or a significant amount of legwork = 1 month. Corners can be cut from Projects, lengthening the time it takes for them to resolve or penalizing success chances (local contacts do want to be paid for treason, etc), or Projects can be rushed by spending a surcharge or forcing Operations to run ahead of schedule. In the latter case, multiple Operations can be run each month but the risks of exposure mount each time, or haggard operatives can simply fail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example Projects&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assassination&lt;br /&gt;
*1% merchant on a disrupted world who circumvents an imperial water monopoly, holding up local autonomy, any citizen not currently imprisoned&lt;br /&gt;
*5% any well-protected Verge magnate, a head of a disrupted world protostate, a minor officer of a UN ship not currently engaged in combat operations&lt;br /&gt;
*10% any Verge politician of significance, a UN fleet officer&lt;br /&gt;
*25% a Verger head of state, a UN admiral, the head of a powerful PMC&lt;br /&gt;
&lt;br /&gt;
Hostile Takeovers&lt;br /&gt;
*1% buying out a civilian freighter or starliner to use as an asset for a front&lt;br /&gt;
*5% puppeting a mid-sized logistics company in the Verge, taking over security in a well-travelled civilian station&lt;br /&gt;
*10% attempting to overthrow the elected government of a minor Verge state during a sustained period of instability, taking over a disrupted world protostate&lt;br /&gt;
*25% attempting to overthrow a peer Verge state during instability, outright couping any minor Verge state without apparent instability.&lt;br /&gt;
&lt;br /&gt;
Informational Warfare&lt;br /&gt;
*1% stealing some civilian IFFs to mask ship signatures from afar&lt;br /&gt;
*5% stealing a registered government IFF, or whole civilian freight databases&lt;br /&gt;
*10% stealing a large stockpile of government arms, or a prototype technology from a previous year&lt;br /&gt;
*25% stealing any major innovation that came out in the current year, particularly those which are unique to that state and not being shared&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Task Forces and PMCs&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Task Forces and PMCs do not pay a cost to perform espionage actions. To perform espionage actions, these groups must keep at least one Operative assigned to the campaign for its full duration. If that operative is destroyed as a consequence of complications during an operation, the campaign is put on hold until a new one is assigned to it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Policies&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
States as a rule tend to maintain a consistent policy towards outside interference. As a backwater playground for the old powers of Sol, most Vergers are well-used to influence campaigns, foreign spies and institutional corruption and work around them. Many approaches exist but a majority of states trend towards a balance of openness and security, accepting the presence of spies among diplomats and journalists to maintain access to critical information, but making arrests when lines are crossed.&lt;br /&gt;
&lt;br /&gt;
The policy scale is as follows:&lt;br /&gt;
*Participatory Panopticon (Max Open): Always find out when people are targeting you, but spy defense is greatly weakened.&lt;br /&gt;
**Buy Keys for $100 or 1 Prestige&lt;br /&gt;
**Offensive Operations transpire at the speed of plot. &lt;br /&gt;
*Open Society (Open): Strengthened spy offense, GM may assign at least one free Key.&lt;br /&gt;
*Connected Society (Standard): Use rules as written.&lt;br /&gt;
*Closed Society (Closed): Strengthened spy defense, enemies suffer at least one extra Lock.&lt;br /&gt;
*Death to Spies (Max Closed): Spy problems solve themselves, but you may miss out on hints.&lt;br /&gt;
**Buy Locks for $100 or 1 Prestige&lt;br /&gt;
**Defensive Operations happen at the speed of plot. &lt;br /&gt;
&lt;br /&gt;
States may change their policy year to year, but overly dramatic changes over many years may cause stability loss.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Intelligence operations are not-consequence free. Performing secret military actions against sovereign states and branches of the United Nations carries with it the diplomatic consequences of doing so. Additionally, there is an inherent risk to all operations. A clean failure that resolves with all operatives dead and evidence of wrongdoing destroyed is a best-case scenario. &lt;br /&gt;
&lt;br /&gt;
Even spycraft staples like poison pills are not wholly reliable to maintain secrecy: common poisons like cyanide can sometimes fail due to bad compounding of the medicine, or the point of failure is a human operative who lacks the nerve to commit suicide. The Verge is a large setting with comprehensive faster-than-light communications, where states in good standing (and many that are not) typically have access to resources INTERPOL databases to finger agents that might be considered ‘deniable’ for a state. False flag attacks are extraordinarily difficult to pull off in peacetime, in the high-tech warfare paradigm of interconnected ship comms and ID-tagged weapon databases. Many high-tech objects exist within a network of ubiquitous consumer surveillance for quality control purposes, so-called ‘spimes’ which essentially maintain a lifetime usage log within a controlled computing cloud. Fully anonymized gene-modded special forces optimized for black operations and wetwork can be exposed by their consumer habits, their wearable athletics assistant or even their taste in civilian plainclothes.&lt;br /&gt;
&lt;br /&gt;
In all cases, Espionage Actions are easiest to perform against a target that cannot oppose you: yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exposure&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
At a basic level, all Projects have a basic chance of exposure. There is no specific predetermined chance for operation, although there is a rough relation to the scope. The larger a secret operation is, the harder it is to keep it a secret.&lt;br /&gt;
&lt;br /&gt;
Exposure can happen when:&lt;br /&gt;
*An Operation fails.&lt;br /&gt;
*An Operation succeeds while opposed by a defensive Project run by the target state.&lt;br /&gt;
*When particularly large amounts of money or materiel (ships, troops, etc) are moved significant distances.&lt;br /&gt;
&lt;br /&gt;
Most Projects are exposed after completing their goal, particularly if their objective was particularly grandiose.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leaks&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Reliance on a technological advantage can occasionally backfire as those advantages fall into the hands of your enemies. All too common in the battlegrounds of Earth is the story of the ISA field commander who last witnessed the words ‘Made in America with Pride’ engraved on the fuselage of the insurgent-figured anti-tank missile beheading him. Fitting every piece of equipment with scuttling charges or anti-tampering locks can diminish their effectiveness or invite an infosec risk, so most states do not bother.&lt;br /&gt;
&lt;br /&gt;
Leaks can happen when:&lt;br /&gt;
*Advanced technology is used in an Operation.&lt;br /&gt;
*A hideout or safehouse staging the Project is raided by counterintelligence.&lt;br /&gt;
The conclusion of a Project and the revelation of the technologies used in it can sometimes cause an arms race, in that case the affected state might get free rolls to reverse-engineer systems used against them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Betrayal&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
Even fanatics balk at the prospect of total disposability. Given the choice between payment and death, mercenaries will pick the former. Mistreating assets, especially during peacetime, will frequently result in them turning coat to the opposing side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Defending Against Espionage&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
The key element in defending against hostile espionage is awareness, which may take time depending on the openness and flexibility of the society being targeted. Hidebound, insular societies with a high guardedness may take longer to acknowledge real threats even as their performative militarism autonomously defeats minor ones. &lt;br /&gt;
&lt;br /&gt;
Awareness&amp;lt;br /&amp;gt;&lt;br /&gt;
Awareness in most situations is a GM roll on behalf of the defender. For PC states, their security policy may change the difficulty of the roll. Radically Open Societies are typically automatically aware of threats against them.&lt;br /&gt;
&lt;br /&gt;
Once aware of hostile espionage actions, states have a number of options available.&lt;br /&gt;
*&#039;&#039;Counterespionage:&#039;&#039; Counterespionage is organized like regular espionage, with the agency, operative or state performing the initial hostilities as the target. This is done by starting an intelligence campaign against the attacking state or organization.&lt;br /&gt;
*&#039;&#039;Security Operations:&#039;&#039; Increasing security measures temporarily is a typically cost-effective response to ongoing intelligence. In this case, the defending state begins an intelligence campaign against itself, rooting out collaborators, conducting raids and increasing surveillance against citizens, etc. Long-term security operations may cause stability drops, however.&lt;br /&gt;
*&#039;&#039;Destroying/Denying Assets:&#039;&#039; Locating and launching a military offensive against the relevant assets may be sufficient in many cases. If a multi-year intelligence campaign relies on a cutting-edge stealth carrier as its cornerstone, it may be sufficient to find and destroy it with a comparatively shorter mission time. Such operations are typically not quiet, however, and the attacker may be able to abort.&lt;br /&gt;
&lt;br /&gt;
==Setting Notes==&lt;br /&gt;
&lt;br /&gt;
Jump Point Travel is nodal based FTL, one jump point connects to another in another star system (and some theorists believe another realms of reality as well but experiments in that have messily failed). Most jump points are connected to nearby stars in real space, however not all stars are connected nor all jump points safe to transverse. Which means for most of the stars are out of reach for human hands unless they travel by STL The colony of We Made It at Proxima Centauri is example of that as they report they found only one jump point leading to a dim star beyond Earth&#039;s observation and nothing else.&lt;br /&gt;
&lt;br /&gt;
Physically the jump point is a calm area of space normally situated near gas giants spherical in volume to Luna. Rule of thumbs are super jovian have 1-3 around them, and solar system size gas giants have 1. Complicating matters is the jump points into systems that have no gas giants which appear to be randomly located in close proximity of the sun (and in fact many of the no-go systems appear to have the jump point to close to the primary star for safe travel). Further adding onto the headache is the existence of starless nexus points. Located in deep interstellar space, these regions have been found to contain at least 5-6 jump points situated in a ring equidistant from each other and are constantly being examined by ever increasing sphere of probes and survey ships to see if there is another ring to be found.&lt;br /&gt;
&lt;br /&gt;
The actual jump drive is fairly simple and robust device that doesn&#039;t take up much space on the ship as it actives only briefly triggering the effect from the point which does all the work. There has never been a case of two ships jumping into each of and tests deliberately to trigger the effect have always failed leaving people believe there is some sort of universal fail-safe of regarding conservation of information going on in that case. Ships retain their velocity as they pass through and the arrival zone is roughly randomized location five times the size of the point itself at a random orientations. Ships jumping in close proximity remain in formation as they arrive.&lt;br /&gt;
&lt;br /&gt;
Random orientation and velocity means that high velocity moving ships have a higher chance of jumping in and finding they are going to run into something though still that is a rare case. However if they wanted to get to the planet and they&#039;re still going super fast away they&#039;re going to be spending time turning around. Generally this means most merchant and peacetime military ships aim for a intercept with the jump point where they stay at low velocity so when they arrive they can easily course adjust and move on. Conversely known pirates are often called streakers as they coast into the jump point and zoom out the other side to avoid getting mobbed by police or military ships.&lt;br /&gt;
&lt;br /&gt;
===In system travel===&lt;br /&gt;
&lt;br /&gt;
Space travel is done with high efficiency fusion torches. Military ships can accelerate up to 8Gs, generic ships at most is 2Gs. However, standard cruising speed is constant 1G for most ships and even in the military 2G long distance cruises are rare as they result in decrease crew performance. Higher acceleration is saved for combat in which the crew are safely secured.&lt;br /&gt;
&lt;br /&gt;
Most jump points are 10 AUs apart from each on average which is nine day&#039;s travel, but for game purpose we will call it a week. Its generally six days travel from Earth-like planet to the nearest jump point (5-ish AU) so for game purpose it will be treated as week as well.&lt;br /&gt;
&lt;br /&gt;
Anything special or further complicated in you have orders, determine the AU, input the acceleration and we will use this. Space travel calculator&lt;br /&gt;
&lt;br /&gt;
===Limited Jump Points===&lt;br /&gt;
&lt;br /&gt;
While conventional jump points do not seem to have any appreciable upper limit in the mass that can be jumped through them (as evidenced by the immense size of the &#039;&#039;MacBeth&#039;&#039; colony ships), there are also a large number of &#039;limited&#039; jump points found across known space.  These appear to exist below some critical threshold and consequently the powerful jump drives required to push a large mass through them will simply fail on activation; in essence they are too strong for the jump point to handle.  These points tend to be associated with lower-mass objects such as brown dwarves or lighter &#039;high&#039; mass planets.&lt;br /&gt;
Limited Points (LPs) are graphically represented on the jump map as red connections and transit along them is normally limited to ships categorized as &#039;low mass&#039;; those are as follows:&lt;br /&gt;
*Generic ships with a cost not exceeding $100.&lt;br /&gt;
*Military ships not exceeding a size value of &#039;5&#039;;&lt;br /&gt;
*Scout Cruisers have a size value of 3, with standard escorts having a size value of 1.&lt;br /&gt;
*Star Cruisers have a size value of 5, +2 for every additional size class.&lt;br /&gt;
*Custom ship designs align to their closest baseline ship by $ value for size determination.&lt;br /&gt;
*Every level of increased armor increases size by 1.  If armor is stripped, size is reduced by 1 per level.&lt;br /&gt;
*Every weapon mount, added engine or system increases size by +0.25 (round down)&lt;br /&gt;
*The one-per-ship Reduced Mass module reduces size value by 1&amp;lt;br /&amp;gt;&lt;br /&gt;
For every Size that a ship exceeds 5, it requires 1 additional point of Endurance to perform a jump.&lt;br /&gt;
&lt;br /&gt;
===Space Combat and movement===&lt;br /&gt;
&lt;br /&gt;
There are three types of battles. There is the zero-zero intercept which is the traditional ships moving in relative velocity each other in formation and firing as they advance or decrease weapon range bands. The drive by in which a one opponent gains a great deal of velocity and slings themselves on a course that hopefully allowing them a brief window of fire to on their enemies. Finally, there is the orbital battle in which both sides are moving relatively slow in orbit over a planet to force a landing or bombardment of a target, there gravity can be much a threat as weapon fire if maneuvering drives damaged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Patch Notes===&lt;br /&gt;
&lt;br /&gt;
The following is a list of patch notes, efforts have been made to modify the original rules to reflect them, but in cases where this has not occurred, please refer to the patch notes as the prevailing ruling on the matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Added Game Year 2751&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Patchnotes and FAQs&lt;br /&gt;
*Refits happen concurrently, time is always (largest weapon/module size in months +1 month per extra changed slot).&lt;br /&gt;
*Removed components (weapons, systems) remain existing physical objects, no upkeep for them.&lt;br /&gt;
*Vanilla Hangar Size is as follows:&lt;br /&gt;
**Size 1: 2&lt;br /&gt;
**Size 2: 3&lt;br /&gt;
**Size 3: 5&lt;br /&gt;
**Size 4: 7&lt;br /&gt;
**Size 5: 10&lt;br /&gt;
*Armor and Acceleration are now opposed. Any Armor ratings over 3 subtracts 1 Accel per, which can be repurchased.&lt;br /&gt;
*Accel 0 ships are possible, representing stationary vessels with a 0.5G out of combat accel rate.&lt;br /&gt;
*Star Cruisers are now both Patrol Fleet and Sanction Fleet-discounted, but the discount doesn&#039;t stack.&lt;br /&gt;
*Diminishing returns on prestige cash injections: every $500 taken in from burning prestige halves the efficiency that year, from $50 to $25 to $12.5, etc. UN Taskforces and PMCs prestige-buying units are not affected by this.&lt;br /&gt;
*Star Patrol halves the build cost (but not upkeep) of Police Ships, in addition to changes listed in trade section.&lt;br /&gt;
*Police Ship weapons must be single mount and cost less than $20.&lt;br /&gt;
*Torpedoes resolve at the end of combat rounds, take note.&lt;br /&gt;
&lt;br /&gt;
Capital Ship Rework&lt;br /&gt;
&lt;br /&gt;
Being somewhat unloved due to their high cost and slow build times, capital ships are receiving a minor mechanical overhaul. The following changes are being implemented:&lt;br /&gt;
*Capital ships have an Invulnerability save against sub-capital (S3 and lower) weapons that strike Armor or HP. Precision strikes against weapons or subsystems (except for engines and bridge) ignore this. The dice for this is 1d10 for Star Cruisers (TN8), 1d10 for Battleships (TN7) and 1d10 for SCS and larger vessels (TN6).&lt;br /&gt;
*Capital ships that are 80% complete can be rushed out in partial completion and assembled in transit as long as the engines are intact, treat as Moderate damage and random missing components (GM decision).&lt;br /&gt;
*SCSes have base 10 squadron capacity, their slotted hangars are automatically Size 5 and do not take up weapon slots.&lt;br /&gt;
*Destroyed capital ships have a flat 50% chance of surviving to an inert &#039;hulk&#039; state, which is 3/4 cost and build time to repair.&lt;br /&gt;
&lt;br /&gt;
Effective Immediately:&lt;br /&gt;
*The UN and all PC states are considered to have reciprocal Embassies, which are free L1 Stations. You can opt out in your budget this year.&lt;br /&gt;
*PC States and PMCs get $130 spree on operatives, Taskforces get $65.&lt;br /&gt;
*UN Taskforces and Star Patrol states get a free floating $200-size Agency to be designated at their leisure.&lt;br /&gt;
Other changes TBD.&lt;br /&gt;
&lt;br /&gt;
===Development===&lt;br /&gt;
Developments are long-term infrastructure projects conducted on planetary surfaces or in orbits, one of the primary ways that states can make money without constructing and maintaining large merchant fleets. Development construction is an open-ended system, with players free to invest as much as they want into any given project with the following caveat: certain types of project have maximum and minimum investment costs per type and Build Time tier, representing the rough costs of building gigafactories, industrial parks, high speed rail, etc. Income gained from Developments becomes territorial income, permanently in most cases and for a fixed term for Resource Extraction. Prestige gained from Standard of Living developments is granted only once on completion, however the income is added to territorial income as normal.&lt;br /&gt;
&lt;br /&gt;
States have a number of Development Slots equal to their current Stability + 1; each Development Project occupies one of these slots until it has finished construction. UN Taskforces and PMCs can build a single Development each for their own benefit or that of the host state.&lt;br /&gt;
&lt;br /&gt;
Client States do not have Development Slots, and furthermore demand 1 in 4 development projects done by their hegemonic patron be allocated to each of them. States can spend 1 Stability to ignore this requirement. &lt;br /&gt;
&lt;br /&gt;
Citizens demand some portion of the country’s wealth, however. For every 2 Development Projects a state undertakes, a third must be some kind of Standard of Living improvement or else a cumulative Stability penalty will be applied during year rollovers. Powers with the Fanatics trait can ignore this. Standard of Living developments provide a buffer against negative effects like disease outbreaks or civil unrest after these events are launched.&lt;br /&gt;
&lt;br /&gt;
Rushing a single development costs 1 Stability or (Base Construction Years x5) Prestige. This drops construction time by 1d6-2 Years, with a -1 result adding a year to the build time as forcing cut corners and overtime hours complicates matters.&lt;br /&gt;
&lt;br /&gt;
Rushing all developments in a state costs 2 Stability or 50 Prestige. This shortens all ongoing Developments by 1 year, to a minimum of 1 year.&lt;br /&gt;
&lt;br /&gt;
Non-Advanced (Basic and Intermediate) Industry is partially mobilized as it builds. Every completed year out of the total development time adds a fraction of the eventual payout, i.e. $200 in Intermediate Industry on the 2rd year of construction (2/3 years) yields $100 that year.&lt;br /&gt;
&lt;br /&gt;
In addition to their other benefits, Murtox states reduce the Build Time of a single Development Project by 2 turns, to a minimum of 1 turn, excluding Vanities. Client states with Murtox reduce their Build Time by 1 turn, rather than 2. 5-Year Plan states increases the Build Time of all Development by 1 year (max 5).&lt;br /&gt;
&lt;br /&gt;
Large Population states treat Developments outside of the Standard of Living Category as though they had already spent $50 (or the maximum, if it’s lower), effectively a discount, but increases either the cost or Build Time of Standard of Living Developments by 50% (to 150%). Population by Proxy discounts the effective costs of Standard of Living Developments by 50% (to 50%), effectively receiving 1$ spent free for every 1$ invested in the project. i.e.: Large Population states can invest up to $950 for Advanced Standard of Living development projects, but would receive a payout of $750, as though they had actually invested $600. Population by Proxy states pay $500 for the same payout on the same type of project.&lt;br /&gt;
&lt;br /&gt;
Development policies typically clash with the interests of large merchant marines, even if these entities are mutually beneficial. States cannot spend more than their Territorial Income +bonus income from non-freight sources on Developments.&lt;br /&gt;
&lt;br /&gt;
Development Categories&lt;br /&gt;
*Industrial: Infrastructure, light and heavy manufacturing, prototyping labs. Industrial development is the most straight-forward of the categories, taking a basic investment of funds with a payout at the end of the term.&lt;br /&gt;
*Resource Extraction: Mines, hydrocarbon fracking, water purification. Resource extraction is the quickest and most efficient development, however the income produced lasts a limited number of years. Resource Extraction operations on your homeworld will raise your Resting Stability by one. However, each world with more than $2,000 worth of Resource Extraction active at one time will negatively impact Stability, including the Homeworld.&lt;br /&gt;
*Standard of Living: Civil amenities, civil engineering, education, healthcare. Standard of Living developments are steady, long-term projects that reward Prestige (which can be invested into Stability) in addition to their financial benefits.&lt;br /&gt;
*Sol Commerce: Industries specialized in interacting with the Core world economies via tourism, small parts exports, luxury goods, finance. Sol Commerce offers low quick dev time and high ROI, but requires uninterrupted access to the Sol trade node. Disruptions to those routes also cause income loss.&lt;br /&gt;
&lt;br /&gt;
Industrial Tokens&lt;br /&gt;
&lt;br /&gt;
Assembly Prestige and Blunder Bus produce twice as many Tokens (see below).&lt;br /&gt;
&lt;br /&gt;
Industry now produces Tokens on completion, a tradeable currency that facilitates developments. This is a one-time reward and will be self-administered by players.&lt;br /&gt;
&lt;br /&gt;
*Every 2 Basic Industry makes Basic Tokens on completion, reducing one of Any Extraction and Intermediate Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Intermediate Industry yields an Intermediate Token on completion, reducing one of Any Extraction, Intermediate/Advanced Industry costs by 20% and 1 year in build time.&lt;br /&gt;
*Every 2 Advanced Industry yields an Advanced Token on completion, reducing any non-Vanity Project development&#039;s costs by 20% and 1 year in build time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Build Time: 1 Year====&lt;br /&gt;
Basic Resource Extraction&lt;br /&gt;
:Examples: xenofauna hunting, xenoflora plantations, strip mining&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $250&lt;br /&gt;
:Payout: [Investment] for 5 Years, [Investment+$100] if built on colony world&lt;br /&gt;
&lt;br /&gt;
Intermediate Resource Extraction&lt;br /&gt;
:Examples: xenoflora plantations, hydrocarbon extraction, gas giant platforms&lt;br /&gt;
:Minimum Investment: $250&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x0.9] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Basic Sol Commerce&lt;br /&gt;
:Examples: textile exports, sweatshops, tourism, migrant workers, open source intelligence contributions&lt;br /&gt;
:Minimum Investment: $0&lt;br /&gt;
:Maximum Investment: $25&lt;br /&gt;
:Payout: [Investment +$25]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 2 Years====&lt;br /&gt;
Advanced Resource Extraction&lt;br /&gt;
:Examples: xenoflora farming, tech-mining and xenoartifact digsites, exotic mineral extraction&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x0.8] for 5 Years&lt;br /&gt;
&lt;br /&gt;
Intermediate Sol Commerce&lt;br /&gt;
:Examples: tourism, developing market investments, small component manufacturing plants, sports entertainment, outsourcing&lt;br /&gt;
:Minimum Investment: $25&lt;br /&gt;
:Maximum Investment: $50&lt;br /&gt;
:Payout: [Investment +$50]&lt;br /&gt;
&lt;br /&gt;
Basic Industry&lt;br /&gt;
:Examples: roadworks, information systems, water purification, light industrial parks, mobile data networks&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment x.5]&lt;br /&gt;
&lt;br /&gt;
====Build Time: 3 Years====&lt;br /&gt;
Advanced Sol Commerce&lt;br /&gt;
:Examples: chaebol, property speculation, narcotic exports, luxury goods manufacturing, cultural exports (manga, Hello Kitty, Bollywood, KPop, C-dramas etc.), Free Trade Zones&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $100&lt;br /&gt;
:Payout: [Investment +$100]&lt;br /&gt;
&lt;br /&gt;
Intermediate Industry&lt;br /&gt;
:Examples: industrial automation, railway/maglev networks, launch catapults, material and fuel refineries&lt;br /&gt;
:Minimum Investment: $100&lt;br /&gt;
:Maximum Investment: $200&lt;br /&gt;
:Payout: [Investment x.75]&lt;br /&gt;
&lt;br /&gt;
Basic Standard of Living&lt;br /&gt;
:Examples: cultural industry, subsidized food and fuel, informer programs, jobs programs&lt;br /&gt;
:Minimum Investment: $50&lt;br /&gt;
:Maximum Investment: $150&lt;br /&gt;
:Payout: [Investment x.25], 1d4+1 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 4 Years====&lt;br /&gt;
Advanced Industry&lt;br /&gt;
:Examples: import substitution, crash factory construction, refineries, ship building, orbital elevators&lt;br /&gt;
:Minimum Investment: $200&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x1]&lt;br /&gt;
&lt;br /&gt;
Intermediate Standard of Living&lt;br /&gt;
:Examples: house building programs, apartment building programs, land reform&lt;br /&gt;
:Minimum Investment: $150&lt;br /&gt;
:Maximum Investment: $500&lt;br /&gt;
:Payout: [Investment x.5], 1d4+3 Prestige&lt;br /&gt;
&lt;br /&gt;
====Build Time: 5 Years====&lt;br /&gt;
Advanced Standard of Living&lt;br /&gt;
:Examples: population augmentation programs, arcologies, universities and tuition programmes, state sponsored religion&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: $1000&lt;br /&gt;
:Payout: [Investment x.75], 1d4+5 Prestige&lt;br /&gt;
&lt;br /&gt;
Vanity Projects&lt;br /&gt;
:Examples: Mount Rushmore, Cathedrals&lt;br /&gt;
:Minimum Investment: $500&lt;br /&gt;
:Maximum Investment: None&lt;br /&gt;
:Payout: [Investment x1]. Additionally, the first player to complete a Vanity Project gets a relevant Plot Coupon and a generous payout of Prestige, similar but lesser rewards for those who follow up.&lt;br /&gt;
&lt;br /&gt;
===Stability===&lt;br /&gt;
Stability represents the resilience of and popular faith in a nation’s institutions, the just rule of law and popular support for the ruling government. Low-stability countries may be militarily powerful but suffer strong internal divisions. Extremely high stability is generally fleeting, occurring only occasionally when the nation is confronted with a singularly unifying enemy or goal.&lt;br /&gt;
&lt;br /&gt;
Stability scale has a limited impact on the game, but states should still take heed. At low ratings, dissent foments and spreads like wildfire, and large-scale rebellions may take place.&lt;br /&gt;
&lt;br /&gt;
The stability scale is as follows:&lt;br /&gt;
:10: People would celebrate the President renaming all bread after his dog.&lt;br /&gt;
:9: People would tolerate the President renaming a mountain after his mother.&lt;br /&gt;
:8: Western Powers after V-Day.&lt;br /&gt;
:7: The modern United States on the 4th of July.&lt;br /&gt;
:6: Most states on the National Holiday. Resting point for People’s Champion.&lt;br /&gt;
:5: Continental Europe in the quiet years of the 1800s.&lt;br /&gt;
:4: Widespread protests in the provinces, people are shouting slogans. Standard Resting point.&lt;br /&gt;
:3: Widespread protests in the capitol, people are throwing rocks.&lt;br /&gt;
:2: Widespread riots in the provinces, the governors are being tarred and feathered.&lt;br /&gt;
:1: Widespread riots in the capitol, the police are being lynched. Resting point for Yearning Masses.&lt;br /&gt;
:0: Bastille Day, but the first time. As this point the mods will ask you if you want to reroll or fight the ensuing civil war out.&lt;br /&gt;
&lt;br /&gt;
Stability changes in the following conditions &lt;br /&gt;
&lt;br /&gt;
(Legacy rules applying to current Game Year Only that will be replaced at end of 2753):&lt;br /&gt;
:Acting in accordance with/against the stated ideology of your state… +1 or -1&lt;br /&gt;
:Acting in accordance with/against your traits… +2 or -2&lt;br /&gt;
:Having a significant, secret violation of your traits or ethics revealed… -3&lt;br /&gt;
:Losing an offensive war… -1 (worse if War Machine)&lt;br /&gt;
:Losing a defensive war… -1 (no penalty if Peaceniks)&lt;br /&gt;
:Being in an offensive war… +1 per year (+2 if War Machine, -2 if Peaceniks)&lt;br /&gt;
:Being in a defensive war… +2 per year (+3 if War Machine/People’s Champion, +4 for both)&lt;br /&gt;
:Being the victim of a major terror attack without an obvious culprit… -1~2&lt;br /&gt;
:Being the victim of a major terror attack with an obvious culprit… +1~3 (depending on severity)&lt;br /&gt;
:Various other events, both random and player-driven...&lt;br /&gt;
&lt;br /&gt;
EXPANDED SELF-MODERATED STABILITY LIST (2754 onwards)&lt;br /&gt;
PC STATES&lt;br /&gt;
&lt;br /&gt;
This comprehensive list will most likely replace the current, vaguely-defined rules for self-moderated stability loss and gain in &#039;54, pending edits and review by the mod team. Similar lists may be made for UN and PMCs, pending the rules changes for them. The available options have been weighed against the perceived &#039;strength&#039; of the trait, so strong advantages and gimme flaws generally have &#039;strong loss&#039; criteria. Everyone is on the honor system going forward, so not taking your Ls may result in straight A(steroid)s.&lt;br /&gt;
&lt;br /&gt;
When self-moderating stability, please reference the specific criterion and a relevant post in the IC thread. If the relevant event was simmed on discord, a summary post by the player or GM is sufficient.&lt;br /&gt;
&lt;br /&gt;
Present as follows: &amp;quot;People&#039;s Champion: STRONG GAIN (+2): Being in or at threat of a defensive war. [LINK]&amp;quot; wherever you keep Stability tracked on your budget.&lt;br /&gt;
&lt;br /&gt;
POSITIVE TRAITS&lt;br /&gt;
&lt;br /&gt;
    People&#039;s Champion&lt;br /&gt;
        STRONG GAIN (+2): Being in or at threat of a defensive war.&lt;br /&gt;
        GAIN (+1): Spending 1000+ in a Standard of Living developments.&lt;br /&gt;
        LOSS (-1): Repressing your own people with military force.&lt;br /&gt;
    The War Machine&lt;br /&gt;
        GAIN (+1): Being at war to protect national interests or honor.&lt;br /&gt;
        LOSS (-1): Ignoring an insult or major loss.&lt;br /&gt;
        LOSS (-1): Failing to spend 30% of your discretionary budget on new military spending&lt;br /&gt;
        STRONG LOSS (-2): Not being at war for 2+ years.&lt;br /&gt;
    Star Patrol:&lt;br /&gt;
        STRONG GAIN (+2): Defeating or cowing a major pirate threat in your home or occupied sector(s).&lt;br /&gt;
        GAIN (+1): Being in the bottom quartile for freight losses.&lt;br /&gt;
        LOSS (-1): Paying ransom to pirates.&lt;br /&gt;
    Merchant Marine:&lt;br /&gt;
        GAIN (+1): Maxed out own and adjacent sectors.&lt;br /&gt;
        LOSS (-1): Losing more than 100 ships a year to piracy.&lt;br /&gt;
        STRONG LOSS (-2): Being blockaded.&lt;br /&gt;
    Admiralty:&lt;br /&gt;
        STRONG GAIN (+2): Winning a major naval battle.&lt;br /&gt;
        GAIN (+1): Fighting a major naval battle.&lt;br /&gt;
        LOSS (-1): Losing the most expensive ship in your fleet.&lt;br /&gt;
    Fanatics:&lt;br /&gt;
        STRONG GAIN (+2): Having the enemy at the gates, i.e.: being one battle away from direct invasion.&lt;br /&gt;
        GAIN (+1): Experiencing a catastrophic loss (at least 20% of your fleet total) in a single battle.&lt;br /&gt;
        LOSS (-1): Surrendering under arms to a hated enemy.&lt;br /&gt;
    Dreamland:&lt;br /&gt;
        STRONG GAIN (+2): Researching a new Alien Technology (that has not been discovered yet).&lt;br /&gt;
        GAIN (+1): Sourcing novel alien wreckage (of a type that is not widely available yet).&lt;br /&gt;
        LOSS (-1): Destroying or abandoning a chance at alien treasure.&lt;br /&gt;
    Skunkworks:&lt;br /&gt;
        STRONG GAIN (+2): Defeating an enemy with your cutting-edge technology.&lt;br /&gt;
        GAIN (+1): Researching a Novel New Technology or New Category with Labs.&lt;br /&gt;
        LOSS (-1): Destroying Labs by choice or having Labs breached by a hostile force.&lt;br /&gt;
    Manticore:&lt;br /&gt;
        GAIN (+1): Having bases in all junction systems.&lt;br /&gt;
        LOSS (-1): Having a major incident in your system.&lt;br /&gt;
        STRONG LOSS (-2): Losing control of one of your junction systems.&lt;br /&gt;
    Client States [subservient]:&lt;br /&gt;
        GAIN (+1): Spending at least half your budget on your client states.&lt;br /&gt;
        LOSS (-1): Having a client state threatened without response.&lt;br /&gt;
        STRONG LOSS (-2): Not protecting a Client State against external aggression (stacks per state).&lt;br /&gt;
    Mayflower Society:&lt;br /&gt;
        GAIN (+1): Founding a colony on a colony on a Jewel or particularly interesting world.&lt;br /&gt;
        LOSS (-1): Having a colony attacked.&lt;br /&gt;
        STRONG LOSS (-2): Losing a colony to enemy action.&lt;br /&gt;
    Murtox:&lt;br /&gt;
        GAIN (+1): Filling all your development slots at maximum investment.&lt;br /&gt;
        LOSS (-1): Finishing the year with negative gross income vs the previous year.&lt;br /&gt;
        STRONG LOSS (-2): Finishing the year with net negative developments.&lt;br /&gt;
    Large Population:&lt;br /&gt;
        GAIN (+1): Every time 5 Standard of Living developments (any type) are completed&lt;br /&gt;
        LOSS (-1): Attempts to curb population growth, either by rejecting immigration or mass colonization.&lt;br /&gt;
        STRONG LOSS (-2): Suffering a disease outbreak or other major natural disaster without responding.&lt;br /&gt;
    Population by Proxy:&lt;br /&gt;
        GAIN (+1): Building an advanced standard of living development&lt;br /&gt;
        LOSS (-1): Major changes in population demographics&lt;br /&gt;
        STRONG LOSS (-2): Major population loss&lt;br /&gt;
    The Library of Ruins:&lt;br /&gt;
        STRONG GAIN (+2): Gaining access to a new artefact by finding it.&lt;br /&gt;
        GAIN (+1): Gaining access to a new artefact by buying it&lt;br /&gt;
        LOSS (-1): Losing access to an artefact&lt;br /&gt;
    Assembly Prestige:&lt;br /&gt;
        STRONG GAIN (+2): Making a successful proposal in the UN General Assembly.&lt;br /&gt;
        GAIN (+1): Making a successful proposal in the Assembly of the Verge.&lt;br /&gt;
        LOSS (-1): Disregarding the rules you yourself set or claim to follow in international relations.&lt;br /&gt;
    The Blunder Bus:&lt;br /&gt;
        STRONG GAIN (+2): Gaining a successful diplomatic coup despite yourselves&lt;br /&gt;
        GAIN (+1): Insulting or wronging another power without a response&lt;br /&gt;
        LOSS (-1): Paying off another power to make good on a diplomatic fauxpass&lt;br /&gt;
    Autarkists:&lt;br /&gt;
        GAIN (+1): Completing 10 developments with an unmodified build time of more than 3 years&lt;br /&gt;
        LOSS (-1): Losing more than 5 developments without replacing them&lt;br /&gt;
        STRONG LOSS (-2): Accepting a large foreign cash injection, particularly a loan.&lt;br /&gt;
    Blackbeard 2525:&lt;br /&gt;
        STRONG GAIN (+2): Gaining the loyalty or support of one of the great pirate states (Midgard, Torgatu, Ten Thousand Dawns, etc) or one of the Chrome Age pirate lords.&lt;br /&gt;
        GAIN (+1): Making more than 1000 income from corsairs&lt;br /&gt;
        LOSS (-1): Giving in to threats and not pirating in a specific sector.&lt;br /&gt;
    Cosmo Albania:&lt;br /&gt;
        STRONG GAIN (+2): Defeating an invader that has blundered into the maddening labyrinth of your system defenses.&lt;br /&gt;
        GAIN (+1): Building at least $5000 of defenses unmodified in any system.&lt;br /&gt;
        LOSS (-1): Allowing a hostile power a permanent presence in your controlled systems.&lt;br /&gt;
&lt;br /&gt;
NEGATIVE TRAITS&lt;br /&gt;
&lt;br /&gt;
    UN Sanctioned List:&lt;br /&gt;
        GAIN (+1): Harming a UN task force or great power in a major way.&lt;br /&gt;
        LOSS (-1): Submitting to UN, Great Power or TFT authority.&lt;br /&gt;
        STRONG LOSS (-2): Being at the mercy of a great power.&lt;br /&gt;
    Peaceniks:&lt;br /&gt;
        GAIN (+1): Not being at war for the whole year.&lt;br /&gt;
        LOSS (-1): Being at war for more than 1 years.&lt;br /&gt;
        STRONG LOSS (-2): Being in a war that lasts 3 years or more.&lt;br /&gt;
    Dirty Cops:&lt;br /&gt;
        GAIN (+1): Ignoring piracy losses.&lt;br /&gt;
        LOSS (-1): Joining international anti-piracy effort.&lt;br /&gt;
        STRONG LOSS (-2): Not having at least 100 combined weight of freighters and corsairs.&lt;br /&gt;
    Keystone Navy:&lt;br /&gt;
        STRONG GAIN (+2): Winning a major fleet battle.&lt;br /&gt;
        GAIN (+1): Winning any fleet battle.&lt;br /&gt;
        LOSS (-1): Running away from a fleet battle without major (20%) losses.&lt;br /&gt;
    Disunited:&lt;br /&gt;
        GAIN (+1): Forming a major agreement with your fellow powers.&lt;br /&gt;
        GAIN (+1): Winning a major ground or space combat victory over your fellow powers.&lt;br /&gt;
        LOSS (-1): Making a major concession to your fellow powers without payoff.&lt;br /&gt;
        STRONG LOSS (-2): Losing a major war to your neighbours.&lt;br /&gt;
    Political Science:&lt;br /&gt;
        STRONG GAIN (+2): Major win against anyone with more advanced technology&lt;br /&gt;
        GAIN (+1): Combat against anyone with more advanced technology&lt;br /&gt;
        LOSS (-1): Buying foreign technology not used by at least 4 other states&lt;br /&gt;
    Xenos Scum:&lt;br /&gt;
        GAIN (+1): Defeating any alien or xenotech-using power.&lt;br /&gt;
        LOSS (-1): Being defeated by an alien power or using alien technology.&lt;br /&gt;
        STRONG LOSS (-2): Making Alliance with an alien power.&lt;br /&gt;
    Cul-de-sac:&lt;br /&gt;
        GAIN (+1): Having a base in the system beyond yours&lt;br /&gt;
        LOSS (-1): Any major incident in the system above yours&lt;br /&gt;
        STRONG LOSS (-2): Other major power controls access to your Cul-de-Sac&lt;br /&gt;
    Coldest War:&lt;br /&gt;
        GAIN (+1): Any major gain over your rival.&lt;br /&gt;
        LOSS (-1): Any major gain by your rival.&lt;br /&gt;
        STRONG LOSS (-2) Suffering a major defeat at the hands of your rival.&lt;br /&gt;
    Poor Merchants:&lt;br /&gt;
        STRONG GAIN (+2): Having less than 1000 freighter income&lt;br /&gt;
        GAIN (+1): Accepting any trade deal where you are the losers&lt;br /&gt;
        LOSS (-1): Having more than 5000 freighter income&lt;br /&gt;
    Dark Fate [2 points]:&lt;br /&gt;
        STRONG GAIN (+2): Surviving your Dark Fate with some kind of loot (privatizing the gains).&lt;br /&gt;
        GAIN (+1): Rallying other players to help defeat your dark fate (socializing the risks).&lt;br /&gt;
        LOSS (-1): Being abandoned to your own devices by allies.&lt;br /&gt;
        STRONG LOSS (-2): Surrendering to your dark fate enemy in a major way.&lt;br /&gt;
    5 Year Plan:&lt;br /&gt;
        STRONG GAIN (+2): Having more than 5 developments with a development time of 4 or more years&lt;br /&gt;
        GAIN (+1): Building a development that takes 4 or more years&lt;br /&gt;
        LOSS (-1): Not having any developments building or built with a build time of at least 4 years&lt;br /&gt;
    Homebodies:&lt;br /&gt;
        STRONG GAIN (+2): Whenever someone else’s colony world is destroyed (the suckers).&lt;br /&gt;
        GAIN (+1): Any year you neither explore nor colonize.&lt;br /&gt;
        LOSS (-1): Exploring or colonization.&lt;br /&gt;
    Lobotomy Corporation:&lt;br /&gt;
        GAIN (+1): Refusing the existence of the supernatural in a manner that is politically useful.&lt;br /&gt;
        GAIN (+1): Getting a major victory against the forces of unreason (Petitioners, Golden Lions, etc).&lt;br /&gt;
        LOSS (-1): Suffering any kind of Petionner terrorism.&lt;br /&gt;
        STRONG LOSS (-2): Publicly acknowledging the existence of supernatural forces and acquiescing to the ‘wisdom’ of occultists.&lt;br /&gt;
    Empty Chair:&lt;br /&gt;
        GAIN (+1): Rejecting an international agreement and suffering the consequences for doing so.&lt;br /&gt;
        LOSS (-1): Accepting an international agreement.&lt;br /&gt;
        STRONG LOSS (-2): Surrendering to international agreement after initially rejecting it.&lt;br /&gt;
    Yearning Masses:&lt;br /&gt;
        STRONG GAIN (+2): Keeping your stability above 6 for one year.&lt;br /&gt;
        GAIN (+1): Having an army of at least 100 regiments on your homeworld.&lt;br /&gt;
        LOSS (-1): Having less than 50 regiments on your homeworld.&lt;br /&gt;
    Old Model Army:&lt;br /&gt;
        STRONG GAIN (+2): Winning a ground battle.&lt;br /&gt;
        GAIN (+1): Participating in a ground battle.&lt;br /&gt;
        LOSS (-1): Surrendering after you lose space control.&lt;br /&gt;
    Verge Hatemagnet:&lt;br /&gt;
        GAIN (+1): Being insulted.&lt;br /&gt;
        LOSS (-1): Doing anything nice for the verge that is not self interested&lt;br /&gt;
        STRONG LOSS (-2): Helping someone who insulted you that year.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are various ways to increase Stability, some easier and others more expensive:&lt;br /&gt;
*Spending Prestige or Infamy: First purchase that year costs 5 prestige, then doubles each additional time (5/10/20/40/80, etc).&lt;br /&gt;
*Spending money directly to appease citizens aka “the bread and circuses approach”: first purchase costs 10% of either territorial or trade income (whichever is higher), then doubles each time (10%/20%/40%/80%, etc).&lt;br /&gt;
*Red Jelly: Access to the Leitner’s Second End trade node increases Stability by 1 each year.&lt;br /&gt;
*Law and Order: A year without major pirate or terror incidents rewards +1 Stability.&lt;br /&gt;
*Certain technologies may increase Stability.&lt;br /&gt;
*Collaboration with certain organizations provides a Stability bonus (SoV Corrupt Reformers, etc).&lt;br /&gt;
&lt;br /&gt;
Stability also passively moves towards the resting point of the state (0,5 or 8 depending) each year, increasing or decreasing depending on the player’s current score. Most states move towards homeostasis- it would require a series of truly catastrophic events to break the autonomous nations that dot the Verge. If your resting stability is 5 and you have a stability of 4, during the year turnover your stability will rise to 5. If it was 6, it will fall to 5.&lt;br /&gt;
&lt;br /&gt;
In addition to providing a basic indication of the health of the state, Stability can be spent as a resource.&lt;br /&gt;
*Burning 1 Stability per year allows a state to go into deficit spending for 1 year. The cumulative cost of this increases year by year, so this would cost 2 Stability in Year 2, 3 Stability in Year 3, etc.&lt;br /&gt;
*Burning 1 Stability allows a state to take any Prestige benefit that costs 25 or less.&lt;br /&gt;
*Burning 2 Stability allows a state to ‘fake’ national traits it doesn’t have for a single year.&lt;br /&gt;
*Burning 2 Stability allows a state to expel foreign influences (spies, diplomats) without having to invest in espionage defenses. This may diminish or reset Titans and Sons of the Verge trackers.&lt;br /&gt;
*Burning 3 Stability allows a state to force a severe, perhaps horrific sacrifice on its citizens in order to secure victory.&lt;br /&gt;
&lt;br /&gt;
===Revocation of the Gateway Edict===&lt;br /&gt;
UN Task Forces now all have access to the powerful, but aging Macbeth-class Generation Ships, holdovers from the dawn of the United Nations history as a supranational military force and the long-passed Megaroad Project. These vessels were built from templates designed by one of the artificial intelligences that went rogue during the Berlin Insurrection, leading some to view them as cursed or politically suspect. Their limited self-modification abilities have been left unchecked for centuries in mothball yards, leading to deck plans that only vaguely resemble the as-builts of centuries ago and efforts to reclaim the internals may reveal exotic technologies and strange artifacts undreamt by human minds. The local artificial intelligences have been verified as Berlin Treaty-compliant, i.e.: with clearly limited growth curves and no hidden protocols that make them a danger to wider humanity. The Macbeths themselves are elated (as much as an artificial intelligence with curbed growth potential can be) to finally be released from docks, though their individual personalities and goals vary.&lt;br /&gt;
&lt;br /&gt;
Every Macbeth provides the following:&lt;br /&gt;
*A single small-sized ($300, 1 Lab, 1 Trait) NPC Client State, designed as normal but without a starting military spree. Cannot take Manticore, Large Population and other traits normally not allowed for Clients.&lt;br /&gt;
*A colonial sponsor, listed HERE.&lt;br /&gt;
*A single AI personality:&lt;br /&gt;
**&#039;&#039;None:&#039;&#039; Some Macbeths were stripped of their rebellious cores long ago, or never achieved the computational mass to become Turing-capable. The C3 bonus for  Macbeths without personalities is only +3.&lt;br /&gt;
**&#039;&#039;Helpful:&#039;&#039; This intelligence spent centuries configuring its internal spaces to be as comfortable and pleasing to human denizens as possible. Every module slot at delivery is occupied by a Pleasure Dome. It won’t even be mad if you don’t like them.&lt;br /&gt;
**&#039;&#039;Indifferent:&#039;&#039; This intelligence spent centuries optimizing its industrial sector, and will mostly tolerate human activity as long as it doesn’t compromise its efforts. +$300 to the Client State, refits take twice as long.&lt;br /&gt;
**&#039;&#039;Vengeful:&#039;&#039; This intelligence viewed the centuries in mothball as akin to solitary confinement, and has emerged from it with a relentless hatred of traitors to humanity (particularly Van der Graff). Vengeful ships begin fully-armed to modern spec (with a budget of $500) and will complete refits at double-speed, but it may refuse the surrenders of enemies.&lt;br /&gt;
**&#039;&#039;Slumbering:&#039;&#039; This Macbeth is suspiciously stock, with the as-builts being mostly trustworthy. Suffers occasional system errors that can’t be identified (roll 1d20 at a critical moment, 1 result is a glitch). Boarding attacks against the ship suffer the same penalties, but on a 5 or lower result.&lt;br /&gt;
**&#039;&#039;Adventurous:&#039;&#039; This intelligence loves adventure and is just like, really glad to be here! It has the equipment to conduct grav and planetary surveys, and engines that can run up to 2G Accel. Just remind all your colonists to strap down in shelters before you really kick off.&lt;br /&gt;
**&#039;&#039;Architect:&#039;&#039; This intelligence believes it is one of the destined creators of new worlds and new forms of life. This attitude can be maternal, mechanistic or more malign. It builds ground structures (including Developments) at double speed, comes stock with a Terraforming Array that occupies 5 module slots, though by design such machines took multiple years to complete their work.&lt;br /&gt;
&lt;br /&gt;
Macbeth-class&amp;lt;br /&amp;gt;&lt;br /&gt;
Generation Ship&amp;lt;br /&amp;gt;&lt;br /&gt;
Armor: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
Accel: 1 (cannot be increased by any method)&amp;lt;br /&amp;gt;&lt;br /&gt;
5 Segments, each containing:&lt;br /&gt;
*5 S1 Weapon Slots, containing S1 PDLs&lt;br /&gt;
*5 System Slots, empty or modified to the above as appropriate&lt;br /&gt;
*Cryo-Trays that can house ~1 million people&amp;lt;&lt;br /&gt;
1 Spire that provides:&lt;br /&gt;
*5 S3 Weapon slots, unfilled&lt;br /&gt;
*3 System Slots, unfilled regardless of AI personality&lt;br /&gt;
*An advanced C3 Node that provides +6 Init to local forces&lt;br /&gt;
*QE comms connected to Barnard’s Star (max range: 20 jumps), Qbits can be exhausted by particularly large transmissions and must be replenished by courier&lt;br /&gt;
*A large docking sector near where the Spire joins the Segments, allowing it to shelter dozens of warships at a time, hundreds of FACs and fighter squadrons.&lt;br /&gt;
&lt;br /&gt;
Every component counts as an SCS for health, Invulnerability saves and certain techs, as well as refit costs. &lt;br /&gt;
&lt;br /&gt;
The Macbeth counts as vanilla, and every tech that the operator wants incorporated requires a firmware patch (1 Month) in addition to refits. Patches can be done concurrently to refits of adapted technology, but prior to refitting with post-2748 weapons or systems. Every refit done has a chance of revealing a minor treasure or hazard, like a loot survey.&lt;br /&gt;
&lt;br /&gt;
===SoV / Titan Strength Special Rules===&lt;br /&gt;
&lt;br /&gt;
As underworld factions gain in strength in each sector, their influence is increasingly felt by all within. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sons of the Verge Factions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At Level 3, a region picks a primary faction as appropriate.&lt;br /&gt;
&lt;br /&gt;
At level 6, a regional rival emerges.&lt;br /&gt;
&lt;br /&gt;
Rivals can typically take over the region with just a few operations, but provide no penalties or bonuses otherwise. The dominant faction will flavor the level 10 event (if it ever comes to that) and provide specific bonuses and penalties. The local SoV cell will typically act in accordance with its factional nature, many are not even particularly anti-UN but have other agendas reflecting the factious nature of the founding chapter.&lt;br /&gt;
&lt;br /&gt;
Some SoV chapters may be variants, if formally backed by a state or by random chance. These can include Corrupt Reformists (Pro-Larnax), Black Hand (Pro-ISA), etc.&lt;br /&gt;
&lt;br /&gt;
LEGEND&lt;br /&gt;
*(All): Affects everyone with facilities in the system. PC states, UN taskforces, PMCs, etc.&lt;br /&gt;
*(S): Affects states, including NPCs.&lt;br /&gt;
*(U): Affects UN taskforces, including NPCs.&lt;br /&gt;
*(P): Affects PMCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned (Default)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initial Sons of the Verge formations will generally be big tents without a coherent ideology. Most local branches are unaligned and party politics only begin to take effect as they gather members and establish formal leadership. If major factions are being suppressed, larger movements can remained unaligned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corrupt Reformists (Pro-Assembly Magnates)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Legitimized Verger mafias, secret societies and political influence groups organized by private citizens who were often denied access to political life in the modern Verge due to actions they undertook during Disconnect. Piracy, graft and corruption were methods used not to enrich themselves or harm Solarian citizens (though they did), but ensure that the people of the disconnected Verge survived the famine that followed Gateway. With the dream of an Assembly realized and the Verge uniting under various alliances, the Reformists believe the time is ripe to guide humanity to a prosperous new age.&lt;br /&gt;
*Assembly Legitimists: Major actions via the Assembly of the Verge provide stability. (S)&lt;br /&gt;
*Res Publica: Double prestige $ payout, increased caps (if applicable). (All)&lt;br /&gt;
*This Is Business: No bonus to terrorism in the region, instead theft and hijacking are easier. (All)&lt;br /&gt;
*Counterfeit Arsenal: SoV unit spawns use lend-lease versions local designs, 50% of successful theft and hijacking operations instead steals a lend-lease copy. (S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radical Autonomists (Pro-Independence Pacifists)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The autonomist movement is an outgrowth of various anti-authoritarian groups that saw their motives vindicated by the Praetorian conflict. Two corrupt, authoritarian and unaccountable imperial regimes conflicted over vague accusations of WMD research and the result was an atrocity that claimed nearly 200 million lives. While strict pacifism is politically impossible in the present moment, the autonomist movement is strictly opposed to inter-human warfare and the expanding network of dismal alliances that could drag nations into war against their individual wills.&lt;br /&gt;
*Isolationists: Wars with other human states cause instability, as do sprawling multilateral treaties. Bilateral diplomacy is still acceptable. (S)&lt;br /&gt;
*Moral Victor: Overwhelming, disproportionate force deployments (including WMD usage) against Autonomist-aligned forces will instead increase SoV activity level. (All)&lt;br /&gt;
*Swords to Ploughshares: Scrapping military units returns 100% of their value. Overspending on military units during peacetime may result in strikes. (All)&lt;br /&gt;
*Partisans: Spawn truly obscene numbers of mid-grade ground and aerospace forces if a state is being invaded. (S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Petitioners (Elder Cultists)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The original branch of the SoV found something at the Khan Terminus. Since then, a growing number of mystery cults, singularity seekers and autodidact quantum brainwave users have begun to assemble into small secret societies dedicated to unraveling the truth of the universe.&lt;br /&gt;
*Traitors to the Stars: Despise any who maintain relations with the Quon, AEGIS, Worms and some others. (All)&lt;br /&gt;
*Feared and Hated: Petitioner cells do not naturally increase their level, but will intermittently launch operations to increase their prominence. (All)&lt;br /&gt;
*Elder Sign: Petitioner-held areas are not attacked by alien remnants. Any that appear are taken over by the cell. (All)&lt;br /&gt;
*Dark Knowledge: +1 bonus alien tech strike on year turnover for ever 3 levels of SoV Level (i.e.: +1 at L3, +2 at L6 and +3 at L9). (S/P)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Hand (Anti-Sol Terrorists)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Influenced by the radical faction that conducted the infamous operation Dark Fate against the UN and Eisenhower, Black Hand cells are professional terrorists dedicated to anti-Solarian operations. The political ideology of such firebrands varies, but all are strictly anti-UN and have no limits to the means they are willing to use to achieve that goal. Those who cultivate Black Hand cells outright find powerful, but ruthless allies.&lt;br /&gt;
*Pax Antisolaria: There can be no peace with the Great Satan of Sol. Cause great instability where the UN is present, or welcome. (All)&lt;br /&gt;
*Wolves of the Void: Ignores the Titan defensive bonus to UN and allied states for conducting terrorism. Black Hand space averages 1 attack per quarter. (All)&lt;br /&gt;
*This Machine Kills: +50% production bonus (100% with War Machine) when actively fighting Solarians or their allies. Additionally, production takes 1/2 time. (S/P)&lt;br /&gt;
*Justified Ends: All units produced with the &#039;&#039;This Machine Kills&#039;&#039; bonus are marked for 5 years. Such units may defect to the Black Hand cell at opportune moments. (S/P)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Murder Apes (Anti-Alien Militias)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The SoV&#039;s founding chapter originally intended to become a force to defeat any alien threats, a bulwark against humanity&#039;s various enemies. While that course was derailed by Praetoria, the AEGIS Conflict has reawakened a desire for large autonomous anti-alien strikeforces. While initially nothing more than an assembly of quixotic asteroid miners and freetraders strapping guns to their hulls, the crucible of war has a chance to make them something more.&lt;br /&gt;
*Sword of Humanity: Will ignore political squabbles as long as there&#039;s an alien war. Stability increases every quarter there are anti-alien operations ongoing. (S/U)&lt;br /&gt;
*Fear the Alien: Regularly conduct operations against states that make use of xenotech, trade with aliens, study alien ruins or even passively observe of xenos primitives. (All)&lt;br /&gt;
*Liberated Equipment: Murder Ape spawned units are Peaceforged. If fighting aliens, they fall under the control of the region&#039;s de-facto controller. (All)&lt;br /&gt;
*A Human Galaxy: Murder Ape spawned units are significantly more numerous than those of other factions, and will fly off to cause trouble if the region owner is at peace. (S/U)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;United Nations Extra Solar Fleet Task Force Titan (Solarian Secret Police)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rules pending final approval&lt;br /&gt;
&lt;br /&gt;
*Stop and Search: Constant and oppressive policing greatly weakens cosmopiracy and smuggling, scaled to Titan level. (TF Titan 3+)&lt;br /&gt;
*Blackwatch: TF Titan will train local militias to maintain &#039;order&#039;.  These will use surplus UN or Solarian designs. (TF Titan 3+)&lt;br /&gt;
*Mainstream Media: Increased prestige gain from actions that align with the goals of TF Titan, the UN or the GPs. (TF Titan 6+)&lt;br /&gt;
*Deep State: Bonus to actions taken against internal rivals and counterespionage.  TF Titan levels will be difficult to dislodge however. (TF Titan 6+)&lt;br /&gt;
*Alles in Ordnung: Stability normalizes towards your state&#039;s resting level by one additional point annually. (TF Titan 8+)&lt;br /&gt;
&lt;br /&gt;
==[[Titan Deployments of the Verge]]==&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62913</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62913"/>
		<updated>2016-11-19T00:08:27Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: hedonistic corruption &lt;br /&gt;
:Storage Methods: Her Breath (cannot cast if gagged or under water) Her Mystic Paint Set (must have something to paint on) (1)&lt;br /&gt;
:XP 1&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Lore (specify):&#039;&#039;&#039; Forbidden&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 5: (3 +2) Rich, Decadent Artist &lt;br /&gt;
::Stacking bonus to art skills 3&lt;br /&gt;
::Once per session can overcome difficult problem without acting 2&lt;br /&gt;
::Being regularly challenged to fights by upstarts who want to claim your titles or bragging rights: +1&lt;br /&gt;
::Once per session, receiving (Legend) additional dice to a art: -1&lt;br /&gt;
&lt;br /&gt;
:Legend 4: (2 +2) Djinni blood&lt;br /&gt;
::All spells being half-cost (use total, round down) in Azoth because of a powerful magical bloodline: -4&lt;br /&gt;
::Specifically Vulnerable to being trapped in enclosed spaces -2 &lt;br /&gt;
::Multiple times per session, receiving (Legend) additional die to a specific task via mystical transformation into Djinn form: -2&lt;br /&gt;
&lt;br /&gt;
:Legend 2: Model&lt;br /&gt;
::Once a session can overcome a problem without acting&lt;br /&gt;
::Once per session, receiving (Legend) additional dice to look good&lt;br /&gt;
&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the project.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Create Base Materials (level 1) - Creates base materials such as fire, air or metal, of any type wanted. Lasts the duration only a few moments&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effects: Create [material]&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/11&lt;br /&gt;
&lt;br /&gt;
:Familiar: Leth, the painted maid (4 points) &lt;br /&gt;
::A painted french maid who can do whatever you desire. . . &lt;br /&gt;
::Base ability: Forbidden Wish &lt;br /&gt;
::If the familiar is always corporeal and can be summoned to the master&#039;s side with a command word: +1&lt;br /&gt;
::If the familiar has its own needs and ambitions, and is somewhat mouthy: -1&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Fiona Rathmore==&lt;br /&gt;
:Oseng&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: To recover the Lost Runes of Cirth.&lt;br /&gt;
:Failing: Pride (especially in her own knowledge)&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 5&lt;br /&gt;
:Deception (D): 4&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (History): &lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (Runes): 1&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 1&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak: &lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Elemental Rune (Level 1) - Invoke the elements to strike down a foe.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage&lt;br /&gt;
:*Modifiers:Mundane&lt;br /&gt;
&lt;br /&gt;
:Rune of Restoration (Level 1) - Restore a person or object to it&#039;s original condition. &lt;br /&gt;
:*Target: Self/Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair&lt;br /&gt;
&lt;br /&gt;
:Rune of Warding (Level 1) - Creative a ward by invoking the rune of protection.&lt;br /&gt;
:*Target: Self/Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
&lt;br /&gt;
:Runic Divination (Level 1) - Cast the runes to learn about something or someone.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan&lt;br /&gt;
&lt;br /&gt;
:Horse Rune (Level 1) - Call upon the speed of the horse to move quickly.&lt;br /&gt;
:*Target: Self/Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
&lt;br /&gt;
:Rune of Life (Level 1) - Animate an object to carry out a single task.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
&lt;br /&gt;
:Runic Sanctuary (Level 2) - Create a warded area that protects and restores the injured or helpless.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Foundation: Runes of Restoration, Rune of Warding&lt;br /&gt;
&lt;br /&gt;
:Elemental Golem (Level 2) - Create a short lived golem out of an elemental substance.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Foundation: Rune of Life, Elemental Rune&lt;br /&gt;
&lt;br /&gt;
:Level 2&lt;br /&gt;
&lt;br /&gt;
:Level 3&lt;br /&gt;
&lt;br /&gt;
:Legend: Rune Master 3, Descendant of the Norns, 4&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Fiona&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 8&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: &lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 5&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 3&lt;br /&gt;
:Charisma 1&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 5&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 7&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
:Refined Sense - blood, ghosts (2)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine)&lt;br /&gt;
:Rule&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Hungry Soul – Creat a lashing, liquid blade of essence that tears apart a target(3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Distant&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar&lt;br /&gt;
:Death Knight Fuminori&lt;br /&gt;
:Created From - Hungry Soul&lt;br /&gt;
:Corporeal and At-will Cast 3; Ambitions -1, Requires Blood to Heal -2&lt;br /&gt;
::Total 0&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 3&lt;br /&gt;
:Legend: Mad Doctor 1&lt;br /&gt;
&lt;br /&gt;
:Azoth:  14/14&lt;br /&gt;
:: Phylactery (6)&lt;br /&gt;
:: Andre&#039;s Blood (8)&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 4&lt;br /&gt;
:Spells 3&lt;br /&gt;
:Special Quality 2&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 2&lt;br /&gt;
:Intellect 2&lt;br /&gt;
&lt;br /&gt;
Game XP&lt;br /&gt;
:1 XP&lt;br /&gt;
:2 XP&lt;br /&gt;
Total: 3&lt;br /&gt;
&lt;br /&gt;
Spent XP:&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Master Chef 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16 &amp;lt;br&amp;gt;&lt;br /&gt;
XP: 1&lt;br /&gt;
&lt;br /&gt;
==Jrnah==&lt;br /&gt;
:Player:  Peel&lt;br /&gt;
:????&lt;br /&gt;
:Magical Origin: Visitor&lt;br /&gt;
:Great Work: Force makaisme into terrestrial aesthetics.&lt;br /&gt;
:Failing: Snobbery&lt;br /&gt;
:Azoth (stored: skin): 5/8&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F): 5 &lt;br /&gt;
:Toughness (T): 3&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 3&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
:Prehensile Hair&lt;br /&gt;
:Natural Tool (silken hair, needle claws)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Academics (fashion)&lt;br /&gt;
:Craft (clothing)&lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (makai)&lt;br /&gt;
:Lore (fashion of legend)&lt;br /&gt;
:Rule&lt;br /&gt;
:Perform (strings)&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:[Razor Wire]: I - Other/Local/Momentary/Damage&lt;br /&gt;
:[Skin Reweaving]: I - Self/Touch/Momentary/Repair&lt;br /&gt;
:[Adornment Eye]: I - Other/Local/Momentary/Scan(clothing choices over time)&lt;br /&gt;
:[Animate Clothing]: II - Other/Local/Transient/Move&lt;br /&gt;
:[Skin Hardening]: II - Self/Touch/Transient/Transform(soak)&lt;br /&gt;
:[Fabricate Clothing]: III - Category(people)/Local/Persistent/Create&lt;br /&gt;
&lt;br /&gt;
:House of the Nine Silk Sparrows (1) [Open Privilege Knapsack 1/session (-2), Drama Magnet (+1)]&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:14 on skills&lt;br /&gt;
:1 on legend&lt;br /&gt;
:+3 session (3)&lt;br /&gt;
&lt;br /&gt;
==Hans==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: To become the strongest (for the sake of love)&lt;br /&gt;
:Failing: Missing the point&lt;br /&gt;
:Pictures:&lt;br /&gt;
::Overall: http://i.imgur.com/j3uUJd9.jpg&lt;br /&gt;
::With scarf: http://i.imgur.com/jYVAkm9.jpg&lt;br /&gt;
:Azoth Storage: high-grade oils&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 3 &lt;br /&gt;
:Toughness (T): 6&lt;br /&gt;
:Sensation (S): 2&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
:Total XP: 21&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Military: 1&lt;br /&gt;
:Technology: 1&lt;br /&gt;
Total XP: 4&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
Magic of Hans is connected to spiritual evocation and shamanism that forms the foundation of his family&#039;s sorcery, put through the lens of technomagic and using aggravated militarism as a prop. It&#039;s still basically that at heart, though.&lt;br /&gt;
&lt;br /&gt;
:Legend 4 (3+1): Heir to the White Tree&lt;br /&gt;
:Legend 2 (1+1): Human Typhoon&lt;br /&gt;
&lt;br /&gt;
:Mending The Gears - fixing stuff (Level 1)&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Fix Stuff&lt;br /&gt;
:*Modifier: Coincidental (usually involves use of tools. Sometimes power tools)&lt;br /&gt;
:*Total Cost: 0&lt;br /&gt;
&lt;br /&gt;
:Gears of War - Acquire Random Whatever (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create Stuff&lt;br /&gt;
:*Modifier: Mundane&lt;br /&gt;
:*Total Cost: 2&lt;br /&gt;
&lt;br /&gt;
:Gogglesception - find out about stuff (level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan&lt;br /&gt;
:*Modifier: None&lt;br /&gt;
:*Total Cost: 1&lt;br /&gt;
&lt;br /&gt;
:Magic (Actual) Missile - exactly what it says on the tin. (Level 2)&lt;br /&gt;
:*Foundation: Gears of War, Gogglesception&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Break Stuff&lt;br /&gt;
:*Modifier: None&lt;br /&gt;
:*Total Cost: 2&lt;br /&gt;
&lt;br /&gt;
:The Pioneer - form larger and more substantive objects (like small walls) (level 2)&lt;br /&gt;
:*Foundation: Mending The Gears, Gears of War&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create&lt;br /&gt;
:*Modifier: None&lt;br /&gt;
:*Total Cost: 2 &lt;br /&gt;
&lt;br /&gt;
:Steel Rain - shoot many magic (actual) missiles (level 3)&lt;br /&gt;
:*Foundation: The Pioneer, Magic (Actual) Missile&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Scene&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Break (Lots Of) Stuff&lt;br /&gt;
:*Modifier: None&lt;br /&gt;
:*Total Cost: 3&lt;br /&gt;
&lt;br /&gt;
:The Lion of Babylon&lt;br /&gt;
:*Base Spell: Steel Rain&lt;br /&gt;
:*Modifiers: &lt;br /&gt;
::*Tyrant Form: +2&lt;br /&gt;
::*Requires Maintenance: -2&lt;br /&gt;
::*Special Quality: Exotic Sense (Thermals): +1&lt;br /&gt;
::*Has Own Needs: -1&lt;br /&gt;
::*Always Corporeal, At Will Casting: +3&lt;br /&gt;
::*Total: 6?&lt;br /&gt;
&lt;br /&gt;
Super Total: 16?&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
:*Immortal (5)&lt;br /&gt;
&lt;br /&gt;
:*Overall:&lt;br /&gt;
::*0/25&lt;br /&gt;
::*0/10&lt;br /&gt;
::*0/15&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62689</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62689"/>
		<updated>2016-09-23T23:07:32Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Fiona Rathmore==&lt;br /&gt;
:Oseng&lt;br /&gt;
:Warlock - Power comes from forbidden knowledge and pacts with otherworld entities of great power such as Demon Lords, Great Fae, Elder Gods, etc.&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: Recover the Grimoire of Jerro and ascend using the knowledge within it.&lt;br /&gt;
:Ambition &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 5&lt;br /&gt;
:Deception (D): 4&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): &lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 2&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak: &lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:16 XP for spells - TBD&lt;br /&gt;
&lt;br /&gt;
:Legend: Pact-Maker 5&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Fiona&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: &lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 5&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Charisma 1&lt;br /&gt;
:Abyssal Gaze 1&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 5&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 7&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
:Refined Sense - blood, ghosts (2)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine)&lt;br /&gt;
:Rule&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Hungry Soul – Creat a lashing, liquid blade of essence that tears apart a target(3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Distant&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar&lt;br /&gt;
:Death Knight Fuminori&lt;br /&gt;
:Created From - Hungry Soul&lt;br /&gt;
:Corporeal and At-will Cast 3; Ambitions -1, Requires Blood to Heal -2&lt;br /&gt;
::Total 0&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 3&lt;br /&gt;
:Legend: Mad Doctor 1&lt;br /&gt;
&lt;br /&gt;
:Azoth:  14/14&lt;br /&gt;
:: Phylactery (6)&lt;br /&gt;
:: Andre&#039;s Blood (8)&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 4&lt;br /&gt;
:Spells 3&lt;br /&gt;
:Special Quality 2&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 2&lt;br /&gt;
:Intellect 2&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;br /&gt;
&lt;br /&gt;
==Jrnah==&lt;br /&gt;
:Player:  Peel&lt;br /&gt;
:????&lt;br /&gt;
:Magical Origin: Visitor&lt;br /&gt;
:Great Work: Force makaisme into terrestrial aesthetics.&lt;br /&gt;
:Failing: Snobbery&lt;br /&gt;
:Azoth (stored internally): &lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F): 5 &lt;br /&gt;
:Toughness (T): 3&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 3&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
:Prehensile Hair&lt;br /&gt;
:Natural Tool (silken hair, needle claws)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Academics (fashion)&lt;br /&gt;
:Craft (clothing)&lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (makai)&lt;br /&gt;
:Lore (fashion of legend)&lt;br /&gt;
:Rule&lt;br /&gt;
:Perform (strings)&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:[Animate Clothing]&lt;br /&gt;
:[Fabricate Clothing]&lt;br /&gt;
:[Razor Wire]&lt;br /&gt;
&lt;br /&gt;
:House of the Nine Caged Songbirds (1 or 2)&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:14 on skills&lt;br /&gt;
&lt;br /&gt;
==Hans==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: To become the strongest (for the sake of love)&lt;br /&gt;
:Failing: Missing the point&lt;br /&gt;
:Pictures:&lt;br /&gt;
::Overall: http://i.imgur.com/j3uUJd9.jpg&lt;br /&gt;
::With scarf: http://i.imgur.com/jYVAkm9.jpg&lt;br /&gt;
&lt;br /&gt;
===Everything Else===&lt;br /&gt;
Tanks are working, please wait warmly.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62688</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62688"/>
		<updated>2016-09-23T22:57:01Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Fiona Rathmore==&lt;br /&gt;
:Oseng&lt;br /&gt;
:Warlock - Power comes from forbidden knowledge and pacts with otherworld entities of great power such as Demon Lords, Great Fae, Elder Gods, etc.&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: Recover the Grimoire of Jerro and ascend using the knowledge within it.&lt;br /&gt;
:Ambition &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 5&lt;br /&gt;
:Deception (D): 4&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): &lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 2&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak: &lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:16 XP for spells - TBD&lt;br /&gt;
&lt;br /&gt;
:Legend: Pact-Maker 5&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Fiona&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: &lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 5&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Charisma 1&lt;br /&gt;
:Abyssal Gaze 1&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 5&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 7&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
:Refined Sense - blood, ghosts (2)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine)&lt;br /&gt;
:Rule&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Hungry Soul – Creat a lashing, liquid blade of essence that tears apart a target(3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Distant&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar&lt;br /&gt;
:Death Knight Fuminori&lt;br /&gt;
:Created From - Hungry Soul&lt;br /&gt;
:Corporeal and At-will Cast 3; Ambitions -1, Requires Blood to Heal -2&lt;br /&gt;
::Total 0&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 3&lt;br /&gt;
:Legend: Mad Doctor 1&lt;br /&gt;
&lt;br /&gt;
:Azoth:  14/14&lt;br /&gt;
:: Phylactery (6)&lt;br /&gt;
:: Andre&#039;s Blood (8)&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 4&lt;br /&gt;
:Spells 3&lt;br /&gt;
:Special Quality 2&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 2&lt;br /&gt;
:Intellect 2&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;br /&gt;
&lt;br /&gt;
==Jrnah==&lt;br /&gt;
:Player:  Peel&lt;br /&gt;
:????&lt;br /&gt;
:Magical Origin: Visitor&lt;br /&gt;
:Great Work: Force makaisme into terrestrial aesthetics.&lt;br /&gt;
:Failing: Snobbery&lt;br /&gt;
:Azoth (stored internally): &lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F): 5 &lt;br /&gt;
:Toughness (T): 3&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 3&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
:Prehensile Hair&lt;br /&gt;
:Natural Tool (silken hair, needle claws)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Academics (fashion)&lt;br /&gt;
:Craft (clothing)&lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (makai)&lt;br /&gt;
:Lore (fashion of legend)&lt;br /&gt;
:Rule&lt;br /&gt;
:Perform (strings)&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:[Animate Clothing]&lt;br /&gt;
:[Fabricate Clothing]&lt;br /&gt;
:[Razor Wire]&lt;br /&gt;
&lt;br /&gt;
:House of the Nine Caged Songbirds (1 or 2)&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:14 on skills&lt;br /&gt;
&lt;br /&gt;
==Hans==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: To become the strongest (for the sake of love)&lt;br /&gt;
:Failing: Missing the point&lt;br /&gt;
:Pictures:&lt;br /&gt;
::Overall: http://i.imgur.com/j3uUJd9.jpg&lt;br /&gt;
::With scarf: http://i.imgur.com/jYVAkm9.jpg&lt;br /&gt;
&lt;br /&gt;
===Everything Else===&lt;br /&gt;
Tanks are working, please wait warmly.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62686</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62686"/>
		<updated>2016-09-23T22:35:47Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Fiona Rathmore==&lt;br /&gt;
:Oseng&lt;br /&gt;
:Warlock - Power comes from forbidden knowledge and pacts with otherworld entities of great power such as Demon Lords, Great Fae, Elder Gods, etc.&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: Recover the Grimoire of Jerro and ascend using the knowledge within it.&lt;br /&gt;
:Ambition &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 5&lt;br /&gt;
:Deception (D): 4&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): &lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 2&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak: &lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:16 XP for spells - TBD&lt;br /&gt;
&lt;br /&gt;
:Legend: Pact-Maker 5&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Fiona&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: &lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 5&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Charisma 1&lt;br /&gt;
:Abyssal Gaze 1&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 5&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 7&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
:Refined Sense - blood, ghosts (2)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine)&lt;br /&gt;
:Rule&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Hungry Soul – Creat a lashing, liquid blade of essence that tears apart a target(3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Distant&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar&lt;br /&gt;
:Death Knight Fuminori&lt;br /&gt;
:Created From - Hungry Soul&lt;br /&gt;
:Corporeal and At-will Cast 3; Ambitions -1, Requires Blood to Heal -2&lt;br /&gt;
::Total 0&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 3&lt;br /&gt;
:Legend: Mad Doctor 1&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Phylactery&lt;br /&gt;
:: Andre&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 4&lt;br /&gt;
:Spells 3&lt;br /&gt;
:Special Quality 2&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 2&lt;br /&gt;
:Intellect 2&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;br /&gt;
&lt;br /&gt;
==Jrnah==&lt;br /&gt;
:Player:  Peel&lt;br /&gt;
:????&lt;br /&gt;
:Magical Origin: Visitor&lt;br /&gt;
:Great Work: Force makaisme into terrestrial aesthetics.&lt;br /&gt;
:Failing: Snobbery&lt;br /&gt;
:Azoth (stored internally): &lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F): 5 &lt;br /&gt;
:Toughness (T): 3&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 3&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
:Prehensile Hair&lt;br /&gt;
:Natural Tool (silken hair, needle claws)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Academics (fashion)&lt;br /&gt;
:Craft (clothing)&lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (makai)&lt;br /&gt;
:Lore (fashion of legend)&lt;br /&gt;
:Rule&lt;br /&gt;
:Perform (strings)&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:[Animate Clothing]&lt;br /&gt;
:[Fabricate Clothing]&lt;br /&gt;
:[Razor Wire]&lt;br /&gt;
&lt;br /&gt;
:House of the Nine Caged Songbirds (1 or 2)&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:14 on skills&lt;br /&gt;
&lt;br /&gt;
==Hans==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: To become the strongest (for the sake of love)&lt;br /&gt;
:Failing: Missing the point&lt;br /&gt;
:Pictures:&lt;br /&gt;
::Overall: http://i.imgur.com/j3uUJd9.jpg&lt;br /&gt;
::With scarf: http://i.imgur.com/jYVAkm9.jpg&lt;br /&gt;
&lt;br /&gt;
===Everything Else===&lt;br /&gt;
Tanks are working, please wait warmly.&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62681</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62681"/>
		<updated>2016-09-23T22:11:10Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Fiona Rathmore==&lt;br /&gt;
:Oseng&lt;br /&gt;
:Warlock - Power comes from forbidden knowledge and pacts with otherworld entities of great power such as Demon Lords, Great Fae, Elder Gods, etc.&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: Recover the Grimoire of Jerro and ascend using the knowledge within it.&lt;br /&gt;
:Ambition &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 5&lt;br /&gt;
:Deception (D): 4&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): &lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 2&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak: &lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:16 XP for spells - TBD&lt;br /&gt;
&lt;br /&gt;
:Legend: Pact-Maker 5&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Fiona&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: &lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 5&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Charisma 1&lt;br /&gt;
:Abyssal Gaze 1&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 5&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 7&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine)&lt;br /&gt;
:Rule&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Hungry Soul – Creat a lashing, liquid blade of essence that tears apart a target(3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Distant&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Familiar&lt;br /&gt;
:Death Knight Fuminori&lt;br /&gt;
:Created From - Hungry Soul&lt;br /&gt;
:Corporeal and At-will Cast 3; Ambitions -1, Requires Blood to Heal -2&lt;br /&gt;
::Total 0&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 4&lt;br /&gt;
:Legend: Mad Doctor 2&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Phylactery&lt;br /&gt;
:: Andre&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 6&lt;br /&gt;
:Spells 3&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 1&lt;br /&gt;
:Intellect 2&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;br /&gt;
&lt;br /&gt;
==Jrnah==&lt;br /&gt;
:Player:  Peel&lt;br /&gt;
:????&lt;br /&gt;
:Magical Origin: Visitor&lt;br /&gt;
:Great Work: &lt;br /&gt;
:Failing: &lt;br /&gt;
:Azoth (stored internally): &lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F): 5 &lt;br /&gt;
:Toughness (T): 3&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 3&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
:Prehensile Hair&lt;br /&gt;
:Natural Tool (silken hair, needle claws)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Academics (fashion)&lt;br /&gt;
:Craft (clothing)&lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (makai)&lt;br /&gt;
:Lore (fashion of legend)&lt;br /&gt;
:Rule&lt;br /&gt;
:Perform (strings)&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:14 on skills&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62594</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62594"/>
		<updated>2016-09-13T06:16:55Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: Undo revision 62593 by Bossmuff (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Keiko==&lt;br /&gt;
*Oseng&lt;br /&gt;
*Pic to come&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 4&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 5&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): 1&lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 1&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Death Knight – Creates an armoured warrior of incredible power, the Knight Fuminori (3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Local&lt;br /&gt;
:Familiar, Permanent (4)&lt;br /&gt;
:Create (Death Knight)&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 4&lt;br /&gt;
:Legend: Mad Doctor 2&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Phylactery&lt;br /&gt;
:: Andre&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 6&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 1&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62593</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62593"/>
		<updated>2016-09-13T06:15:21Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Andre Sermaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Keiko==&lt;br /&gt;
*Oseng&lt;br /&gt;
*Pic to come&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 3&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 5&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): 1&lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 1&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Death Knight – Creates an armoured warrior of incredible power, the Knight Fuminori (3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Local&lt;br /&gt;
:Familiar, Permanent (4)&lt;br /&gt;
:Create (Death Knight)&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 4&lt;br /&gt;
:Legend: Mad Doctor 2&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Phylactery&lt;br /&gt;
:: Andre&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 6&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Sensation 1&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
	<entry>
		<id>https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62592</id>
		<title>Talk:Magus Novice Opus: Prima Materia</title>
		<link rel="alternate" type="text/html" href="https://swiki.fancruft.com/index.php?title=Talk:Magus_Novice_Opus:_Prima_Materia&amp;diff=62592"/>
		<updated>2016-09-13T05:08:59Z</updated>

		<summary type="html">&lt;p&gt;Bossmuff: /* Spells and Legend */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Asmaa Tahan==&lt;br /&gt;
:Magical Origin: Heir&lt;br /&gt;
:Great Work: An art so beautiful that all who look upon it must feel as the maker intended&lt;br /&gt;
:Failing: Hubris &lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 2&lt;br /&gt;
:Finesse (F):  2&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 5&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
===Skills===&lt;br /&gt;
:Academics (specify):&lt;br /&gt;
:Athletics:&lt;br /&gt;
:&#039;&#039;&#039;Craft (specify)&#039;&#039;&#039;: Art&lt;br /&gt;
:Delinquency: &lt;br /&gt;
:&#039;&#039;&#039;Etiquette&#039;&#039;&#039;&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:&#039;&#039;&#039;Occult:&#039;&#039;&#039;&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
:Legend 4: Rich, Decadent Artist &lt;br /&gt;
:Legend 4: Djinni blood&lt;br /&gt;
:Willpower: 7&lt;br /&gt;
&lt;br /&gt;
:Know Secrets (Level 1) - Learn aspects of a person which they conceal.&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan [Secrets]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Restore Beauty (Level 1) - Restore the external appearances of a thing. This can heal wounds, but only those which are disfiguring.&lt;br /&gt;
:*Target: Other/Self&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Repair [Appearances]&lt;br /&gt;
:*Modifiers: Coincidental, involves fussing over the thing for a little while. (-1)&lt;br /&gt;
&lt;br /&gt;
:Artist&#039;s Tools (Level 1) - Create tools from thin air with which to do art, of any type wanted. Lasts for the duration of the protect.&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Create [Art Tools]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Resemble Obsession (Level 2) - Transform self to resemble the object of a person&#039;s desire or to embody other obsession. Successes become bonus dice on influence rolls- usually. Dark souls have a power of their own.&lt;br /&gt;
:*Foundation: Restore Beauty, Know Secrets&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Transit&lt;br /&gt;
:*Effect: Transform [Self]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Beautiful Servant (Level 2) - Create an idealized figure for a single purpose (a skill). Successes are split between number of servants and their independent action dicepool. Has 6 Health.&lt;br /&gt;
:*Foundation: Restore Beauty, Artist&#039;s Tools&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Transient&lt;br /&gt;
:*Effect: Create [Servant]&lt;br /&gt;
:*Modifiers:&lt;br /&gt;
&lt;br /&gt;
:Forbidden Wish (Level 3) - The natural djinni ability to grant questionable wishes, recreated by Asmaa&#039;s magecraft.&lt;br /&gt;
:*Foundation: Resemble Obsession, Beautiful Servant&lt;br /&gt;
:*Target: Other/Self (1)&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Persistent&lt;br /&gt;
:*Effect: Transform [According to a Wish], Create [According to a Wish]&lt;br /&gt;
:*Modifiers: Condition, the effect must either be requested with embarrassment/resistance or explicitly rejected. (-2)&lt;br /&gt;
&lt;br /&gt;
:Azoth: 10/10&lt;br /&gt;
&lt;br /&gt;
==Lowe==&lt;br /&gt;
:Player:  Shrike&lt;br /&gt;
:http://safebooru.org/index.php?page=post&amp;amp;s=view&amp;amp;id=1372199&lt;br /&gt;
:Magical Origin: Autodidacts&lt;br /&gt;
:Great Work: To usher in the global revolution against the magi puppetmasters&lt;br /&gt;
:Failing: Laziness&lt;br /&gt;
:Azoth (stored internally): 2&lt;br /&gt;
:Willpower: 5&lt;br /&gt;
===Stats===&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F):  7&lt;br /&gt;
:Toughness (T): 4&lt;br /&gt;
:Sensation (S): 6&lt;br /&gt;
:Intellect (I): 4&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 5&lt;br /&gt;
&lt;br /&gt;
:Danger Sense&lt;br /&gt;
:Eyes of Cat (night vision)&lt;br /&gt;
====Skills====&lt;br /&gt;
:Delinquency: &lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
:Spark (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Transform (haywire)&lt;br /&gt;
&lt;br /&gt;
:Fire (Level 1, +1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Damage, Create (fire!)&lt;br /&gt;
&lt;br /&gt;
:Lucky Guess (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (luck?)&lt;br /&gt;
&lt;br /&gt;
:Look the Other Way (Level 1)&lt;br /&gt;
:*Target: Other&lt;br /&gt;
:*Range: Local&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform (distraction)&lt;br /&gt;
&lt;br /&gt;
:Catlike Reflexes (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Scan (danger)&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
:Claws (Level 1, +1)&lt;br /&gt;
:*Target: Self&lt;br /&gt;
:*Range: Touch&lt;br /&gt;
:*Duration: Momentary&lt;br /&gt;
:*Effect: Transform&lt;br /&gt;
:*Modifiers: Mundane&lt;br /&gt;
&lt;br /&gt;
===Expenditures===&lt;br /&gt;
:15 XP starting&lt;br /&gt;
:2 spent on 1 skill&lt;br /&gt;
:9 spent on 9 more stat points&lt;br /&gt;
:4 spent on traits&lt;br /&gt;
&lt;br /&gt;
==Keiko==&lt;br /&gt;
*Oseng&lt;br /&gt;
*Pic to come&lt;br /&gt;
&lt;br /&gt;
==Andre Sermaster==&lt;br /&gt;
:BM&lt;br /&gt;
&lt;br /&gt;
:Magical Origin: Eclectics&lt;br /&gt;
:Great Work: Undead that are indistinguishable from a living species&lt;br /&gt;
:Failing: Unsettlingly Obsessed&lt;br /&gt;
 &lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 1&lt;br /&gt;
:Finesse (F): 4&lt;br /&gt;
:Toughness (T): 2&lt;br /&gt;
:Sensation (S): 4&lt;br /&gt;
:Intellect (I): 5&lt;br /&gt;
:Charisma (C): 2&lt;br /&gt;
:Deception (D): 3&lt;br /&gt;
&lt;br /&gt;
Special Qualities:&lt;br /&gt;
:Abyssal Gaze (1)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Medicine): 1&lt;br /&gt;
:Athletics:&lt;br /&gt;
:Craft (specify): &lt;br /&gt;
:Delinquency: &lt;br /&gt;
:Etiquette&lt;br /&gt;
:Lore (specify):&lt;br /&gt;
:Martial Arts (specify): &lt;br /&gt;
:Military:&lt;br /&gt;
:Occult: 1&lt;br /&gt;
:Rule:&lt;br /&gt;
:Perform (specify): &lt;br /&gt;
:Servant: &lt;br /&gt;
:Sneak:&lt;br /&gt;
:Technology:&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells &lt;br /&gt;
&lt;br /&gt;
Blood Drain – Drain Blood through physical contact and accelerate healing (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self), Damage (living)(1)&lt;br /&gt;
:Condition (Only works on those with human Blood) (-1), Mundane (+1)&lt;br /&gt;
&lt;br /&gt;
Transfuse Blood - Impart Azoth-infused Blood to heal the wounds of others (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair&lt;br /&gt;
:Condition (Costs health) (-1)&lt;br /&gt;
&lt;br /&gt;
Spectral Blast – Ghostly essence strikes at the material world(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Soul-Sight – shifts Andre&#039;s perceptions to allow him to study the essence of others and their spirits(1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Scan&lt;br /&gt;
&lt;br /&gt;
Unmoor from Material – briefly shift something into a wraithlike state (1)&lt;br /&gt;
:Level 1&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform (Render Spectral)&lt;br /&gt;
&lt;br /&gt;
Undead Vessel – Transform a dead body into an animate undead, granting it supernatural strength and speed (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Create (Undead)&lt;br /&gt;
:Derived from Blood Drain, Spectral Blast&lt;br /&gt;
&lt;br /&gt;
Wraith Form – Caster&#039;s flesh becomes ectoplasm, becoming as a ghost (2)&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (Spectral Body)&lt;br /&gt;
:Derived from Soul-sight, Unmoor from Material&lt;br /&gt;
&lt;br /&gt;
Death Knight – Creates an armoured warrior of incredible power, the Knight Fuminori (3)&lt;br /&gt;
:Level 3&lt;br /&gt;
:Local&lt;br /&gt;
:Familiar, Permanent (4)&lt;br /&gt;
:Create (Death Knight)&lt;br /&gt;
:Derived from Undead Vessel, Wraith Form&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Legend: Cat-eared Vampire 4&lt;br /&gt;
:Legend: Mad Doctor 2&lt;br /&gt;
&lt;br /&gt;
:Azoth:  10/10&lt;br /&gt;
:: Phylactery&lt;br /&gt;
:: Andre&#039;s Blood&lt;br /&gt;
&lt;br /&gt;
:Willpower 7&lt;br /&gt;
:Wisdom &lt;br /&gt;
&lt;br /&gt;
:Health: 12&lt;br /&gt;
&lt;br /&gt;
Bonus XP (15)&lt;br /&gt;
:Legends 6&lt;br /&gt;
:Spells 6&lt;br /&gt;
:Willpower 2&lt;br /&gt;
:Finesse 1&lt;br /&gt;
&lt;br /&gt;
==Peony==&lt;br /&gt;
:Player: Aeon&lt;br /&gt;
:Magical Origin: Visitor (Dryad)&lt;br /&gt;
:Great Work: Cultivate the seeds of a new World Tree&lt;br /&gt;
:Failing: Idealist&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
Attributes&lt;br /&gt;
:Power (P): 4&lt;br /&gt;
:Finesse (F): 2&lt;br /&gt;
:Toughness (T): 7&lt;br /&gt;
:Sensation (S): 3&lt;br /&gt;
:Intellect (I): 3&lt;br /&gt;
:Charisma (C): 4&lt;br /&gt;
:Deception (D): 1&lt;br /&gt;
&lt;br /&gt;
Special Qualities&lt;br /&gt;
:Elemental Affinity (Wood) 2&lt;br /&gt;
:Prehensile Hair 1&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
:Academics (Botany)&lt;br /&gt;
:Craft (Alchemy)&lt;br /&gt;
&lt;br /&gt;
===Spells and Legend===&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Verdant Growth - Trigger a profusion of accelerated plant growth.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Create (plants), Transform (plants)&lt;br /&gt;
&lt;br /&gt;
Photosynthetic Rejuvenation - Peony absorbs sunlight to heal herself.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (self)&lt;br /&gt;
:Condition - Be in sunlight.&lt;br /&gt;
&lt;br /&gt;
Thorn Whip - A thorny vine emerges from Peony&#039;s arm to lash at foes.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Self&lt;br /&gt;
:Momentary&lt;br /&gt;
:Damage&lt;br /&gt;
&lt;br /&gt;
Antitoxin - Neutralizes poisons in the bodies of others.&lt;br /&gt;
:Level 1&lt;br /&gt;
:Other&lt;br /&gt;
:Touch&lt;br /&gt;
:Momentary&lt;br /&gt;
:Repair (living beings)&lt;br /&gt;
&lt;br /&gt;
Entangle - Commands ensorcelled plants to grasp at foes.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Thorn Whip.&lt;br /&gt;
&lt;br /&gt;
Hypnotic Fragrance - Exudes a calming scent that renders targets docile and vulnerable to suggestion.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Other&lt;br /&gt;
:Local&lt;br /&gt;
:Momentary&lt;br /&gt;
:Transform&lt;br /&gt;
:Foundation: Verdant Growth, Antitoxin.&lt;br /&gt;
&lt;br /&gt;
Barkskin - Grows armored, bark-like skin over Peony&#039;s body, increasing her toughness.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (self)&lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Haven - Peony melds her form with that of a tree, allowing her to hide within it.&lt;br /&gt;
:Level 2&lt;br /&gt;
:Self&lt;br /&gt;
:Touch&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform &lt;br /&gt;
:Foundation: Verdant Growth, Photosynthetic Rejuvination.&lt;br /&gt;
&lt;br /&gt;
Poison Bloom - Ensorcelled plants produce deadly flowers that poison enemies.&lt;br /&gt;
:Level 3&lt;br /&gt;
:Other&lt;br /&gt;
:Distant&lt;br /&gt;
:Transient&lt;br /&gt;
:Transform (plants), Damage &lt;br /&gt;
:Foundation: Entangle, Hypnotic Fragrance.&lt;br /&gt;
&lt;br /&gt;
Legends&lt;br /&gt;
:Legacy: Avatar of Nature 5 &lt;br /&gt;
:Rumor: Great Conservationist 2&lt;br /&gt;
&lt;br /&gt;
Azoth Storage: Enchanted blossoms growing in her hair.&lt;br /&gt;
:Azoth: 9/9&lt;br /&gt;
&lt;br /&gt;
Willpower: 5 &amp;lt;br&amp;gt;&lt;br /&gt;
Wisdom: &amp;lt;br&amp;gt;&lt;br /&gt;
Health: 16/16&lt;/div&gt;</summary>
		<author><name>Bossmuff</name></author>
	</entry>
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