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	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=1396</id>
		<title>Towns and Baronies</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=1396"/>
		<updated>2013-01-11T17:11:31Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Newbridge */ Demographics info was a clone of the priory and not accurate.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the various counties have vassals, usually barons; some have more, some have less, but each vassal baron is an independent lordship in its own right, bearing only faint allegiance to its count.&lt;br /&gt;
&lt;br /&gt;
== County Olivet ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;10,989&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;140,000&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;70,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Walker Maxwell Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
County Olivet is at the top of Vale of Olives; ruled by Count Walker Justinian, the town of Olivet has the distinction of having a working planetary shield.  Olivet&#039;s manors are famous for their olives and olive oil as well as a variety of citrus and nuts.&lt;br /&gt;
&lt;br /&gt;
===Barony of Jahant===&lt;br /&gt;
&lt;br /&gt;
Guelph Jahant is the Lord of Jahant; his family is distantly related to House Justinian, though it has plenty of Van Gelder in its bloodline as well.  Jahant itself is a hill town midway up the Vale of Olives, and is a particularly dependable vassal of Olivet; it is famous for the boar hunted in its hills, who feed on wild truffles.&lt;br /&gt;
&lt;br /&gt;
===Barony of Coarsegold===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Bees ==&lt;br /&gt;
&lt;br /&gt;
Ruled by Count Fredo Hawkwood, the Bees was once a Justinian county that was lost through marriage.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,024&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;98,040&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;49,020	&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Fredo Hawkwood&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hawkwood&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Redburg ===&lt;br /&gt;
&lt;br /&gt;
Situated inside the Mountains of Moab, Redburg is a herding town.  During several of the wars between Bee and Vine it has been used as a military base by the Count of the Bees.&lt;br /&gt;
&lt;br /&gt;
=== Castelcandide ===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Vines ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,120&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;834&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;89,540&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;44,770&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Galen Malcolm Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
 &lt;br /&gt;
===Ravenhurst===&lt;br /&gt;
&lt;br /&gt;
===Gant-on-Moss===&lt;br /&gt;
&lt;br /&gt;
=== Barony of Fowler ===&lt;br /&gt;
&lt;br /&gt;
Situated near the mouth of the Vale of Olives, Fowler is a little up in the foothills. Grapes from Fowler are often dried into raisins, and its population swelled with an influx of people fleeing the Siege of Akko. Some of them have stayed, allowing the baron to put more fields under cultivation.&lt;br /&gt;
&lt;br /&gt;
== County of Johburg ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,941&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;844&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;97,850&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;48,925&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Amber Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Van Gelder - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Free Port of Rotdam===&lt;br /&gt;
&lt;br /&gt;
Rotdam is the next town south along the Wild Coast from Johburg, and it has not been under noble rule since Mad Baron Aziz Azizi was killed by a popular mob for allegedly performing dark rites in his palace.  Legends still tell of how he had a room whose walls were dyed red with blood, though the palace itself has long been razed and replaced by a Civic Arena, famous for gladitorial contests.   Now, Rotdam is ruled by a Council of Aldermen under a direct charter from the Court at Akko.   It retains traditional obligations to Johburg, and the Count or Countess is given the Keys to the Port of Rotdam upon her accession, but with the arrival of the League to Yathrib the burghers have been beginning to flex more muscle.  Rotdam never had very many dependent manors, relying instead on the fishing trade, and with the dissolution of the barony many of those manors have been deeded to the Brother Battle, who maintain a chapter house in Rotdam whose prior-administrator is an ex officio alderman.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;496&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,126&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,220&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,110&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Free City - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Teldam===&lt;br /&gt;
&lt;br /&gt;
Set on a bluff on the Calpe peninsula, Teldam is the southern-most town held by the Known Worlders and the subject of constant Kurgan raiding.  While it once boasted an active port, the docks were outside the city walls and now the fishermen drag their boats up to cover or into the town itself at night.  Teldam has been conquered by the Kurgans on no less than six separate occasions in the last century, but its inland mesne vassals have been able to retake it with the help of Johburg each time.  Still, it is a shadow of what it once was, as its lack of a proper harbor requires larger ships to anchor offshore and send in boats.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,612&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;198&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;38,100&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,050&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Valentijn Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Van Gelder - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Margat===&lt;br /&gt;
&lt;br /&gt;
Inland of Rotdam and southeast of Johburg is Margat, one of Johburg&#039; s inland vassals.  Originally granted to one of the Count&#039;s daughters as a dowry, the barony bears her name even centuries later.  The Counts of Johburg still maintain a country residence near Margat that rather overshadows the baron&#039;s own palace.  Margat&#039;s wheat is supposed to be particularly excellent, and several Charioteers have experimented with trying to export its famous bread in the form of unbaked dough.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,541&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;311&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;48,520&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;24,260&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Arkady Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Helborg===&lt;br /&gt;
&lt;br /&gt;
One of the mountain baronies, Helborg was the only one of Johburg&#039;s vassals to avoid heavy fighting during the Betrayal, though the town&#039;s geography makes it a natural citadel.  Though it grows citrus and wheat in terraced fields, Helborg&#039;s manors put most of their land towards pasture, and Helborg wool is somewhat famous.  During the Betrayal, Helborg served as an arsenal for Johburg and indeed all the southern campaigns, and now the Muster have rented portions of its arsenal to use as a facility for training and R&amp;amp;R far from the front.   The townsfolk have cautiously welcomed mercenary money, though there has been an increase in crime, drugs and several unpleasant incidents with guilders who have gone too far.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hassan al-Malik&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik - Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Monastery of St. Cato===&lt;br /&gt;
&lt;br /&gt;
St. Cato&#039;s is on Cape Hattusas and is about the size of a sovereign baronetcy. The monastery is named after St. Cato, who led his followers to commit suicide after the Prophet&#039;s death on Ravenna, and it is notable because almost all of its monks are in their &#039;second life.&#039; It was founded when a wealthy technologist had a vision of St. Cato during the Second Republic, and he believed as a result that - like St. Cato - he had died and now was beginning a new life. Since then, it has been a place that draws people who come to Church after a period as a knight, a lord, a soldier, a guilder, or anything else, sometimes even taking new names to signify their rebirth. The monastic community is consequently quite eclectic, and as part of that mission it has a substantial colony for lepers and the ill, with an Amalthean community co-located with the Orthodox monastery.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,009&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;1,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;12,400&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;6,200&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox. &#039;Other&#039; represents lepers nd other terminally ill patients.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Crow&#039;s Landing===&lt;br /&gt;
&lt;br /&gt;
Though a vassal of Johburg, Crow&#039;s Landing is more properly in Cote-Leon than on Cape Hattusas or the Wild Coast.  It is just on the northern edge of the badlands of Pilgrim&#039;s Landing, and is most famous as the site of the Battle of Hamelin Hill during the All Saints&#039; War.  Originally a Leon barony, Crow&#039;s Landing became a vassal of Johburg as a weregild for Johburg&#039;s lifting of a blockade of Port-Leon during the brief &#039;War of the Ports&#039; prior to the Kurgan invasion.  Now, Crow&#039;s Landing is most famous as a base for tech redeemers and relic hunters who comb the ruins of the deserted starport badlands to its south.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;PENDING&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados - Other represents relic hunters and badlanders. &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== County of Leon ==&lt;br /&gt;
&lt;br /&gt;
The town of Leon is founded on the site where a lion is said to have knelt to the Prophet, and the Basilica of the Submission is one of the most beautiful cathedrals on the east bank of the Shining Gulf.  Leon&#039;s manors range all up and down the Shining Gulf, up to the very border of the Lesser Fork in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Noted Baronetcies of Leon ===&lt;br /&gt;
* Issen - Everyone here died. It was evil. &lt;br /&gt;
* Wolsey - currently empty, a tournament will be held for it. &lt;br /&gt;
* Jaffrey Hall - Baronet Pierce De Moley&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;11,234&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,092&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;133,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;66,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Renaud Germain De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arvin ===&lt;br /&gt;
Northwest of Leon, Arvin is renowned for its orchards, particularly its apple cider. Terraced vineyards also produce a quite drinkable white wine.  During the Betrayal, Arvin was the site of a major Kurgan encampment used in the latter stages of the war to prosecute the final assault on Akko.  As a consequence, Arvin experienced far less direct spoilage than the rest of Leon, as Jalalkan kept the vineyards running and the manor intact.  The Baron of Arvin has since capitalized on this, absorbing a number of nearby manors.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,812&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;178&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;39,900&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,950&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Seraphine De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Josselin ===&lt;br /&gt;
&lt;br /&gt;
One of Leon&#039;s oldest vassals, Josselin is just inland of the coast south of Joyeaux. It used to be a close town with Joyeaux itself, but since Joyeaux left Leon behind relations between the two places have been strained.   Josselin was hard-hit in the betrayal; reliant on fishing, many of its boats were destroyed and so many of the fishing families have lost their livelihood.  Worse still is an ongoing dispute with Joyeaux over Josselin&#039;s traditional right to fish in the fens immediately near the citadel.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,248&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;320&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;35,680&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17,840&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Katerine De Moley&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;De Moley - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Deylik of Farouk===&lt;br /&gt;
&lt;br /&gt;
The only taifa barony in the Known Worlds&#039; territory, the Sheikhdom of Farouk is north of Joyeaux along the banks of the Joyeaux, though the river is too broad to allow for easy crossing there.  Farouk al-Farouk conquered the barony in 4983, and when the tides of war retreated founded himself surrounded by crusaders.  He cut a deal with the elderly Count Renaud de Moley (grandfather of the current count) and swore fealty to Leon.  During the Betrayal, Baron Farouk remained silent, letting Jalalkan&#039;s forces pass him by, neither aiding nor hindering their forces officially.  After Joscelin&#039;s Crusade the canny Kurgan lord immediately renewed his vows, but he is now closer to both Auberry and Joyeaux than Leon, and those two counties eye the riverine barony.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,102&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;401&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,030&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,515&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Farouk al-Farouk&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Taifa Barony&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of the Altamont===&lt;br /&gt;
&lt;br /&gt;
The quintessential mountain barony, the manors of the Altamont grow few crops.  Instead, the chiefs of the mountain men pay the Lord of the Altamont homage, filling his armies with fierce hobilars on mountain ponies and paying a tax in goats and sheep to the barony each year.  In years past, the Baron of Altamont acquired some lowland manors, but they were lost to Arvin and now the Altamonters pride themselves on having a sort of highland independence.  The ramshead of the Altamont was particularly feared by the Kurgans during the Betrayal, as the Lord led constant raids out of the mountains against Jalalkan&#039;s supply lines, but he was ultimately caught and quartered along with his heirs shortly before the arrival of Joscelin&#039;s Crusade.  A distant Known Worlder relative has now taken over the barony and is grappling with earning the trust of the mountain chiefs his cousins cemented over many generations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,943&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;113&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;100,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;170,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;85,280&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Leilani Hawkwood&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent the Mountain Tribes&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Sovereign Baronetcy of Gant===&lt;br /&gt;
&lt;br /&gt;
A small but proud town, Gant is in fact south of Akko on the border between Johburg and Childeric of the Vines.  The lord of Gant was once a mesne tenant of the Counts of Johburg, but a distant Lady of Gant married the Count of Leon and the baronetcy was her dowry.  When the marriage ended in a stormy separation and a bastard child was elevated to the county over Lady Gant&#039;s daughter, civil war was averted by the grant of sovereign land to Gant.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,002&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;87&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;10,890&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;5,445&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Ysbrandt van Gelder&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Comstock===&lt;br /&gt;
&lt;br /&gt;
A mountain barony, Comstock was conquered by Evard Charles Hawkwood - &#039;Evard Gray-Face&#039; with a company of Muster during Joscelin&#039;s crusade. Since then, he has been been busy digging - he has huge numbers of slave miners who labor constantly producing iron. Until Evard arrived, Comstock was a relatively quiet barony - its iron mines were unknown - but apparently Baron Evard located mineral surveys from the Second Republic prior to joining Joscelin&#039;s Crusade. As a consequence of these resources, the baron is exceedingly wealthy, and his close relationship with the Muster - both their slavers and their mercenaries - occasionally make his neighbors worried.  Supposedly, Comstock is not the only one of the Fifty Fiefs he purchased paper title to, though he has been silent as to what else he holds ancient deeds for.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,077&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;516&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33,430&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,715&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Evard Charles Comstock (NPC)&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent miners.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Port-Leon===&lt;br /&gt;
&lt;br /&gt;
Port-Leon is a proud coastal city to the west of Leon, for which it serves as a port, and it has had a somewhat historically tense relationship with the City of Leon proper, which is around twice its size. Still, Port-Leon is one of the larger coastal towns on the east bank of the Shining Gulf - it is larger than Johburg and Teldam, and it has a better harbor than Joyeaux.  Only Rotdam, its historical rival, is larger.  While Port-Leon is not a free city like Rotdam, it has long enjoyed a prosperous merchant class with town rights and self-rule, rights that were abruptly terminated in 4960 after the town council was accused of illegal war profiteering.  For the last forty years, the burghers of the town have been directly ruled by the baron, who has converted the old Port Hall into barracks.  This has been a source of profit for the barony, which has used the town profits to raise a substantial navy, but the burghers complain that the lack of control over their own affairs hurts them in competition with Joyeaux and Rotdam.  Now, the Merchant League has been meeting with the burghers and there is talk that one day there may be a petition directly to the Curia to exempt the town from the barony and give it Free Port status.  Outside the town, Port-Leon is well known for being the originator of the ship-soke system, where instead of armsmen fields near the coast owe part of the support of a ship.  This system has been adopted in most coastal baronies, but the Portsmen are proud that it is their governmental innovation.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,784&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;976&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;47,600&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;23,800&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Desideria Maria....Rolas&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hazat - Coastal Fief&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Two Counties of Auberry and Maleband ==&lt;br /&gt;
Auberry is a town in transition, with Kossacks on the ground and change in the air... as well as the blare of loudspeakers in most of its public spaces. After a large part of the Castle formerly known as Castle Mortimer was blown up New Years 5000, the black Decados Tower rising from gleaming white stone walls looms over the town, unfinished and casting a long shadow from the bluff. It has taken up the moniker of &#039;the Obsidian Omen&#039; and curiously, the Mantis has not moved to stamp out that foreboding nickname. &lt;br /&gt;
&lt;br /&gt;
Maleband - TBD&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,671&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,345&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;100,160&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;50,080&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lyov Kurakin Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== March of Sidon ===&lt;br /&gt;
&lt;br /&gt;
Sidon Keep is one of the few great castles owned by an independent lord instead of a Crusader State castellan; perched atop a hill in the Craglands, it (along with Arsuf, which guards its westerly valleys) is one of the only bastions keeping the Kurgans from the Lesser Fork itself.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,432&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;676&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;61,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;30,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Karl Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arsuf ===&lt;br /&gt;
&lt;br /&gt;
North of the Lesser Fork, Arsuf is an exposed hill barony that suffered heavily during the Betrayal. It was reconquered by an al-Malik knight, Ranjat al-Arsuf, who claimed the barony for his own with a claim to one of the Fifty Fiefs.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,409&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;216&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Disputed&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Held by Karl Justinian (Justinian)&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Barony of Avenal ===&lt;br /&gt;
&lt;br /&gt;
Situated at the head of the Pass of Arrows, Avenal is a new barony, created by Auberry after the fall of Maleband.  Its territory used to be part of the lands of the Earl of Malefaux, a vassal of Maleband; now, Malefaux&#039;s only remnant is the crusader castle at the top of the pass.  Around it, Malefaux town - the baronial seat - is an important trading center for desert nomads, who bring herds over the pass to Avenal where local merchants purchase them to drive to Akko.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,789&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;436&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Chiaka Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian - Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Prior&#039;s Ford===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,013&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;83&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;20,960&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;10,480&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Brother Battle Priory &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Newbridge===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,566&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;587&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;41,530&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;20,765&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Martin De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley - Includes town at Cripple Bridge&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Saba===		&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,045&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;212&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,570&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,285&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;PENDING&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Notable Baronetcies===&lt;br /&gt;
&lt;br /&gt;
* Calliere - Andrei Mikhailovich Obolensky Decados&lt;br /&gt;
* Joseph&#039;s Cross - Nikolai Gregorovich Denisenko Decados&lt;br /&gt;
* Malartic - Constance Josephina De Moley&lt;br /&gt;
* Maleband Inferior - Nikolai Andreievich Kurakin Decados&lt;br /&gt;
* Nord-du-Auberry - Vacant&lt;br /&gt;
* South Fork - Alam al-Malik (Titular Baron Arsuf)&lt;br /&gt;
* Sovenc Bluff - Lucretia Nikolaevna Golitsin Decados&lt;br /&gt;
&lt;br /&gt;
== Lordship of Joyeaux and County of Oultrejoyeaux ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,237&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,611&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;3,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;72,980&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;36,490&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Juan Antonio ... Rolas &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat - Other represents Crusader Camps&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Jopha ===&lt;br /&gt;
One of the Oultrejoyeaux baronies, Jopha is half-way to Malaga.  Famed for its dates, the Barony is almost constantly at war with several nearby vassals of the Malagan emir.  Recently, though, it conquered the nearby town of Ghilat and has added it to its barony.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,897&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,134&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;50,310&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;25,155&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Midare Li Halan&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Li Halan - Includes town of Ghilat.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Port Sant-Claude===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,101&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,870&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,935&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Prior Lucien LaGrange&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Coastal Fief - Brother Battle Priory&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Fenford===&lt;br /&gt;
&lt;br /&gt;
In the midst of the Great Fen that stretches east of Joyeaux, Fenford is a predominantly coastal fief; indeed, many of its soldiers are the fen-men, levies raised from the eel-fishers of the fens. Fenford itself sits where the Prophet&#039;s Causeway has been submerged, and guards that great crossing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,609&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;147&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;27,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Louis Cesare ... Gascon&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===High Fen===&lt;br /&gt;
&lt;br /&gt;
Like Fenford, High Fen sits within the Great Fen - though it is deep indeed in the fens, and its keep is hard to find in the marshes. Before the expansion into Oultrejoyeaux, it was a hidden holdfast for Crusader State scouts, and even now its towns are far away from Fen Keep.&lt;br /&gt;
&lt;br /&gt;
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 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;233&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,440&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,220&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Kazimir ibn Mezsaros&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Claudius&#039; Tomb===&lt;br /&gt;
&lt;br /&gt;
Claudius&#039; Tomb is the barony centered around the town of Meekham, where Saint Claudius was supposedly captured prior to his martyrdom. It now has his tomb, an imposing basalt edifice that sits on its own small plaza, rivaling the Meekham manor in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,455&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;191&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;36,460&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;18,230&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lysandra Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Haqq===	&lt;br /&gt;
&lt;br /&gt;
The town of Haqq was - like Joyeaux - once a vassal to Leon, and it still has several taifa lords among its membership. Indeed, it was a taifa barony prior to the betrayal, but its Kurgan lord joined Jalalkhan and it was ultimately reconquered by the same crusaders who seized Joyeaux.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,040&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;68&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Momoko ... Rolas&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Other Places ==&lt;br /&gt;
&lt;br /&gt;
=== Monastery of St. Palamedes the Redeemer ===&lt;br /&gt;
&lt;br /&gt;
The Monastery of St. Palamedes the Redeemer is an independent monastery located between Leon and Josselin. It does not owe anyone any fealty, and was first created because that is the spot St. Palamedes is supposed to have landed when he visited the planet to liberate after the Ukar Wars. The abbot of St. Palamedes is mitred - that means he counts as a bishop - and traditionally, he has been an important Orthodox politico who serves as an assistant to the Archbishop. Many Archbishops have been Abbot of St. Palamedes before they ascended, though others have been bishops of different sees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,688&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;221&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;29,090&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;14,545&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Agravain Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=1362</id>
		<title>Towns and Baronies</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=1362"/>
		<updated>2013-01-04T23:55:51Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Sovereign Baronetcy of Gant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the various counties have vassals, usually barons; some have more, some have less, but each vassal baron is an independent lordship in its own right, bearing only faint allegiance to its count.&lt;br /&gt;
&lt;br /&gt;
== County Olivet ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;10,989&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;140,000&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;70,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Walker Maxwell Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
County Olivet is at the top of Vale of Olives; ruled by Count Walker Justinian, the town of Olivet has the distinction of having a working planetary shield.  Olivet&#039;s manors are famous for their olives and olive oil as well as a variety of citrus and nuts.&lt;br /&gt;
&lt;br /&gt;
===Barony of Jahant===&lt;br /&gt;
&lt;br /&gt;
Guelph Jahant is the Lord of Jahant; his family is distantly related to House Justinian, though it has plenty of Van Gelder in its bloodline as well.  Jahant itself is a hill town midway up the Vale of Olives, and is a particularly dependable vassal of Olivet; it is famous for the boar hunted in its hills, who feed on wild truffles.&lt;br /&gt;
&lt;br /&gt;
===Barony of Coarsegold===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Bees ==&lt;br /&gt;
&lt;br /&gt;
Ruled by Count Fredo Hawkwood, the Bees was once a Justinian county that was lost through marriage.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,024&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;98,040&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;49,020	&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Fredo Hawkwood&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hawkwood&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Redburg ===&lt;br /&gt;
&lt;br /&gt;
Situated inside the Mountains of Moab, Redburg is a herding town.  During several of the wars between Bee and Vine it has been used as a military base by the Count of the Bees.&lt;br /&gt;
&lt;br /&gt;
=== Castelcandide ===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Vines ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,120&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;834&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;89,540&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;44,770&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Galen Malcolm Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
 &lt;br /&gt;
===Ravenhurst===&lt;br /&gt;
&lt;br /&gt;
===Gant-on-Moss===&lt;br /&gt;
&lt;br /&gt;
=== Barony of Fowler ===&lt;br /&gt;
&lt;br /&gt;
Situated near the mouth of the Vale of Olives, Fowler is a little up in the foothills. Grapes from Fowler are often dried into raisins, and its population swelled with an influx of people fleeing the Siege of Akko. Some of them have stayed, allowing the baron to put more fields under cultivation.&lt;br /&gt;
&lt;br /&gt;
== County of Johburg ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,941&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;844&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;97,850&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;48,925&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Amber Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Van Gelder - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Free Port of Rotdam===&lt;br /&gt;
&lt;br /&gt;
Rotdam is the next town south along the Wild Coast from Johburg, and it has not been under noble rule since Mad Baron Aziz Azizi was killed by a popular mob for allegedly performing dark rites in his palace.  Legends still tell of how he had a room whose walls were dyed red with blood, though the palace itself has long been razed and replaced by a Civic Arena, famous for gladitorial contests.   Now, Rotdam is ruled by a Council of Aldermen under a direct charter from the Court at Akko.   It retains traditional obligations to Johburg, and the Count or Countess is given the Keys to the Port of Rotdam upon her accession, but with the arrival of the League to Yathrib the burghers have been beginning to flex more muscle.  Rotdam never had very many dependent manors, relying instead on the fishing trade, and with the dissolution of the barony many of those manors have been deeded to the Brother Battle, who maintain a chapter house in Rotdam whose prior-administrator is an ex officio alderman.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;496&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,126&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,220&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,110&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Free City - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Teldam===&lt;br /&gt;
&lt;br /&gt;
Set on a bluff on the Calpe peninsula, Teldam is the southern-most town held by the Known Worlders and the subject of constant Kurgan raiding.  While it once boasted an active port, the docks were outside the city walls and now the fishermen drag their boats up to cover or into the town itself at night.  Teldam has been conquered by the Kurgans on no less than six separate occasions in the last century, but its inland mesne vassals have been able to retake it with the help of Johburg each time.  Still, it is a shadow of what it once was, as its lack of a proper harbor requires larger ships to anchor offshore and send in boats.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,612&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;198&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;38,100&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,050&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Valentijn Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Van Gelder - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Margat===&lt;br /&gt;
&lt;br /&gt;
Inland of Rotdam and southeast of Johburg is Margat, one of Johburg&#039; s inland vassals.  Originally granted to one of the Count&#039;s daughters as a dowry, the barony bears her name even centuries later.  The Counts of Johburg still maintain a country residence near Margat that rather overshadows the baron&#039;s own palace.  Margat&#039;s wheat is supposed to be particularly excellent, and several Charioteers have experimented with trying to export its famous bread in the form of unbaked dough.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,541&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;311&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;48,520&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;24,260&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Arkady Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Helborg===&lt;br /&gt;
&lt;br /&gt;
One of the mountain baronies, Helborg was the only one of Johburg&#039;s vassals to avoid heavy fighting during the Betrayal, though the town&#039;s geography makes it a natural citadel.  Though it grows citrus and wheat in terraced fields, Helborg&#039;s manors put most of their land towards pasture, and Helborg wool is somewhat famous.  During the Betrayal, Helborg served as an arsenal for Johburg and indeed all the southern campaigns, and now the Muster have rented portions of its arsenal to use as a facility for training and R&amp;amp;R far from the front.   The townsfolk have cautiously welcomed mercenary money, though there has been an increase in crime, drugs and several unpleasant incidents with guilders who have gone too far.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hassan al-Malik&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik - Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Monastery of St. Cato===&lt;br /&gt;
&lt;br /&gt;
St. Cato&#039;s is on Cape Hattusas and is about the size of a sovereign baronetcy. The monastery is named after St. Cato, who led his followers to commit suicide after the Prophet&#039;s death on Ravenna, and it is notable because almost all of its monks are in their &#039;second life.&#039; It was founded when a wealthy technologist had a vision of St. Cato during the Second Republic, and he believed as a result that - like St. Cato - he had died and now was beginning a new life. Since then, it has been a place that draws people who come to Church after a period as a knight, a lord, a soldier, a guilder, or anything else, sometimes even taking new names to signify their rebirth. The monastic community is consequently quite eclectic, and as part of that mission it has a substantial colony for lepers and the ill, with an Amalthean community co-located with the Orthodox monastery.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,009&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;1,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;12,400&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;6,200&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox. &#039;Other&#039; represents lepers nd other terminally ill patients.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Crow&#039;s Landing===&lt;br /&gt;
&lt;br /&gt;
Though a vassal of Johburg, Crow&#039;s Landing is more properly in Cote-Leon than on Cape Hattusas or the Wild Coast.  It is just on the northern edge of the badlands of Pilgrim&#039;s Landing, and is most famous as the site of the Battle of Hamelin Hill during the All Saints&#039; War.  Originally a Leon barony, Crow&#039;s Landing became a vassal of Johburg as a weregild for Johburg&#039;s lifting of a blockade of Port-Leon during the brief &#039;War of the Ports&#039; prior to the Kurgan invasion.  Now, Crow&#039;s Landing is most famous as a base for tech redeemers and relic hunters who comb the ruins of the deserted starport badlands to its south.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;PENDING&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados - Other represents relic hunters and badlanders. &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== County of Leon ==&lt;br /&gt;
&lt;br /&gt;
The town of Leon is founded on the site where a lion is said to have knelt to the Prophet, and the Basilica of the Submission is one of the most beautiful cathedrals on the east bank of the Shining Gulf.  Leon&#039;s manors range all up and down the Shining Gulf, up to the very border of the Lesser Fork in some cases.&lt;br /&gt;
&lt;br /&gt;
=== Noted Baronetcies of Leon ===&lt;br /&gt;
* Issen - Everyone here died. It was evil. &lt;br /&gt;
* Wolsey - currently empty, a tournament will be held for it. &lt;br /&gt;
* Jaffrey Hall - Baronet Pierce De Moley&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;11,234&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,092&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;133,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;66,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Renaud Germain De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arvin ===&lt;br /&gt;
Northwest of Leon, Arvin is renowned for its orchards, particularly its apple cider. Terraced vineyards also produce a quite drinkable white wine.  During the Betrayal, Arvin was the site of a major Kurgan encampment used in the latter stages of the war to prosecute the final assault on Akko.  As a consequence, Arvin experienced far less direct spoilage than the rest of Leon, as Jalalkan kept the vineyards running and the manor intact.  The Baron of Arvin has since capitalized on this, absorbing a number of nearby manors.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,812&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;178&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;39,900&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,950&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Seraphine De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Josselin ===&lt;br /&gt;
&lt;br /&gt;
One of Leon&#039;s oldest vassals, Josselin is just inland of the coast south of Joyeaux. It used to be a close town with Joyeaux itself, but since Joyeaux left Leon behind relations between the two places have been strained.   Josselin was hard-hit in the betrayal; reliant on fishing, many of its boats were destroyed and so many of the fishing families have lost their livelihood.  Worse still is an ongoing dispute with Joyeaux over Josselin&#039;s traditional right to fish in the fens immediately near the citadel.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,248&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;320&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;35,680&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17,840&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Katerine De Moley&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;De Moley - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Deylik of Farouk===&lt;br /&gt;
&lt;br /&gt;
The only taifa barony in the Known Worlds&#039; territory, the Sheikhdom of Farouk is north of Joyeaux along the banks of the Joyeaux, though the river is too broad to allow for easy crossing there.  Farouk al-Farouk conquered the barony in 4983, and when the tides of war retreated founded himself surrounded by crusaders.  He cut a deal with the elderly Count Renaud de Moley (grandfather of the current count) and swore fealty to Leon.  During the Betrayal, Baron Farouk remained silent, letting Jalalkan&#039;s forces pass him by, neither aiding nor hindering their forces officially.  After Joscelin&#039;s Crusade the canny Kurgan lord immediately renewed his vows, but he is now closer to both Auberry and Joyeaux than Leon, and those two counties eye the riverine barony.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,102&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;401&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,030&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,515&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Farouk al-Farouk&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Taifa Barony&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of the Altamont===&lt;br /&gt;
&lt;br /&gt;
The quintessential mountain barony, the manors of the Altamont grow few crops.  Instead, the chiefs of the mountain men pay the Lord of the Altamont homage, filling his armies with fierce hobilars on mountain ponies and paying a tax in goats and sheep to the barony each year.  In years past, the Baron of Altamont acquired some lowland manors, but they were lost to Arvin and now the Altamonters pride themselves on having a sort of highland independence.  The ramshead of the Altamont was particularly feared by the Kurgans during the Betrayal, as the Lord led constant raids out of the mountains against Jalalkan&#039;s supply lines, but he was ultimately caught and quartered along with his heirs shortly before the arrival of Joscelin&#039;s Crusade.  A distant Known Worlder relative has now taken over the barony and is grappling with earning the trust of the mountain chiefs his cousins cemented over many generations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,943&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;113&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;100,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;170,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;85,280&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Leilani Hawkwood&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent the Mountain Tribes&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Sovereign Baronetcy of Gant===&lt;br /&gt;
&lt;br /&gt;
A small but proud town, Gant is in fact south of Akko on the border between Johburg and Childeric of the Vines.  The lord of Gant was once a mesne tenant of the Counts of Johburg, but a distant Lady of Gant married the Count of Leon and the baronetcy was her dowry.  When the marriage ended in a stormy separation and a bastard child was elevated to the county over Lady Gant&#039;s daughter, civil war was averted by the grant of sovereign land to Gant.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,002&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;87&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;10,890&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;5,445&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Ysbrandt van Gelder&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Comstock===&lt;br /&gt;
&lt;br /&gt;
A mountain barony, Comstock was conquered by Evard Charles Hawkwood - &#039;Evard Gray-Face&#039; with a company of Muster during Joscelin&#039;s crusade. Since then, he has been been busy digging - he has huge numbers of slave miners who labor constantly producing iron. Until Evard arrived, Comstock was a relatively quiet barony - its iron mines were unknown - but apparently Baron Evard located mineral surveys from the Second Republic prior to joining Joscelin&#039;s Crusade. As a consequence of these resources, the baron is exceedingly wealthy, and his close relationship with the Muster - both their slavers and their mercenaries - occasionally make his neighbors worried.  Supposedly, Comstock is not the only one of the Fifty Fiefs he purchased paper title to, though he has been silent as to what else he holds ancient deeds for.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,077&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;516&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33,430&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,715&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Evard Charles Comstock (NPC)&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent miners.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Port-Leon===&lt;br /&gt;
&lt;br /&gt;
Port-Leon is a proud coastal city to the west of Leon, for which it serves as a port, and it has had a somewhat historically tense relationship with the City of Leon proper, which is around twice its size. Still, Port-Leon is one of the larger coastal towns on the east bank of the Shining Gulf - it is larger than Johburg and Teldam, and it has a better harbor than Joyeaux.  Only Rotdam, its historical rival, is larger.  While Port-Leon is not a free city like Rotdam, it has long enjoyed a prosperous merchant class with town rights and self-rule, rights that were abruptly terminated in 4960 after the town council was accused of illegal war profiteering.  For the last forty years, the burghers of the town have been directly ruled by the baron, who has converted the old Port Hall into barracks.  This has been a source of profit for the barony, which has used the town profits to raise a substantial navy, but the burghers complain that the lack of control over their own affairs hurts them in competition with Joyeaux and Rotdam.  Now, the Merchant League has been meeting with the burghers and there is talk that one day there may be a petition directly to the Curia to exempt the town from the barony and give it Free Port status.  Outside the town, Port-Leon is well known for being the originator of the ship-soke system, where instead of armsmen fields near the coast owe part of the support of a ship.  This system has been adopted in most coastal baronies, but the Portsmen are proud that it is their governmental innovation.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,784&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;976&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;47,600&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;23,800&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Desideria Maria....Rolas&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hazat - Coastal Fief&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Two Counties of Auberry and Maleband ==&lt;br /&gt;
Auberry is a town in transition, with Kossacks on the ground and change in the air... as well as the blare of loudspeakers in most of its public spaces. After a large part of the Castle formerly known as Castle Mortimer was blown up New Years 5000, the black Decados Tower rising from gleaming white stone walls looms over the town, unfinished and casting a long shadow from the bluff. It has taken up the moniker of &#039;the Obsidian Omen&#039; and curiously, the Mantis has not moved to stamp out that foreboding nickname. &lt;br /&gt;
&lt;br /&gt;
Maleband - TBD&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,671&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,345&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;100,160&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;50,080&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lyov Kurakin Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== March of Sidon ===&lt;br /&gt;
&lt;br /&gt;
Sidon Keep is one of the few great castles owned by an independent lord instead of a Crusader State castellan; perched atop a hill in the Craglands, it (along with Arsuf, which guards its westerly valleys) is one of the only bastions keeping the Kurgans from the Lesser Fork itself.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,432&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;676&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;61,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;30,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Karl Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arsuf ===&lt;br /&gt;
&lt;br /&gt;
North of the Lesser Fork, Arsuf is an exposed hill barony that suffered heavily during the Betrayal. It was reconquered by an al-Malik knight, Ranjat al-Arsuf, who claimed the barony for his own with a claim to one of the Fifty Fiefs.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,409&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;216&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Disputed&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Held by Karl Justinian (Justinian)&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Barony of Avenal ===&lt;br /&gt;
&lt;br /&gt;
Situated at the head of the Pass of Arrows, Avenal is a new barony, created by Auberry after the fall of Maleband.  Its territory used to be part of the lands of the Earl of Malefaux, a vassal of Maleband; now, Malefaux&#039;s only remnant is the crusader castle at the top of the pass.  Around it, Malefaux town - the baronial seat - is an important trading center for desert nomads, who bring herds over the pass to Avenal where local merchants purchase them to drive to Akko.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,789&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;436&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Chiaka Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian - Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Prior&#039;s Ford===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,013&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;83&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;20,960&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;10,480&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Brother Battle Priory &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Newbridge===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,013&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;83&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;20,960&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;10,480&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Martin De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;De Moley - Includes town at Cripple Bridge&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Saba===		&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,045&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;212&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,570&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,285&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;PENDING&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Notable Baronetcies===&lt;br /&gt;
&lt;br /&gt;
* Calliere - Andrei Mikhailovich Obolensky Decados&lt;br /&gt;
* Joseph&#039;s Cross - Nikolai Gregorovich Denisenko Decados&lt;br /&gt;
* Malartic - Constance Josephina De Moley&lt;br /&gt;
* Maleband Inferior - Nikolai Andreievich Kurakin Decados&lt;br /&gt;
* Nord-du-Auberry - Vacant&lt;br /&gt;
* South Fork - Alam al-Malik (Titular Baron Arsuf)&lt;br /&gt;
* Sovenc Bluff - Lucretia Nikolaevna Golitsin Decados&lt;br /&gt;
&lt;br /&gt;
== Lordship of Joyeaux and County of Oultrejoyeaux ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,237&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,611&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;3,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;72,980&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;36,490&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Juan Antonio ... Rolas &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat - Other represents Crusader Camps&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Jopha ===&lt;br /&gt;
One of the Oultrejoyeaux baronies, Jopha is half-way to Malaga.  Famed for its dates, the Barony is almost constantly at war with several nearby vassals of the Malagan emir.  Recently, though, it conquered the nearby town of Ghilat and has added it to its barony.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,897&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,134&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;50,310&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;25,155&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Midare Li Halan&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Li Halan - Includes town of Ghilat.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Port Sant-Claude===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,101&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,870&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,935&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Prior Lucien LaGrange&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Coastal Fief - Brother Battle Priory&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Fenford===&lt;br /&gt;
&lt;br /&gt;
In the midst of the Great Fen that stretches east of Joyeaux, Fenford is a predominantly coastal fief; indeed, many of its soldiers are the fen-men, levies raised from the eel-fishers of the fens. Fenford itself sits where the Prophet&#039;s Causeway has been submerged, and guards that great crossing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,609&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;147&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;27,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Louis Cesare ... Gascon&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===High Fen===&lt;br /&gt;
&lt;br /&gt;
Like Fenford, High Fen sits within the Great Fen - though it is deep indeed in the fens, and its keep is hard to find in the marshes. Before the expansion into Oultrejoyeaux, it was a hidden holdfast for Crusader State scouts, and even now its towns are far away from Fen Keep.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;233&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,440&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,220&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Kazimir ibn Mezsaros&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Claudius&#039; Tomb===&lt;br /&gt;
&lt;br /&gt;
Claudius&#039; Tomb is the barony centered around the town of Meekham, where Saint Claudius was supposedly captured prior to his martyrdom. It now has his tomb, an imposing basalt edifice that sits on its own small plaza, rivaling the Meekham manor in size.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,455&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;191&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;36,460&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;18,230&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lysandra Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Haqq===	&lt;br /&gt;
&lt;br /&gt;
The town of Haqq was - like Joyeaux - once a vassal to Leon, and it still has several taifa lords among its membership. Indeed, it was a taifa barony prior to the betrayal, but its Kurgan lord joined Jalalkhan and it was ultimately reconquered by the same crusaders who seized Joyeaux.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,040&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;68&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Momoko ... Rolas&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Other Places ==&lt;br /&gt;
&lt;br /&gt;
=== Monastery of St. Palamedes the Redeemer ===&lt;br /&gt;
&lt;br /&gt;
The Monastery of St. Palamedes the Redeemer is an independent monastery located between Leon and Josselin. It does not owe anyone any fealty, and was first created because that is the spot St. Palamedes is supposed to have landed when he visited the planet to liberate after the Ukar Wars. The abbot of St. Palamedes is mitred - that means he counts as a bishop - and traditionally, he has been an important Orthodox politico who serves as an assistant to the Archbishop. Many Archbishops have been Abbot of St. Palamedes before they ascended, though others have been bishops of different sees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,688&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;221&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;29,090&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;14,545&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Agravain Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=1333</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=1333"/>
		<updated>2012-12-27T13:20:13Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: Moved Society and the Occult to Occult Theme&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame. Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
|-bgcolor=&amp;quot;#000000&amp;quot;&lt;br /&gt;
! class=&amp;quot;nounderlinelink&amp;quot; style=&amp;quot;background-color: #000000; font-size: 1.1em; text-align: left;  padding: 0px; colspan=&amp;quot;4;&amp;quot; | &amp;lt;span style=&amp;quot;padding-left: 7px&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&#039;&#039;&#039;Thematic Information&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot; |&amp;lt;!--Useful Information First Column--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Geographic Data&#039;&#039;&#039;&lt;br /&gt;
* [[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
* [[Towns and Baronies]] -- Other places in the Shining Gulf.&lt;br /&gt;
* [http://aelfhame.net/~custodius/Fading%20Suns/ShiningcoastPolitical.jpg  The Shining Gulf - Detailed] -- A larger map of the shining gulf, with greater detail. &lt;br /&gt;
* [http://photos.photobin.com/10251211_11021427_ciF2sRr_large.jpg Grid Map] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
* [[Interesting Places]] -- Other locations in Yathrib of note and interest. &lt;br /&gt;
 &lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Useful Information Third Column--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Politics&#039;&#039;&#039;&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
* [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
* [[Politics of the Crusader State]] -- The major political factions in the Curia.&lt;br /&gt;
* [[Powers of State and Curia]] -- The powers of the officers of state and the Curia.&lt;br /&gt;
* [[The Myth of Unity]] -- Noble sovereignty and vassalage do not modern nations make. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039;&lt;br /&gt;
* [[Religion and the Church]] - Overview of the Church as a whole. &lt;br /&gt;
* [[Religious Basics]] -- The underpinnings of the Universalist Faith. &lt;br /&gt;
* [[Hagiography]] -- The Saints of Fading Suns &lt;br /&gt;
* [[Omega Gospel Passages]] -- Select passages from the Omega Gospels.&lt;br /&gt;
* [[Holidays]] --Important Holidays of the Known Worlds&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Local Theme&#039;&#039;&#039;&lt;br /&gt;
* [[DeMoley|Faithful and Bold: House De Moley]] - A local house now extinct in the Known Worlds that clings tenuously to its existence. &lt;br /&gt;
* [[The Church on Yathrib]] - The church of Yathrib&#039;s structure and form. &lt;br /&gt;
* [[Law and Order in Akko]] -- The city of Akko and how law and order are maintained within it.&lt;br /&gt;
* [[NPCs of Note]] -- noted men and women of Yathrib. &lt;br /&gt;
|-&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;General Theme&#039;&#039;&#039;&lt;br /&gt;
* [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
* [[Fashion]] -- The Fashion of the Crusader State and noble houses.&lt;br /&gt;
* [[Rolando&#039;s Rules of Royal and Noble Etiquette]] &lt;br /&gt;
* [[Timeline of Yathrib]] - a timeline of events on Yathrib. &lt;br /&gt;
 &lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;| &lt;br /&gt;
&#039;&#039;&#039;Military Theme&#039;&#039;&#039;&lt;br /&gt;
* [[Warfare in the Known Worlds]] -- How war is fought in the sixth millennium.&lt;br /&gt;
* [[What Is An Armsman?]] -- The traditional House soldier.&lt;br /&gt;
* [[Common Wisdom: The Kurgan War]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039; Occult Theme&#039;&#039;&#039;&lt;br /&gt;
* [[The Witchery of Psi]] - Witches are bad.&lt;br /&gt;
* [[Society and the Occult]] - Witches are still bad. &lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&lt;br /&gt;
&#039;&#039;&#039;Counties&#039;&#039;&#039;&lt;br /&gt;
* [[Auberry and Maleband]] -- Guardians of the Northwest&lt;br /&gt;
* [[Oultrejoyeux]] - Vanguard of the Crusade&lt;br /&gt;
* [[Leon]] - The Lion Coast &lt;br /&gt;
* [[Childric-of-the-bees]] - A house divided, ruled by offworld upstarts&lt;br /&gt;
* [[Childric-of-the-vines]] - A house divided, ruled by local tradition&lt;br /&gt;
* [[Olivet]] - Ancient and cautious&lt;br /&gt;
* [[Johburg]] - The Wild Coast&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
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|-bgcolor=&amp;quot;#000000&amp;quot;&lt;br /&gt;
! class=&amp;quot;nounderlinelink&amp;quot; style=&amp;quot;background-color: #000000; font-size: 1.1em; text-align: left;  padding: 0px; colspan=&amp;quot;4;&amp;quot; | &amp;lt;span style=&amp;quot;padding-left: 7px&amp;quot;&amp;gt;&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;&#039;&#039;&#039;System Information&#039;&#039;&#039;&amp;lt;/font&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Appointments First Column--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Task Resolution]]&lt;br /&gt;
* [[Melee Combat]]&lt;br /&gt;
* [[Ranged Combat]]&lt;br /&gt;
* [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Appointments Second Column--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Fencing Maneuvers]]&lt;br /&gt;
* [[Battlefield Maneuvers]]&lt;br /&gt;
* [[Martial Arts Maneuvers]]&lt;br /&gt;
* [[Firearms Maneuvers]]&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Useful Information Second Column--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Traits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Characteristics]]&lt;br /&gt;
* [[Skills]]&lt;br /&gt;
* [[Blessings and Curses]]&lt;br /&gt;
* [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Appointments Second Column--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Occult and Cybernetics&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Psychic Powers]]&lt;br /&gt;
* [[Theurgic Rituals]]&lt;br /&gt;
* [[Heretical Rites]]&lt;br /&gt;
* [[Stigma]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 1.0em&amp;quot;|&amp;lt;!--Appointments Second Column--&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Other Stuff&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
* [[IC Periods and Advancement]]&lt;br /&gt;
* [[System Seminar]] -- Given by Lextius on November 25, 2012.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Timeline_of_Yathrib&amp;diff=1332</id>
		<title>Timeline of Yathrib</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Timeline_of_Yathrib&amp;diff=1332"/>
		<updated>2012-12-27T13:18:34Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* The Fall */ These were all mixed up and not in date order, fixed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Timeline of Events =&lt;br /&gt;
&lt;br /&gt;
== 2300 - 2500: The First Republic == &lt;br /&gt;
== 2500 - 2770: Diaspora ==&lt;br /&gt;
* Somewhere in here, PAMA discovers Yathrib and sells colonization rights to hardy colonists.&lt;br /&gt;
* 2753: - Birth of Palamedes Alecto, the first Patriarch of the Universal Church.&lt;br /&gt;
&lt;br /&gt;
== 2771 - 2850: The Age of Miracles ==&lt;br /&gt;
* 2771: Zebulon and Paulus arrive on Yathrib. Miracle of the Humble Lion. &lt;br /&gt;
* 2772: Zebulon sees the Holy Flame in Revelation and begins to preach the Omega Gospels.&lt;br /&gt;
* 2849: Martyrdom of the Prophet. Zebulon dies on peace mission to Vau as his ship mis-jumps. Age of Miracles Ends.&lt;br /&gt;
&lt;br /&gt;
== 2850 - ?: Ukari War ==&lt;br /&gt;
* 2850:  Palamedes Alecto declares himself the first Patriarch of the Universal Church of the Celestial Sun. Palamedes unites most followers of the Prophet in the Universal Church.&lt;br /&gt;
* 2855: Yathrib conquered by Ukari, beginning &#039;40 Years of Night&#039;&lt;br /&gt;
* 2895: Human fleet pushes past Aylon, starting 10 year reconquest of Yathrib. &lt;br /&gt;
* 2904: Yathrib is liberated in full.&lt;br /&gt;
&lt;br /&gt;
== The Second Republic ==&lt;br /&gt;
== The Fall ==&lt;br /&gt;
* 4093: Sathrists disable jumpgate while St. Godfrey is off-world for medical care, beginning the Sundering, 700 years of disconnect from the Known Worlds.&lt;br /&gt;
* 4073: Brother Battle destroy Sathrist stronghold of Discovery Bay from orbit. It was the only way to be sure.&lt;br /&gt;
* 4061: Count Jackson De Moley liberates Akko from Cavil the pure. Brother Battle are officially formed.&lt;br /&gt;
* 4611: Titus Alecto, rich from slave plantations in the northern jungles, crowned himself King of Asher with the tacit support of the Brother Battle.&lt;br /&gt;
* 4640: A coalition lead by Maxwell Justinian unseats Alecto of Asher. The Alecto family is outlawed, with its surviving scions absorbed by House Gesar.&lt;br /&gt;
&lt;br /&gt;
== The Sundering ==&lt;br /&gt;
* 4672: Statute of Counts designates the “Seven Seigneuries”, including Johburg, as the chief vassals of the Lord of Akko (Lord Walker Justinian) in response to the rise of the Prince-Bishoprics around Revelation&lt;br /&gt;
* 4756: All-Saints&#039; War starts&lt;br /&gt;
* 4776: All-Saints War brought to an end as House de Moley displace Justinians, and Brother Battle gain control over Prince-Bishops by 4800&lt;br /&gt;
* 4800: Succession of Long Wars started, against Sathraist lands to the West&lt;br /&gt;
&lt;br /&gt;
== 4874 - 4991: Kurgan Conquests ==&lt;br /&gt;
* 4874: Kurgan invasion, in response to which the Seven serve as the chief captains of Akko&#039;s forces.&lt;br /&gt;
* 4874: Spoiling of the Pearls, in which the Cities are stripped of their orbital defenses. Kurgan attacks upon them commence.&lt;br /&gt;
* 4889: Conversion of the Gesar brings the war for the Pearls to an end.&lt;br /&gt;
* 4892: First Siege of Revelation (unsuccessful) &lt;br /&gt;
* 4908: Second Siege of Revelation (unsuccessful) &lt;br /&gt;
* 4919: Third Siege of Revelation (unsuccessful) &lt;br /&gt;
* 4924: Fourth Siege of Revelation (successful, as Kurgans brought Orbital Bombardment to bear) &lt;br /&gt;
* 4925: Crusader State of Revelation founded, with sworn intent of retaking the Holy City&lt;br /&gt;
** Late 4925: Peace at the River of Joy establishes refugee camps and provides a break in hostilities&lt;br /&gt;
* 4940: War resumes following Church-inspired rebellion in the Pearl Cities&lt;br /&gt;
* 4973: [[Renaud]] Germain De Moley born to [[Josciline the Elder]]. &lt;br /&gt;
* 4980: Tyche falls to the Kurgans&lt;br /&gt;
* 4986: “Golden Season”, in which Geoffrey de Moley briefly retakes Revelation&lt;br /&gt;
&lt;br /&gt;
== 4992 - 4996: Betrayal and 1st Crusade ==&lt;br /&gt;
* 4992: The Betrayal: Rutger Mortimer, Count of Aubrey, leads a Kurgan invasion&lt;br /&gt;
* 4993: &lt;br /&gt;
** Spring: Renaud De Moley, son of Count Joscilin, is captured north of Tyche. He is presumed dead. &lt;br /&gt;
** Fall: Count Joscelin de Moley, brother of the Lord of Akko, sees a vision of a reborn sun: he and his son ([[Joscelin]]) along with a few others set out to find it.&lt;br /&gt;
* 4994: Seaborne landings near Johburg succeed in establishing beachheads; siege of the Johburg follows&lt;br /&gt;
* 4996: &lt;br /&gt;
** January 1: Count Joscelin De Moley kneels before Emperor Alexius I and swears Fealty. &lt;br /&gt;
** Fall 4996: 1st Crusade arrives to relieve Akko and the Crusader State. Count Joscelin dies while breaking the siege of Akko.&lt;br /&gt;
** Winter 4996: “Year and a half” siege of the Johburg finally lifted, following Battle of Akko&lt;br /&gt;
&lt;br /&gt;
== 4997 - 4998: Reconquest ==&lt;br /&gt;
* 4998: Jumproute to Aylon reopened&lt;br /&gt;
** Spring:&lt;br /&gt;
*** Renaud De Moley escapes from captivity and returns to Leon. He is invested as the Count of Leon shortly after.&lt;br /&gt;
&lt;br /&gt;
== 4999: Flavian Crusade == &lt;br /&gt;
* 4999: Prince Flavius Li Halan&#039;s Crusade arrives.&lt;br /&gt;
&lt;br /&gt;
== 5000: The present and beyond == &lt;br /&gt;
* 5000: Flavius&#039;s Crusade peters out&lt;br /&gt;
* 5001:&lt;br /&gt;
** April: &lt;br /&gt;
*** [[Renaud]], [[Caelwyn]], [[Linnea]] and [[Lyov]] visit with the Kurgan Potentate of Ash-Shallalat and with Renaud&#039;s assistance, Lyov and the Potentate come to terms regarding the war season of Karak. Full war will be averted in return for a duel between [[Chiaka]] and the Khan of Karak. &lt;br /&gt;
*** [[Renaud]], [[Desideria]], [[Tarah]], [[Antonio]] and [[Alcinder]] visit [[Interesting_Places#The_al-Za.27abal_Oasis|The al-Za&#039;Abal Oasis]] in route to sabotaging the [[Interesting_Places#The_Bridge_of_Saints|Bridge of Saints]].&lt;br /&gt;
** May: &lt;br /&gt;
*** [[Khalid Ashram Khalid]] al-Gesar, the &#039;Red Corsair&#039; of the Shining Gulf attempts to kidnap [[Nathalie]] din alt Van Gelder. Baron [[Valintijn]] din alt Van Gelder, Baroness [[Desideria]] Rolas and Sir [[Zakaria]] al-Malik find Khalid in the [[Interesting_Places#Strandhaus_Shallows|Strandhaus Shallows]] and a duel is fought atop Strandhaus Station, in which Zakaria triumphs.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Religious_Basics&amp;diff=797</id>
		<title>Religious Basics</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Religious_Basics&amp;diff=797"/>
		<updated>2012-12-16T15:43:57Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Qlippoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Religion =&lt;br /&gt;
&lt;br /&gt;
In the new dark age that has beset the Fading Suns universe, religion plays a vital role. The Universal Church of the Celestial Sun is a vast and powerful organization, dedicated to spreading their doctrine across the stars. Some religious sects bear similarities to the churches of medieval Europe, but there are important differences between them. The Universal Church has a story all its own that has contributed to its wide spread influence and its domination as the only &amp;quot;acceptable&amp;quot; faith. &lt;br /&gt;
&lt;br /&gt;
==Origins - Zebulon the Prophet== &lt;br /&gt;
&lt;br /&gt;
In the time of the First Republic, space exploration was paramount among the interests of mankind. The jumpgates were new discoveries that demanded investigation. One such traveler was a man named Zebulon, traversing the jumpweb seeking answers to the greater mysteries of existence. His quest was answered by the revelation he received on Yathrib--a gift, perhaps, from one of the Empyrean guides. Zebulon was blessed with a vision of the Holy Flame at the heart of all things, gaining insight thereby to the process of creation itself. It was revealed to him that salvation for sentients lay in reaching that realm of Light. He also saw images of the cold, dark realms where demons rule--a warning to beware those insidious entities bent on seizing control of the universe and perverting it toward their own ends. &lt;br /&gt;
&lt;br /&gt;
The Prophet left Yathrib with the knowledge that there was far more to existence than the life and death of the physical body, so dependent on material things for its survival. Passage through life was but one step in the journey. Zebulon saw that Earth&#039;s previous religions had all glimpsed portions of this truth, and surmised that humanity had simply not evolved far enough to comprehend more. Until now. Having reached the stars, humankind had arrived at a critical juncture in their evolution. Zebulon shared his message of hope with the rest of humanity, and thereby made it possible for many of those who heard, and believed, to begin their spiritual journey toward the Light that holds salvation. &lt;br /&gt;
&lt;br /&gt;
==The Fading Suns Phenomenon==&lt;br /&gt;
&lt;br /&gt;
Everyone is aware of the fading suns phenomenon: the stars themselves are growing dimmer. The Church believes that one&#039;s soul must be placed in order and that through doctrine, enlightenment can be attained. By believing in the Light of the Pancreator and acting with just cause, one can be saved from the darkness that will follow the fading suns. &lt;br /&gt;
&lt;br /&gt;
==The Empyrean== &lt;br /&gt;
&lt;br /&gt;
The powers of the Church come from the Holy Flame, and the heart of this fire resides within the Empyrean. This mythical place of pure light is said to be the source of creation. A universe is created from the Empyrean, and when it dies, it returns there. Similarly, when mortals who believe in the Pancreator&#039;s grace die, their souls pass into the Empyrean to join the light outside of time. &lt;br /&gt;
&lt;br /&gt;
===Angels ===&lt;br /&gt;
&lt;br /&gt;
Called &amp;quot;Angels&amp;quot; by the masses, the Empyrean Guides are the intelligences of the Empyrean. These entities are likewise incredibly ancient, refugees of universes that grew cold countless billions of years ago, but they represent the souls that achieved sufficient spiritual enlightenment to transcend the material world and approach the heart of creation. Having shed the limitations of their physical bodies, these beings achieved a form of immortality. Along with it, they acquired wisdom and understanding inaccessible to sentients whose perspective remains constrained by physicality. There are scriptures that support the belief that angels, on occasion, visit the mortal realm to aid the sentients in their quest for enlightenment. &lt;br /&gt;
&lt;br /&gt;
==Qlippoth ==&lt;br /&gt;
&lt;br /&gt;
It is said that when a universe dies, not everything is consumed by the Holy Flame. The parts of the universe which are dark are left as such, and these regions become cold, desolate realms void of all light. A Qlippoth is the remnant of a universe and is left behind by time: an endless frozen void. &lt;br /&gt;
&lt;br /&gt;
=== Demons ===&lt;br /&gt;
&lt;br /&gt;
Doctrine reveals that a Qlippoth is not void of sentience. When the light of the Pancreator leaves a universe, there are mortals who are unwilling or unable to give up their physical existence. These souls are left behind, and though they are stripped of their physical being, their essence remains. These entities, known as demons, exist within the frozen wastes of the Qlippoth, desperately seeking to return to a living universe. Their anger, rage, and hate are trapped with them in the darkness, left to swell over time. Sometimes a demon is able to escape a Qlippoth and travel into a living universe. While it is not known how they accomplish this, they typically need a mortal host or a powerful relic to possess in order to survive. Theurgic rites use the Light of the Pancreator to drive demons out of hiding and back into the depths of the Qlippoth.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=760</id>
		<title>Towns and Baronies</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Towns_and_Baronies&amp;diff=760"/>
		<updated>2012-12-13T21:47:21Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Jopha */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All the various counties have vassals, usually barons; some have more, some have less, but each vassal baron is an independent lordship in its own right, bearing only faint allegiance to its count.&lt;br /&gt;
&lt;br /&gt;
== County Olivet ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;10,989&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;140,000&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;70,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Walker Maxwell Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
County Olivet is at the top of Vale of Olives; ruled by Count Walker Justinian, the town of Olivet has the distinction of having a working planetary shield.  Olivet&#039;s manors are famous for their olives and olive oil as well as a variety of citrus and nuts.&lt;br /&gt;
&lt;br /&gt;
===Barony of Jahant===&lt;br /&gt;
&lt;br /&gt;
Guelph Jahant is the Lord of Jahant; his family is distantly related to House Justinian, though it has plenty of Van Gelder in its bloodline as well.  Jahant itself is a hill town midway up the Vale of Olives, and is a particularly dependable vassal of Olivet; it is famous for the boar hunted in its hills, who feed on wild truffles.&lt;br /&gt;
&lt;br /&gt;
===Barony of Coarsegold===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Bees ==&lt;br /&gt;
&lt;br /&gt;
Ruled by Count Fredo Hawkwood, the Bees was once a Justinian county that was lost through marriage.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,024&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;98,040&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;49,020	&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Fredo Hawkwood&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hawkwood&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Redburg ===&lt;br /&gt;
&lt;br /&gt;
Situated inside the Mountains of Moab, Redburg is a herding town.  During several of the wars between Bee and Vine it has been used as a military base by the Count of the Bees.&lt;br /&gt;
&lt;br /&gt;
=== Castelcandide ===&lt;br /&gt;
&lt;br /&gt;
== County of Childeric of the Vines ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,120&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;834&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;89,540&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;44,770&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Galen Malcolm Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
 &lt;br /&gt;
===Ravenhurst===&lt;br /&gt;
&lt;br /&gt;
===Gant-on-Moss===&lt;br /&gt;
&lt;br /&gt;
=== Barony of Fowler ===&lt;br /&gt;
&lt;br /&gt;
Situated near the mouth of the Vale of Olives, Fowler is a little up in the foothills. Grapes from Fowler are often dried into raisins, and its population swelled with an influx of people fleeing the Siege of Akko. Some of them have stayed, allowing the baron to put more fields under cultivation.&lt;br /&gt;
&lt;br /&gt;
== County of Johburg ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,941&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;844&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;97,850&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;48,925&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Amber Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Van Gelder - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Free Port of Rotdam===&lt;br /&gt;
&lt;br /&gt;
Rotdam is the next town south along the Wild Coast from Johburg, and it has not been under noble rule since Mad Baron Aziz Azizi was killed by a popular mob for allegedly performing dark rites in his palace.  Legends still tell of how he had a room whose walls were dyed red with blood, though the palace itself has long been razed and replaced by a Civic Arena, famous for gladitorial contests.   Now, Rotdam is ruled by a Council of Aldermen under a direct charter from the Court at Akko.   It retains traditional obligations to Johburg, and the Count or Countess is given the Keys to the Port of Rotdam upon her accession, but with the arrival of the League to Yathrib the burghers have been beginning to flex more muscle.  Rotdam never had very many dependent manors, relying instead on the fishing trade, and with the dissolution of the barony many of those manors have been deeded to the Brother Battle, who maintain a chapter house in Rotdam whose prior-administrator is an ex officio alderman.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;496&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,126&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,220&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,110&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Free City - Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Teldam===&lt;br /&gt;
&lt;br /&gt;
Set on a bluff on the Calpe peninsula, Teldam is the southern-most town held by the Known Worlders and the subject of constant Kurgan raiding.  While it once boasted an active port, the docks were outside the city walls and now the fishermen drag their boats up to cover or into the town itself at night.  Teldam has been conquered by the Kurgans on no less than six separate occasions in the last century, but its inland mesne vassals have been able to retake it with the help of Johburg each time.  Still, it is a shadow of what it once was, as its lack of a proper harbor requires larger ships to anchor offshore and send in boats.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,612&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;198&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;38,100&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,050&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Valentijn Van Gelder&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Margat===&lt;br /&gt;
&lt;br /&gt;
Inland of Rotdam and southeast of Johburg is Margat, one of Johburg&#039; s inland vassals.  Originally granted to one of the Count&#039;s daughters as a dowry, the barony bears her name even centuries later.  The Counts of Johburg still maintain a country residence near Margat that rather overshadows the baron&#039;s own palace.  Margat&#039;s wheat is supposed to be particularly excellent, and several Charioteers have experimented with trying to export its famous bread in the form of unbaked dough.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,541&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;311&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;48,520&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;24,260&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Arkady Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Helborg===&lt;br /&gt;
&lt;br /&gt;
One of the mountain baronies, Helborg was the only one of Johburg&#039;s vassals to avoid heavy fighting during the Betrayal, though the town&#039;s geography makes it a natural citadel.  Though it grows citrus and wheat in terraced fields, Helborg&#039;s manors put most of their land towards pasture, and Helborg wool is somewhat famous.  During the Betrayal, Helborg served as an arsenal for Johburg and indeed all the southern campaigns, and now the Muster have rented portions of its arsenal to use as a facility for training and R&amp;amp;R far from the front.   The townsfolk have cautiously welcomed mercenary money, though there has been an increase in crime, drugs and several unpleasant incidents with guilders who have gone too far.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hassan al-Malik&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Monastery of St. Cato===&lt;br /&gt;
&lt;br /&gt;
St. Cato&#039;s is on Cape Hattusas and is about the size of a sovereign baronetcy. The monastery is named after St. Cato, who led his followers to commit suicide after the Prophet&#039;s death on Ravenna, and it is notable because almost all of its monks are in their &#039;second life.&#039; It was founded when a wealthy technologist had a vision of St. Cato during the Second Republic, and he believed as a result that - like St. Cato - he had died and now was beginning a new life. Since then, it has been a place that draws people who come to Church after a period as a knight, a lord, a soldier, a guilder, or anything else, sometimes even taking new names to signify their rebirth. The monastic community is consequently quite eclectic, and as part of that mission it has a substantial colony for lepers and the ill, with an Amalthean community co-located with the Orthodox monastery.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,009&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;1,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;12,400&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;6,200&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox. &#039;Other&#039; represents lepers nd other terminally ill patients.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Crow&#039;s Landing===&lt;br /&gt;
&lt;br /&gt;
Though a vassal of Johburg, Crow&#039;s Landing is more properly in Cote-Leon than on Cape Hattusas or the Wild Coast.  It is just on the northern edge of the badlands of Pilgrim&#039;s Landing, and is most famous as the site of the Battle of Hamelin Hill during the All Saints&#039; War.  Originally a Leon barony, Crow&#039;s Landing became a vassal of Johburg as a weregild for Johburg&#039;s lifting of a blockade of Port-Leon during the brief &#039;War of the Ports&#039; prior to the Kurgan invasion.  Now, Crow&#039;s Landing is most famous as a base for tech redeemers and relic hunters who comb the ruins of the deserted starport badlands to its south.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,981&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;545&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lusara Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados - Other represents relic hunters and badlanders. &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== County of Leon ==&lt;br /&gt;
&lt;br /&gt;
The town of Leon is founded on the site where a lion is said to have knelt to the Prophet, and the Basilica of the Submission is one of the most beautiful cathedrals on the east bank of the Shining Gulf.  Leon&#039;s manors range all up and down the Shining Gulf, up to the very border of the Lesser Fork in some cases.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;11,234&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;2,092&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;133,260&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;66,630&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Renaud Germain DeMoley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;DeMoley &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arvin ===&lt;br /&gt;
Northwest of Leon, Arvin is renowned for its orchards, particularly its apple cider. Terraced vineyards also produce a quite drinkable white wine.  During the Betrayal, Arvin was the site of a major Kurgan encampment used in the latter stages of the war to prosecute the final assault on Akko.  As a consequence, Arvin experienced far less direct spoilage than the rest of Leon, as Jalalkan kept the vineyards running and the manor intact.  The Baron of Arvin has since capitalized on this, absorbing a number of nearby manors.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,812&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;178&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;39,900&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;19,950&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Seraphine De Moley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;DeMoley&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Josselin ===&lt;br /&gt;
&lt;br /&gt;
One of Leon&#039;s oldest vassals, Josselin is just inland of the coast south of Joyeaux. It used to be a close town with Joyeaux itself, but since Joyeaux left Leon behind relations between the two places have been strained.   Josselin was hard-hit in the betrayal; reliant on fishing, many of its boats were destroyed and so many of the fishing families have lost their livelihood.  Worse still is an ongoing dispute with Joyeaux over Josselin&#039;s traditional right to fish in the fens immediately near the citadel.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,248&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;320&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;35,680&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;17,840&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Katerine de Moley&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Coastal Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Deylik of Farouk===&lt;br /&gt;
&lt;br /&gt;
The only taifa barony in the Known Worlds&#039; territory, the Sheikhdom of Farouk is north of Joyeaux along the banks of the Joyeaux, though the river is too broad to allow for easy crossing there.  Farouk al-Farouk conquered the barony in 4983, and when the tides of war retreated founded himself surrounded by crusaders.  He cut a deal with the elderly Count Renaud de Moley (grandfather of the current count) and swore fealty to Leon.  During the Betrayal, Baron Farouk remained silent, letting Jalalkan&#039;s forces pass him by, neither aiding nor hindering their forces officially.  After Joscelin&#039;s Crusade the canny Kurgan lord immediately renewed his vows, but he is now closer to both Auberry and Joyeaux than Leon, and those two counties eye the riverine barony.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;4,102&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;401&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;45,030&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;22,515&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Farouk al-Farouk&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Taifa Barony&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of the Altamont===&lt;br /&gt;
&lt;br /&gt;
The quintessential mountain barony, the manors of the Altamont grow few crops.  Instead, the chiefs of the mountain men pay the Lord of the Altamont homage, filling his armies with fierce hobilars on mountain ponies and paying a tax in goats and sheep to the barony each year.  In years past, the Baron of Altamont acquired some lowland manors, but they were lost to Arvin and now the Altamonters pride themselves on having a sort of highland independence.  The ramshead of the Altamont was particularly feared by the Kurgans during the Betrayal, as the Lord led constant raids out of the mountains against Jalalkan&#039;s supply lines, but he was ultimately caught and quartered along with his heirs shortly before the arrival of Joscelin&#039;s Crusade.  A distant Known Worlder relative has now taken over the barony and is grappling with earning the trust of the mountain chiefs his cousins cemented over many generations.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,943&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;113&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;100,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;170,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;85,280&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Leilani Hawkwood&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent the Mountain Tribes&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Sovereign Baronetcy of Gant===&lt;br /&gt;
&lt;br /&gt;
A small but proud town, Gant is in fact south of Akko on the border between Johburg and Childeric of the Vines.  The lord of Gant was once a mesne tenant of the Counts of Johburg, but a distant Lady of Gant married the Count of Johburg and the baronetcy was her dowry.  When the marriage ended in a stormy separation and a bastard child was elevated to the county over Lady Gant&#039;s daughter, civil war was averted by the grant of sovereign land to Gant.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;1,002&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;87&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;10,890&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;5,445&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Comstock===&lt;br /&gt;
&lt;br /&gt;
A mountain barony, Comstock was conquered by Evard Charles Hawkwood - &#039;Evard Gray-Face&#039; with a company of Muster during Joscelin&#039;s crusade. Since then, he has been been busy digging - he has huge numbers of slave miners who labor constantly producing iron. Until Evard arrived, Comstock was a relatively quiet barony - its iron mines were unknown - but apparently Baron Evard located mineral surveys from the Second Republic prior to joining Joscelin&#039;s Crusade. As a consequence of these resources, the baron is exceedingly wealthy, and his close relationship with the Muster - both their slavers and their mercenaries - occasionally make his neighbors worried.  Supposedly, Comstock is not the only one of the Fifty Fiefs he purchased paper title to, though he has been silent as to what else he holds ancient deeds for.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,077&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;516&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;5,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;33,430&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,715&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Evard Charles Comstock (NPC)&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Hawkwood - Mountain Fief - Others represent miners.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Barony of Port-Leon===&lt;br /&gt;
&lt;br /&gt;
Port-Leon is a proud coastal city to the west of Leon, for which it serves as a port, and it has had a somewhat historically tense relationship with the City of Leon proper, which is around twice its size. Still, Port-Leon is one of the larger coastal towns on the east bank of the Shining Gulf - it is larger than Johburg and Teldam, and it has a better harbor than Joyeaux.  Only Rotdam, its historical rival, is larger.  While Port-Leon is not a free city like Rotdam, it has long enjoyed a prosperous merchant class with town rights and self-rule, rights that were abruptly terminated in 4960 after the town council was accused of illegal war profiteering.  For the last forty years, the burghers of the town have been directly ruled by the baron, who has converted the old Port Hall into barracks.  This has been a source of profit for the barony, which has used the town profits to raise a substantial navy, but the burghers complain that the lack of control over their own affairs hurts them in competition with Joyeaux and Rotdam.  Now, the Merchant League has been meeting with the burghers and there is talk that one day there may be a petition directly to the Curia to exempt the town from the barony and give it Free Port status.  Outside the town, Port-Leon is well known for being the originator of the ship-soke system, where instead of armsmen fields near the coast owe part of the support of a ship.  This system has been adopted in most coastal baronies, but the Portsmen are proud that it is their governmental innovation.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,784&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;976&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;47,600&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;23,800&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Desideria Maria....Rolas&amp;lt;/center&amp;gt;|| &amp;lt;center&amp;gt;Coastal Fief, Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Two Counties of Auberry and Maleband ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;8,671&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,345&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;100,160&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;50,080&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lyov Decados&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== March of Sidon ===&lt;br /&gt;
&lt;br /&gt;
Sidon Keep is one of the few great castles owned by an independent lord instead of a Crusader State castellan; perched atop a hill in the Craglands, it (along with Arsuf, which guards its westerly valleys) is one of the only bastions keeping the Kurgans from the Lesser Fork itself.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,432&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;676&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;61,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;30,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Karl Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Barony of Arsuf ===&lt;br /&gt;
&lt;br /&gt;
North of the Lesser Fork, Arsuf is an exposed hill barony that suffered heavily during the Betrayal. It was reconquered by an al-Malik knight, Ranjat al-Arsuf, who claimed the barony for his own with a claim to one of the Fifty Fiefs.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,409&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;216&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;26,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;NPC&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
=== Barony of Avenal ===&lt;br /&gt;
&lt;br /&gt;
Situated at the head of the Pass of Arrows, Avenal is a new barony, created by Auberry after the fall of Maleband.  Its territory used to be part of the lands of the Earl of Malefaux, a vassal of Maleband; now, Malefaux&#039;s only remnant is the crusader castle at the top of the pass.  Avenal Town is an important trading center for desert nomads, who bring herds over the pass to Avenal where local merchants purchase them to drive to Akko.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,789&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;436&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,250&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,125&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Chiaka Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Justinian - Mountain Fief &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Prior&#039;s Ford===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,013&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;83&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;20,960&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;10,480&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Brother Battle Priory &amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Newbridge===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,013&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;83&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;20,960&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;10,480&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Martin DeMoley&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;DeMoley - Includes town at Cripple Bridge&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Saba===		&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,045&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;212&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,570&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,285&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Lordship of Joyeaux and County of Oultrejoyeaux ==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;5,237&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,611&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;3,000&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;72,980&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;36,490&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Juan Antonio ... Justus &amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat - Other represents Crusader Camps&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
=== Jopha ===&lt;br /&gt;
One of the Oultrejoyeaux baronies, Jopha is half-way to Malaga.  Famed for its dates, the Barony is almost constantly at war with several nearby vassals of the Malagan emir.  Recently, though, it conquered the nearby town of Ghilat and has added it to its barony.&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,897&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;1,134&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;50,310&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;25,155&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Midare Li Halan&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Includes town of Ghilat.&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Port Sant-Claude===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,101&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;86&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,870&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,935&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Prior Lucien LaGrange&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Coastal Fief - Brother Battle Priory&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Fenford===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,609&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;147&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;27,560&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;13,780&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Louis Cesare ...Gascon&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Hazat&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===High Fen===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,011&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;233&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;32,440&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;16,220&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Kazimir ibn Mezsaros&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;al-Malik&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
===Claudius&#039; Tomb===&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,455&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;191&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;36,460&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;18,230&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Lysandra Decados-Justinian&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Decados&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
===Haqq===	&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;3,040&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;68&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;31,080&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;15,540&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
== Other Places ==&lt;br /&gt;
&lt;br /&gt;
=== Monastery of St. Palamedes the Redeemer ===&lt;br /&gt;
&lt;br /&gt;
The Monastery of St. Palamedes the Redeemer is an independent monastery located between Leon and Josselin. It does not owe anyone any fealty, and was first created because that is the spot St. Palamedes is supposed to have landed when he visited the planet to liberate after the Ukar Wars. The abbot of St. Palamedes is mitred - that means he counts as a bishop - and traditionally, he has been an important Orthodox politico who serves as an assistant to the Archbishop. Many Archbishops have been Abbot of St. Palamedes before they ascended, though others have been bishops of different sees.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot; style=&amp;quot;cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;3;&amp;quot;  padding:4px; margin:0 1em;&amp;quot; &lt;br /&gt;
 |-&lt;br /&gt;
 ! Rural H.Holds!! Urban H.Holds  !! Other !! High Pop. !! Low Pop. !! Ruler !! Notes &lt;br /&gt;
 |-&lt;br /&gt;
 | &amp;lt;center&amp;gt;2,688&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;221&amp;lt;/center&amp;gt; ||&amp;lt;center&amp;gt;--&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;29,090&amp;lt;/center&amp;gt;  || &amp;lt;center&amp;gt;14,545&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Open&amp;lt;/center&amp;gt; || &amp;lt;center&amp;gt;Orthodox&amp;lt;/center&amp;gt; &lt;br /&gt;
 |}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=682</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=682"/>
		<updated>2012-12-07T18:10:09Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Reputation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Artilleryman&lt;br /&gt;
:Service on an Artillery Team&lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervish&lt;br /&gt;
:Service in a psychic military unit.&lt;br /&gt;
;Legionary&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Ground Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;Staff Officer&lt;br /&gt;
:Service as a staff officer in a unit command.&lt;br /&gt;
;Marshal&lt;br /&gt;
:Service as a flag officer in a strategic headquarters.&lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body.&lt;br /&gt;
;Miner&lt;br /&gt;
:You worked in a mine, unlikely any diamonds shined there.&lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Master of Arms&lt;br /&gt;
:You trained a Lord&#039;s Household Knights.&lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief.&lt;br /&gt;
;Academic Pursuits&lt;br /&gt;
:You spent your idle time studying anything that suited your fancy.&lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Penitent&lt;br /&gt;
:You are a psychic sanctioned and trained by the Church.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
;Scholar&lt;br /&gt;
:You spend your time studying theology and other pursuits of (hopefully) wholesome knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spacer&lt;br /&gt;
:You were crew aboard a civilian starship. (Adaptation)&lt;br /&gt;
;Starship Engineer&lt;br /&gt;
:You served as an engineer aboard a starship. (Adaptation)&lt;br /&gt;
;Starship Pilot&lt;br /&gt;
:You were the pilot for a civilian spacecraft. (Adaptation)&lt;br /&gt;
&lt;br /&gt;
==== Espionage Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spy&lt;br /&gt;
:You were a full-time field operative of an intelligence agency.&lt;br /&gt;
;Spymaster&lt;br /&gt;
:You ran an intelligence network or cell.&lt;br /&gt;
;Thought Police&lt;br /&gt;
:You were a psychic spy.&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living. (Adaptation)&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds. (Adaptation)&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
==== Occult Careers ====&lt;br /&gt;
;Fayvana&lt;br /&gt;
:You were a operative for the psychic coven known as the Fayvana.&lt;br /&gt;
;Invisible Path&lt;br /&gt;
:You were a operative for the psychic coven known as the Invisible Path.&lt;br /&gt;
;Antinomist&lt;br /&gt;
:You were a full-time demon worshipper.&lt;br /&gt;
;Sathraist Leader&lt;br /&gt;
:You were a priest of a Sathra cult.&lt;br /&gt;
;Gjartin Shaman&lt;br /&gt;
:You were a Gjartin cleric.&lt;br /&gt;
;Manjaist&lt;br /&gt;
:You were a Manja ancestral worshiper.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Astute&lt;br /&gt;
:The character has a knack for remembering small details about others.&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Canny&lt;br /&gt;
:The character has a talent for secret plans and networks&lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Intimidating&lt;br /&gt;
:The character has the sort of presence that cows others.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
====Technical====&lt;br /&gt;
&lt;br /&gt;
;Cybernetics&lt;br /&gt;
:You are expertly trained in cybernetics.&lt;br /&gt;
;Golems&lt;br /&gt;
:You are one of the few specialists in golems in existence.&lt;br /&gt;
;Xenotechnology&lt;br /&gt;
:You are an expert in alien and lost technologies.&lt;br /&gt;
;Genecrafting&lt;br /&gt;
:You are skilled in genetic and terratogenic manipulation.&lt;br /&gt;
&lt;br /&gt;
====Occult Science====&lt;br /&gt;
;Geomancy&lt;br /&gt;
:You are initiated into the secrets of geomancy, the mystical science of planets.&lt;br /&gt;
;Alchemy&lt;br /&gt;
:You have studied the art of alchemy, the science of the transmutation of things.&lt;br /&gt;
;Astrology&lt;br /&gt;
:The occult science of the heavens and their correspondences.&lt;br /&gt;
;Somatology&lt;br /&gt;
:The science of the body and its humors.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.&lt;br /&gt;
;Coward&lt;br /&gt;
:The character gets scared by dangerous situations, and will often try to leave them as quickly as possible.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.&lt;br /&gt;
;Follower&lt;br /&gt;
:The character has a hard time leading, and often looks to others for direction. 		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.&lt;br /&gt;
;Illiterate&lt;br /&gt;
:The character, like most of the Known Worlds, can&#039;t read.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed group, the character is tense around the oppressors.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Traitor&lt;br /&gt;
:The character is thought to be a traitor.&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.&lt;br /&gt;
;Cowardly&lt;br /&gt;
:While the character might not be a coward, they are widely known to be one.&lt;br /&gt;
&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
;Cybered&lt;br /&gt;
:The character has obvious cybernetics.  Depending on others&#039; views, they may react negatively.&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
;Frail&lt;br /&gt;
:The character is particularly delicate.&lt;br /&gt;
&lt;br /&gt;
==== Age ====&lt;br /&gt;
&lt;br /&gt;
;Young&lt;br /&gt;
:The character is younger than most and may be inexperienced or just out-muscled.&lt;br /&gt;
;Aging&lt;br /&gt;
:The character is getting into late middle-age, and her reactions and muscles are slowing.&lt;br /&gt;
;Old&lt;br /&gt;
:The character is not just middle-aged; she is old, and her body feels it.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=582</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=582"/>
		<updated>2012-11-17T20:18:54Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Military Careers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervish&lt;br /&gt;
:Service in a psychic military unit.&lt;br /&gt;
;Legionary&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Ground Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;Staff Officer&lt;br /&gt;
:Service as a staff officer in a unit command.&lt;br /&gt;
;Marshal&lt;br /&gt;
:Service as a flag officer in a strategic headquarters.&lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief.&lt;br /&gt;
;Academic Pursuits&lt;br /&gt;
:You spent your idle time studying anything that suited your fancy.&lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Penitent&lt;br /&gt;
:You are a psychic sanctioned and trained by the Church.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
;Scholar&lt;br /&gt;
:You spend your time studying theology and other pursuits of (hopefully) wholesome knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spacer&lt;br /&gt;
:You were crew aboard a civilian starship. (Adaptation)&lt;br /&gt;
;Starship Engineer&lt;br /&gt;
:You served as an engineer aboard a starship. (Adaptation)&lt;br /&gt;
;Starship Pilot&lt;br /&gt;
:You were the pilot for a civilian spacecraft. (Adaptation)&lt;br /&gt;
&lt;br /&gt;
==== Espionage Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spy&lt;br /&gt;
:You were a full-time field operative of an intelligence agency.&lt;br /&gt;
;Spymaster&lt;br /&gt;
:You ran an intelligence network or cell.&lt;br /&gt;
;Thought Police&lt;br /&gt;
:You were a psychic spy.&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living. (Adaptation)&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds. (Adaptation)&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
==== Occult Careers ====&lt;br /&gt;
;Fayvana&lt;br /&gt;
:You were a operative for the psychic coven known as the Fayvana.&lt;br /&gt;
;Invisible Path&lt;br /&gt;
:You were a operative for the psychic coven known as the Invisible Path.&lt;br /&gt;
;Antinomist&lt;br /&gt;
:You were a full-time demon worshipper.&lt;br /&gt;
;Sathraist Leader&lt;br /&gt;
:You were a priest of a Sathra cult.&lt;br /&gt;
;Gjartin Shaman&lt;br /&gt;
:You were a Gjartin cleric.&lt;br /&gt;
;Manjaist&lt;br /&gt;
:You were a Manja ancestral worshiper.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Intimidating&lt;br /&gt;
:The character has the sort of presence that cows others.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.&lt;br /&gt;
;Coward&lt;br /&gt;
:The character gets scared by dangerous situations, and will often try to leave them as quickly as possible.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.&lt;br /&gt;
;Follower&lt;br /&gt;
:The character has a hard time leading, and often looks to others for direction. 		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed group, the character is tense around the oppressors.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
;Cybered&lt;br /&gt;
:The character has obvious cybernetics.  Depending on others&#039; views, they may react negatively.&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
;Frail&lt;br /&gt;
:The character is particularly delicate.&lt;br /&gt;
&lt;br /&gt;
==== Age ====&lt;br /&gt;
&lt;br /&gt;
;Young&lt;br /&gt;
:The character is younger than most and may be inexperienced or just out-muscled.&lt;br /&gt;
;Aging&lt;br /&gt;
:The character is getting into late middle-age, and her reactions and muscles are slowing.&lt;br /&gt;
;Old&lt;br /&gt;
:The character is not just middle-aged; she is old, and her body feels it.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=581</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=581"/>
		<updated>2012-11-17T20:15:42Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Military Careers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervish&lt;br /&gt;
:Service in a psychic military unit.&lt;br /&gt;
;Legionary&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Ground Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;Staff Officer&lt;br /&gt;
:Service as a staff officer in a unit command.&lt;br /&gt;
;General&lt;br /&gt;
:Service as a flag officer in a strategic headquarters.&lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief.&lt;br /&gt;
;Academic Pursuits&lt;br /&gt;
:You spent your idle time studying anything that suited your fancy.&lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Penitent&lt;br /&gt;
:You are a psychic sanctioned and trained by the Church.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
;Scholar&lt;br /&gt;
:You spend your time studying theology and other pursuits of (hopefully) wholesome knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spacer&lt;br /&gt;
:You were crew aboard a civilian starship. (Adaptation)&lt;br /&gt;
;Starship Engineer&lt;br /&gt;
:You served as an engineer aboard a starship. (Adaptation)&lt;br /&gt;
;Starship Pilot&lt;br /&gt;
:You were the pilot for a civilian spacecraft. (Adaptation)&lt;br /&gt;
&lt;br /&gt;
==== Espionage Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spy&lt;br /&gt;
:You were a full-time field operative of an intelligence agency.&lt;br /&gt;
;Spymaster&lt;br /&gt;
:You ran an intelligence network or cell.&lt;br /&gt;
;Thought Police&lt;br /&gt;
:You were a psychic spy.&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living. (Adaptation)&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds. (Adaptation)&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
==== Occult Careers ====&lt;br /&gt;
;Fayvana&lt;br /&gt;
:You were a operative for the psychic coven known as the Fayvana.&lt;br /&gt;
;Invisible Path&lt;br /&gt;
:You were a operative for the psychic coven known as the Invisible Path.&lt;br /&gt;
;Antinomist&lt;br /&gt;
:You were a full-time demon worshipper.&lt;br /&gt;
;Sathraist Leader&lt;br /&gt;
:You were a priest of a Sathra cult.&lt;br /&gt;
;Gjartin Shaman&lt;br /&gt;
:You were a Gjartin cleric.&lt;br /&gt;
;Manjaist&lt;br /&gt;
:You were a Manja ancestral worshiper.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Intimidating&lt;br /&gt;
:The character has the sort of presence that cows others.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.&lt;br /&gt;
;Coward&lt;br /&gt;
:The character gets scared by dangerous situations, and will often try to leave them as quickly as possible.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.&lt;br /&gt;
;Follower&lt;br /&gt;
:The character has a hard time leading, and often looks to others for direction. 		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed group, the character is tense around the oppressors.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
;Cybered&lt;br /&gt;
:The character has obvious cybernetics.  Depending on others&#039; views, they may react negatively.&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
;Frail&lt;br /&gt;
:The character is particularly delicate.&lt;br /&gt;
&lt;br /&gt;
==== Age ====&lt;br /&gt;
&lt;br /&gt;
;Young&lt;br /&gt;
:The character is younger than most and may be inexperienced or just out-muscled.&lt;br /&gt;
;Aging&lt;br /&gt;
:The character is getting into late middle-age, and her reactions and muscles are slowing.&lt;br /&gt;
;Old&lt;br /&gt;
:The character is not just middle-aged; she is old, and her body feels it.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=560</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=560"/>
		<updated>2012-11-13T00:16:39Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Incapacitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every three Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Wound Penalties from all sources are cumulative, for example if a character has a Serious Wound and three Flesh Wounds they will have a total Wound Penalty of -3, -2 from the Serious Wound and -1 from the Flesh Wounds. Once Wound Penalties from all sources are equal to a character&#039;s strength they are incapacitated and no longer capable of performing meaningful actions either unconscious, screaming incoherently or otherwise incapable.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=559</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=559"/>
		<updated>2012-11-13T00:15:52Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Flesh Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every three Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Wound Penalties from all sources are cumulative, for example if a character has a Serious Wound and two Flesh Wounds they will have a total Wound Penalty of -3, -2 from the Serious Wound and -1 from the Flesh Wounds. Once Wound Penalties from all sources are equal to a character&#039;s strength they are incapacitated and no longer capable of performing meaningful actions either unconscious, screaming incoherently or otherwise incapable.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=558</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=558"/>
		<updated>2012-11-12T22:48:34Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every two Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken a previous flesh wound he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Wound Penalties from all sources are cumulative, for example if a character has a Serious Wound and two Flesh Wounds they will have a total Wound Penalty of -3, -2 from the Serious Wound and -1 from the Flesh Wounds. Once Wound Penalties from all sources are equal to a character&#039;s strength they are incapacitated and no longer capable of performing meaningful actions either unconscious, screaming incoherently or otherwise incapable.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=557</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=557"/>
		<updated>2012-11-12T22:45:18Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Serious Wounds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every two Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple Serious Wounds from a single source of damage if it is serious enough.  A character receives an additional Serious Wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=556</id>
		<title>Wounds and Healing</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Wounds_and_Healing&amp;diff=556"/>
		<updated>2012-11-12T22:44:03Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Flesh Wounds */  Modified the text to say every two instead of every three to match the code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unlike in prior editions of Fading Suns, characters on Star Crusade do not have a Vitality track; instead, they take damage in wounds, either as Flesh Wounds, Serious Wounds.  The type of wound a blow does depends on how much damage a character takes compared to the character&#039;s Strength.&lt;br /&gt;
&lt;br /&gt;
== Flesh Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes less damage than their Strength, they take a Flesh Wound - small cuts, bruises, and the like that do not greatly impede her ability to fight further.  Many flesh wounds can ultimately hinder a fighter, however - combatants suffer a -1 to goal rolls for every two Flesh Wounds they have suffered as aching joints, blood in their eyes and general fatigue slow them down.&lt;br /&gt;
&lt;br /&gt;
Thus, a duelist with Strength 5 who takes 4 points of damage receives a Flesh Wound: if it was his first, he suffers no ill effect, but if he has taken two previous flesh wounds he would be at a -1 to goals.&lt;br /&gt;
&lt;br /&gt;
== Serious Wounds ==&lt;br /&gt;
&lt;br /&gt;
If a character takes damage equal to or greater than her Strength, she instead takes a Serious Wound - a deep cut, a fracture or a similar serious injury.  Characters suffer a -2 for every Serious Wound they have suffered.  &lt;br /&gt;
&lt;br /&gt;
A character can take multiple serious wounds from a single source of damage if it is serious enough.  A character receives an additional serious wound for every 4 points of damage she takes above her strength.&lt;br /&gt;
&lt;br /&gt;
If the duelist in the above example had taken 5 points of damage, he would instead have suffered a Serious Wound, with a -2 to all future rolls.  If he suffered a second Serious Wound, he would be at a -4.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
Natural healing is based off of a recovery roll (Strength + Vigor).  Each VP on the roll removes one wound of the appropriate level.  The time between recovery rolls is based on the seriousness of the injury.&lt;br /&gt;
&lt;br /&gt;
;Flesh Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 day&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 minute&lt;br /&gt;
&lt;br /&gt;
;Serious Wounds:&lt;br /&gt;
* &#039;&#039;&#039;Lethal:&#039;&#039;&#039; 1 Week&lt;br /&gt;
* &#039;&#039;&#039;Stun:&#039;&#039;&#039; 1 hour&lt;br /&gt;
&lt;br /&gt;
Medical assistance can provide a +1 synergy bonus to this roll, and high-tech medical assistance can provide a +2 synergy bonus.&lt;br /&gt;
&lt;br /&gt;
Elixir is applied with a Wits+Remedy roll.  Each VP on the Wits+Remedy roll heals 1 Serious Wound, or all Flesh wounds.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=511</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=511"/>
		<updated>2012-10-30T19:36:46Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Occult Careers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervish&lt;br /&gt;
:Service in a psychic military unit.&lt;br /&gt;
;Grenadier&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Army Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;Staff Officer&lt;br /&gt;
:Service as a staff officer in a unit command.&lt;br /&gt;
;General Staff&lt;br /&gt;
:Service as a flag officer in a strategic headquarters.&lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Penitent&lt;br /&gt;
:You are a psychic sanctioned and trained by the Church.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spacer&lt;br /&gt;
:You were crew aboard a civilian starship. (Adaptation)&lt;br /&gt;
;Starship Engineer&lt;br /&gt;
:You served as an engineer aboard a starship. (Adaptation)&lt;br /&gt;
;Starship Pilot&lt;br /&gt;
:You were the pilot for a civilian spacecraft. (Adaptation)&lt;br /&gt;
&lt;br /&gt;
==== Espionage Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spy&lt;br /&gt;
:You were a full-time field operative of an intelligence agency.&lt;br /&gt;
;Spymaster&lt;br /&gt;
:You ran an intelligence network or cell.&lt;br /&gt;
;Thought Police&lt;br /&gt;
:You were a psychic spy.&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living. (Adaptation)&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds. (Adaptation)&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
==== Occult Careers ====&lt;br /&gt;
;Fayvana&lt;br /&gt;
:You were a operative for the psychic coven known as the Fayvana.&lt;br /&gt;
;Invisible Path&lt;br /&gt;
:You were a operative for the psychic coven known as the Invisible Path.&lt;br /&gt;
;Antinomist&lt;br /&gt;
:You were a full-time demon worshipper.&lt;br /&gt;
;Sathraist Leader&lt;br /&gt;
:You were a priest of a Sathra cult.&lt;br /&gt;
;Gjartin Shaman&lt;br /&gt;
:You were a Gjartin cleric.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Intimidating&lt;br /&gt;
:The character has the sort of presence that cows others.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed group, the character is tense around the oppressors.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
;Cybered&lt;br /&gt;
:The character has obvious cybernetics.  Depending on others&#039; views, they may react negatively.&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
&lt;br /&gt;
==== Age ====&lt;br /&gt;
&lt;br /&gt;
;Young&lt;br /&gt;
:The character is younger than most and may be inexperienced or just out-muscled.&lt;br /&gt;
;Aging&lt;br /&gt;
:The character is getting into late middle-age, and her reactions and muscles are slowing.&lt;br /&gt;
;Old&lt;br /&gt;
:The character is not just middle-aged; she is old, and her body feels it.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Rites_of_Saint_Mantius&amp;diff=510</id>
		<title>Rites of Saint Mantius</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Rites_of_Saint_Mantius&amp;diff=510"/>
		<updated>2012-10-30T18:33:16Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Liturgy of the Wrathful Host */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rites of Saint Mantius=&lt;br /&gt;
&lt;br /&gt;
===Armor of Mantius===&lt;br /&gt;
Ritual: Blessing &amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Resolve+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
This theurgic armor protects the target by hardening her aura to resist physical intrusion, forming it to her body. The subject of this rite may add half of his Faith (round up) to his armor value.&lt;br /&gt;
&lt;br /&gt;
===Liturgy of the Wrathful Host===&lt;br /&gt;
Ritual: Sermon &amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Presence+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
This passage from the Omega Gospels is read aloud prior to battle to fill the hearts of the faithful with the fire of their holy cause. The range of this rite cannot benefit from PA systems or other forms of long-distance communications. The liturgy grants a +2 goal number to all Focus tests.  Those blessed under the Liturgy of the Wrathful Host ignore up to a -2 in penalties from Wounds or other injuries.  Note that those wounded in this fashion still fall unconscious when their penalties equal their Resolve.&lt;br /&gt;
&lt;br /&gt;
===Martial Focus===&lt;br /&gt;
Ritual: Prayer&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Wits+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene &amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
By calling on the Pancreator to steady her hand when under fire, the theurgist gains a +2 goal bonus to her combat actions. &lt;br /&gt;
&lt;br /&gt;
===Oath to Saint Mantius===&lt;br /&gt;
Ritual: Sermon&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Presence+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Story&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
Inspired by the Oath of Fellowship that the saints pledged to one another at the time of their worst trial, this rite binds a group together in friendship and trust, and is a theurgical version of the sacrament of Holy Congress. The pledge must be made at the start of some specific task (lasting one drama), such as a journey or mission. Every member of the pledge receives a +2 bonus to any goal number when seeking to overcome ones physical or mental limitations or defending the faithful. Theurgist members receive the same bonus when casting further rites of Saint Manitus.&lt;br /&gt;
&lt;br /&gt;
Betraying the pledge comes with a terrible price, as Oathbreaking is a Mortal Sin, tarnishing one’s soul mirror. The +2 bonus is turned into a ‑1 penalty to all goal&lt;br /&gt;
numbers, lasting till the offender is redeemed by undertaking a pilgrimage or some other holy trial. In addition, Oathbreaking theurgist members of the pledge can no longer call upon rites of Saint Mantius.&lt;br /&gt;
&lt;br /&gt;
===Oath of the Shieldmates===&lt;br /&gt;
Ritual: Blessing, Prayer, Sermon&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Wits+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Sensory&lt;br /&gt;
&lt;br /&gt;
This rite allows the theurgist to band his comrades into a coherent fighting unit. A telepathic bond of sorts is forged between the theurgist and his targets, allowing quick, accurate and effortless communication between him and them.  This is not the same as telepathy: those bound together in this rite do not &#039;transmit&#039; their thoughts to one another nor do they &#039;hear&#039; the thoughts of their peers.  Instead, those under the Oath of the Shieldmates share knowledge back and forth.  If one member of the team knows the layout of a building then all know it; if one member of the team knows where guards are walking, all know it; and if one of the team members is hurt or needs help, all those linked together know roughly where their wounded friend is.  It is thanks to this rite that Brother Battle hostage rescue teams are renowned for their clockwork precision.&lt;br /&gt;
&lt;br /&gt;
===Perfection of the Body===&lt;br /&gt;
Ritual: Prayer&amp;lt;br&amp;gt;&lt;br /&gt;
Roll: Strength+Theurgy&amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&lt;br /&gt;
&lt;br /&gt;
Saint Mantius exemplifies the physical protector of the spiritual. Through dedication and focus the followers of Mantius learn how to use their spiritual energy to enhance their physical feats. This rite aids the theurgist with a +3 goal number to all Athletics tests, as well as to Vigor for the purpose of lifting.&lt;br /&gt;
&lt;br /&gt;
===Smiting Hand===&lt;br /&gt;
Ritual: Blessing, Prayer &amp;lt;br&amp;gt;&lt;br /&gt;
Goal: Intuition+Theurgy &amp;lt;br&amp;gt;&lt;br /&gt;
Duration: Scene&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Self&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The rite channels the power of the characters faith into his melee weapon adding a +2 to his weapon’s normal damage. The theurgist’s attacks can now also cause damage to&lt;br /&gt;
ethereal and other insubstantial creatures.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=509</id>
		<title>Martial Arts Maneuvers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Martial_Arts_Maneuvers&amp;diff=509"/>
		<updated>2012-10-29T21:01:35Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Iron Heel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Maneuvers==&lt;br /&gt;
&lt;br /&gt;
Everyone is able to knock someone down, throw someone through a window, or trip someone without special martial arts training (though training will make it considerably easier to do so). &lt;br /&gt;
&lt;br /&gt;
===Grapple===&lt;br /&gt;
&lt;br /&gt;
In order to initiate a grapple the fighter needs to take an aggressive stance and roll at a goal of -2. If she wins, she and her opponent are grappling. Small melee weapons or pistols can be used at -2 goal in a grapple. Medium or larger melee weapons and anything larger than a pistol cannot be used while grappling. Grappling damage is per unarmed combat, and characters may use either Dex or Str while grappling. &lt;br /&gt;
&lt;br /&gt;
A character who is grappled may break free by gaining the edge and declaring the grapple broken. Characters can move a few meters while grappled- this represents uncoordinated pushing and pulling, or even rolling around on the ground. &lt;br /&gt;
&lt;br /&gt;
While grappling, the winning combatant does unarmed combat damage. &lt;br /&gt;
&lt;br /&gt;
Grapplers are very vulnerable to attacks from non-grappled opponents. If a grappled opponent is attacked by multiple opponents, each opponent receives a +2 to their goal per extra attacker rather than the +1 that is normal. &lt;br /&gt;
&lt;br /&gt;
===Trip/Throw===&lt;br /&gt;
&lt;br /&gt;
In order to knock an opponent down or throw/push her into another object the fighter must take an aggressive stance and beat her opponent by 3 Vps. A character that was thrown or tripped is at -2 the next round. Damage done by a throw or trip is per unarmed combat (minus the 3 Vps required to cause the trip or throw), though obviously environmental hazards may increase the damage. &lt;br /&gt;
&lt;br /&gt;
===Pin===&lt;br /&gt;
&lt;br /&gt;
While grappling a character may attempt to pin her opponent. In order to do so she must make an aggressive or balanced attack, and achieve 4 Vps. Once pinned a character is helpless for as long as her opponent maintains the pin. &lt;br /&gt;
&lt;br /&gt;
===Disarm===&lt;br /&gt;
&lt;br /&gt;
A character can strike at an opponent&#039;s weapon in an effort to either damage the weapon or knock it free from her opponent&#039;s hand. A character may attempt a disarm in either aggressive stance or defensive stance. If the fighter is attempting a disarm in aggressive stance she rolls using her Strength attribute paired with her combat skill. If the fighter is attempting to disarm from a defensive stance then she rolls using her Dexterity attribute paired with her combat skill. She must score 3 VPs greater than her opponent to succeed in disarming. &lt;br /&gt;
&lt;br /&gt;
Heavier weapons are better at battering a lighter weapon out of an opponents hands. If a character is using a broadsword or heavy weapon against a light weapon (most fencing weapons and knives), then a character in aggressive stance attempting to disarm needs to score only 2 VPs greater than her opponent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 Certain weapons are more difficult to disarm. A two handed weapon requires an additional VP to disarm (for a total of 4 greater than the opponent).&lt;br /&gt;
&lt;br /&gt;
==Martial Arts School==&lt;br /&gt;
&lt;br /&gt;
===Koto===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Koto receive the Martial Maneuver &amp;quot;Mobility&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Sweep&lt;br /&gt;
* Fancy Footwork&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Redirect&lt;br /&gt;
* Bind&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Shaidan===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Shaidan receive the Martial Maneuver &amp;quot;Heavy Strikes&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Mobility&lt;br /&gt;
* Jab&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Rooting&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mantok===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Mantok receive the Martial Maneuvers &amp;quot;Mobility&amp;quot; and &amp;quot;Grounding&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Redirect&lt;br /&gt;
* Rooting&lt;br /&gt;
* Roll with the Punches&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Bind&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
* Sweep&lt;br /&gt;
&lt;br /&gt;
===Iron Heel===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Iron Heel receive the Martial Maneuver &amp;quot;Wrestling&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Bind&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Improved Throw&lt;br /&gt;
* Heavy Strikes&lt;br /&gt;
* Close Combat&lt;br /&gt;
* Grounding&lt;br /&gt;
&lt;br /&gt;
===Jox Boxing===&lt;br /&gt;
&lt;br /&gt;
Martial Artists trained in Jox Boxing receive the Battlefield Maneuver &amp;quot;Close Combat&amp;quot; and have access to the following maneuvers:&lt;br /&gt;
&lt;br /&gt;
* Jab&lt;br /&gt;
* Wrestling&lt;br /&gt;
* Bind&lt;br /&gt;
* Sweep&lt;br /&gt;
* Ground and Pound&lt;br /&gt;
* Vital Strike&lt;br /&gt;
* Defensive Roll&lt;br /&gt;
&lt;br /&gt;
==Martial Arts Maneuver List==&lt;br /&gt;
===Mobility=== &lt;br /&gt;
Moving targets are harder to hit, and many martial arts school teach their students tactics to dance in and out of reach of their opponents, striking hard and fast.  A martial artist trained in mobility receives a +1 goal when fighting balanced or aggressively.  &lt;br /&gt;
&lt;br /&gt;
====Heavy Strikes==== &lt;br /&gt;
While fighting aggressively, martial artists using this style strike with powerful flying kicks and strong punches.  They receive a +1 to Damage.&lt;br /&gt;
&lt;br /&gt;
====Jab====&lt;br /&gt;
A boxing technique that relies on quick, light strikes to wear down the opponent.  A boxer may roll 2 attacks and keep the higher of the two, but the martial artist does 2 points fewer damage.&lt;br /&gt;
&lt;br /&gt;
====Vital Strike====&lt;br /&gt;
The martial artist attacks at -2 goal, but does 2 additional points of damage.&lt;br /&gt;
&lt;br /&gt;
====Sweep====&lt;br /&gt;
The martial artist requires 1 fewer VP to trip an opponent.  The strike is designed to forcefully strike an opponent&#039;s legs and as a result causes an additional 1 point of damage.&lt;br /&gt;
&lt;br /&gt;
===Grounding=== &lt;br /&gt;
The martial artist is trained to stand firm in the face of incoming attacks and redirect their energy away from herself.  A martial artist using this style receives a +1 goal when fighting balanced or defensively.  &lt;br /&gt;
&lt;br /&gt;
====Redirect====&lt;br /&gt;
A warrior using this style may use a throw maneuver if she has declared a defensive stance and her opponent is in an aggressive stance.  This may be declared after the dice are rolled.&lt;br /&gt;
&lt;br /&gt;
====Rooting====&lt;br /&gt;
A martial artist trained in this technique is harder to throw, trip, or otherwise move.  It requires 1 additional VP to trip or throw the martial artist.&lt;br /&gt;
&lt;br /&gt;
====Roll with the Punches====&lt;br /&gt;
While in defensive or balanced stance the martial artist takes 1 fewer point of damage from unarmed or melee attacks.&lt;br /&gt;
&lt;br /&gt;
====Improved Throw====&lt;br /&gt;
The martial artist requires 1 fewer VP to throw an opponent.  Additionally, if the martial artist successfully throws her opponent she may (if the situation permits) use the hurled enemy as a weapon, targeting a different opponent.  The martial artist may make a free Dex+Fight roll opposed by her second target&#039;s Dex+Vigor.  If the martial artist wins both the thrown enemy and the target take damage as though they were both thrown.&lt;br /&gt;
&lt;br /&gt;
===Wrestling===  &lt;br /&gt;
The martial artists is trained to get in close and bind her opponent&#039;s limbs with her own.  When initiating or maintaining a grapple the wrestler gains a +2 to their goal.  A wrestler with this maneuver does an additional point of damage while grappling.&lt;br /&gt;
&lt;br /&gt;
====Ground and Pound====&lt;br /&gt;
While grappling the wrestler does an additional point of damage.&lt;br /&gt;
&lt;br /&gt;
====Bind====&lt;br /&gt;
While grappling the wrestler requires 1 fewer VP to pin an opponent.  Additionally the wrestler may make a disarm attempt rather than doing damage and requires 1 fewer VPs to disarm&lt;br /&gt;
&lt;br /&gt;
====Defensive Roll====&lt;br /&gt;
A wrestler with this maneuver knows how to use their opponent&#039;s body as a shield against other attacks.  Rather than granting a +2 bonus to enemies while outnumbered, a wrestler with this maneuver grants only a +1 bonus per outnumbering enemy.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
&lt;br /&gt;
There are a small handful of martial arts maneuvers which are taught only to those that have truly mastered their form.  The following maneuvers are not taught in the core curriculum of any school.  In order to learn them the student must have at least 6 maneuvers taught by the school and then must find a master willing to teach them.&lt;br /&gt;
&lt;br /&gt;
====Chi Strike====&lt;br /&gt;
&lt;br /&gt;
====Dodge Bullets====&lt;br /&gt;
&lt;br /&gt;
====Power Strike====&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=494</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=494"/>
		<updated>2012-10-25T18:15:05Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of Star Crusade&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
* [[NPCs of Note]]&lt;br /&gt;
* [http://photos.photobin.com/10251211_11021427_ciF2sRr_large.jpg Grid Map] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=493</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=493"/>
		<updated>2012-10-25T17:55:58Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of Star Crusade&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
* [[NPCs of Note]]&lt;br /&gt;
* [http://photos.photobin.com/10251210_11021046_3AuwZL7_large.jpg Grid Map] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=492</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=492"/>
		<updated>2012-10-25T17:55:36Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;mush.fadingsuns.org 5001&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of Star Crusade&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/FSIntro2.pdf Introduction PDF] -- While the system has changed, this has a broad introduction to the world.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
* [[NPCs of Note]]&lt;br /&gt;
* [http://photos.photobin.com/10251210_11021046_3AuwZL7_large.jpg] -- Map of the &#039;Grid&#039; of Akko.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=491</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=491"/>
		<updated>2012-10-25T12:09:09Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Operant Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;s dominant base emotion (anger, happiness, lust, anxiety).  2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness).  3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The Psychic can communicate thoughts directly to the conscious mind of a target.  The target “hears” the psychics thoughts but is not required to react to them in any particular way.  The number of Vps determines the complexity of the information communicated.  1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication.  The rules are identical to mindspeech.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;s Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming.  If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;s Vps determine how deep or how quickly she receives answers.  Private, treasured memories may require 3 or 4 VPs, whereas the memory of a conversation from earlier in the day might require only 1 or 2.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Focus roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
The psychic forces a target to feel an emotion.  The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion.  A target may attempt to gain control of their behavior with a contested Resolve+Focus roll.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic digs deep into the conscious mind of the target and speaks directly to the decision-making centers.  The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires.  The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence.  If the target attempts to resist, roll the target&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones.  This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
2 VP- Erase memories of an entire scene, adjust existing memories to contain false details (faces, snippets of conversation), adjust existing emotional connections in a serious way.  Create minor emotional connection.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Called “Telekinesis” by the Phavian Institute and by the few Guild experts in the area, Far Hand is among the three most common psychic powers.  How telekinetics (as they are called) create the force they use to lift and manipulate objects was an area of much debate, but there was little argument that it is among the most directly dangerous of powers.  Latent telekinetics might notice objects shifting or moving when they get upset.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
A natal telekinetic is often capable of only the most clumsy applications of her powers.  Unidirectional forces are all a psychic with this level of power can achieve- with concentration she can lift or push an object carefully, or with much less care she can shove all of her will into a wall of moving force large enough to topple a man.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
Rather than a constant force the psychic creates a single push.  The character treats the activation roll as a ranged combat attack.  Treat the attack as a firearm attack for the purposes of dodges.  The damage on the attack is equal to the character&#039;s Resolve+VPs and is treated as stun damage.  A character struck by Telekinetic Push must make a Strength+Vigor roll (1 VP) or be knocked down.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
An operant telekinetic has developed the ability to create multiple distant forces.  This allows her to manipulate objects at a distance as if she held them in her hand or accelerate a small object to amazing speeds with the precision of a firearm.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic propels a lifted object (10 kg per point of Resolve) and lobs it at a target.  If the psychic picks up a smaller object, however, she can accelerate it to near bullet speeds.  Thrown objects do the Psychic&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
Prime Telekinetics vary radically in their focus and abilities.  Some continue to expand their ability to create additional forces, lifting and manipulating several objects at a time.  Others turn inward and learn how to propel not just objects, but people into the air.  Still others learn to turn the force they create in on itself, releasing tremendous amounts of energy  when the power is released.   Dozens of applications of Telekinesis were developed during the Second Republic.  Only a very few are known today.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
As Dueling hand, but can manipulate a number of items equal to Resolve.   Note that even though this may mean that a character may be able to take a separate action with each levitated item, particularly complex actions (dueling with a sword, aiming a gun, putting a key in a lock) may incur penalties if they are all done simultaneously.  The psychic receives a -1 penalty to each action directed at different targets, and a -1 for every two actions directed at a single target.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic creates a barrier of psychic force with a maximum area of (Resolve)^2 (m^2).  The wall must be a single continuous piece, though it can be shaped into a dome or sphere.  The barrier is typically immobile and does not need to be anchored to anything- a psychic can create a bridge out of this force, or a hovering platform.  The barrier provides an armor rating equal to the telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand like a ranged attack.  VPs determine how close to the target the psychic detonates a hyper-compressed ball of air.  The detonation does Resolve+VPs in stun damage, -1 damage/meter.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Another of the most common psychic powers, Sixth Sense, originally called “Extrasensory Perception” allows the practitioner to perceive details and events beyond the range of normal human limits. As the psychic&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
The psychic may choose a sense and enhance it.  A psychic might enhance her sight to perceive in darkness (this may take the form of biolelectric radar or an adjustment to the psychic&#039;s eyes), hear radio frequencies, or feel distant troop movements through vibrations in the ground.  The psychic receives a +2 to her observe roll and may receive special information based on her new perceptions.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Premonition allows a psychic to receive warning of danger directed at her.  1 VP gives the character a vague sense of danger, 2 Vps gives the psychic a sense of which direction the danger is coming from, and 3+ vps allows the psychic to take a defensive action against the attack.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;s senses, overwhelming it with a flood of sensations.  The target resists with Resolve+Vigor.  If the target fails to resist, she takes a -5 penalty to all rolls.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
Psychics developing in the Soma path feel in tune with their body more than the average individual.  Initially a latent soma psychic will feel more energized and full of life, able to will her body to run a little faster or jump a little farther than it had before.  +1 on Vigor rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
The earliest skills a Soma psychic learns is how to drive her willpower into her body, causing muscles to surge with psychic strength or loosen to absorb an impact.  She also experiences a blossoming awareness of the subtle workings of her cells, though she must shut off all outside stimuli in order to direct her will into repairing damage to her person.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength for one action.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character may enter a healing trance.  A character in the trance is comatose for 1 full day, at the end of the day a character may recover 1 Critial wound for every 4 Vps, 1 Serious wound for every 2 Vps, and 1 flesh wound for every VP.  The character rolls at the beginning of the trance and may exit the trance at any time.  However, if the character exits from the trance early, either due to a failed roll or too few VPs, she takes 1 stun damage.  Otherwise this power does not cause 1 stun damage to the character.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
The Operant Soma psychic has forged a much closer connection between her mind and body.  In addition to simply causing power to surge into muscles she can also directly affect skin and fat cells to harden for a brief while.  Through oneness with her body she can briefly give herself supernatural quickness and balance and urge her cells to repair themselves much more quickly.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character heals lethal damage one time level faster.  This power lasts for one hour and can be maintained at a rate of 1 stun damage per hour.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
The key difference between operant and prime level Soma path powers rested on whether the psychic was urging her body to do a natural function better or more efficiently, or whether she was using her psychic powers to change her body&#039;s function.  Soma practitioners who reached the prime level learned how to force their cells to metabolize dangerous chemicals, adjust blood ph, grow or shrink bones and even radically warp facial and body structure.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
A character may alter her form following the masking rules from second edition.  This includes changing body features, facial features, voice, and even height and weight.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic harmonizes her spirit with the ebb and flow of battle.  While this power is active the psychic may choose to either make two rolls and take the higher, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it, regardless of fighting style or weapon.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
The psychic gathers her energy and releases it in an explosive charge.  The psychic may fight defensively while gathering power for this technique at a -2, but she may take no aggressive action.  At the end of the round the energy she has gathered is treated as the detonation of a plasma grenade, centered on the psychic.  The psychic does not take any damage.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is discharged.  Once the psychic strikes the target the target resists with Strength+Vigor.  If the target fails to resists, she is paralyzed for a number of combat rounds equal to the Vps minus the Vps on the target&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=490</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=490"/>
		<updated>2012-10-25T12:03:25Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Prime Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;s dominant base emotion (anger, happiness, lust, anxiety).  2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness).  3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The Psychic can communicate thoughts directly to the conscious mind of a target.  The target “hears” the psychics thoughts but is not required to react to them in any particular way.  The number of Vps determines the complexity of the information communicated.  1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication.  The rules are identical to mindspeech.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;s Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming.  If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;s Vps determine how deep or how quickly she receives answers.  Private, treasured memories may require 3 or 4 VPs, whereas the memory of a conversation from earlier in the day might require only 1 or 2.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
The psychic forces a target to feel an emotion.  The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion.  A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic digs deep into the conscious mind of the target and speaks directly to the decision-making centers.  The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires.  The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence.  If the target attempts to resist, roll the target&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Focus, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones.  This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
2 VP- Erase memories of an entire scene, adjust existing memories to contain false details (faces, snippets of conversation), adjust existing emotional connections in a serious way.  Create minor emotional connection.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Called “Telekinesis” by the Phavian Institute and by the few Guild experts in the area, Far Hand is among the three most common psychic powers.  How telekinetics (as they are called) create the force they use to lift and manipulate objects was an area of much debate, but there was little argument that it is among the most directly dangerous of powers.  Latent telekinetics might notice objects shifting or moving when they get upset.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
A natal telekinetic is often capable of only the most clumsy applications of her powers.  Unidirectional forces are all a psychic with this level of power can achieve- with concentration she can lift or push an object carefully, or with much less care she can shove all of her will into a wall of moving force large enough to topple a man.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
Rather than a constant force the psychic creates a single push.  The character treats the activation roll as a ranged combat attack.  Treat the attack as a firearm attack for the purposes of dodges.  The damage on the attack is equal to the character&#039;s Resolve+VPs and is treated as stun damage.  A character struck by Telekinetic Push must make a Strength+Vigor roll (1 VP) or be knocked down.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
An operant telekinetic has developed the ability to create multiple distant forces.  This allows her to manipulate objects at a distance as if she held them in her hand or accelerate a small object to amazing speeds with the precision of a firearm.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic propels a lifted object (10 kg per point of Resolve) and lobs it at a target.  If the psychic picks up a smaller object, however, she can accelerate it to near bullet speeds.  Thrown objects do the Psychic&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
Prime Telekinetics vary radically in their focus and abilities.  Some continue to expand their ability to create additional forces, lifting and manipulating several objects at a time.  Others turn inward and learn how to propel not just objects, but people into the air.  Still others learn to turn the force they create in on itself, releasing tremendous amounts of energy  when the power is released.   Dozens of applications of Telekinesis were developed during the Second Republic.  Only a very few are known today.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
As Dueling hand, but can manipulate a number of items equal to Resolve.   Note that even though this may mean that a character may be able to take a separate action with each levitated item, particularly complex actions (dueling with a sword, aiming a gun, putting a key in a lock) may incur penalties if they are all done simultaneously.  The psychic receives a -1 penalty to each action directed at different targets, and a -1 for every two actions directed at a single target.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic creates a barrier of psychic force with a maximum area of (Resolve)^2 (m^2).  The wall must be a single continuous piece, though it can be shaped into a dome or sphere.  The barrier is typically immobile and does not need to be anchored to anything- a psychic can create a bridge out of this force, or a hovering platform.  The barrier provides an armor rating equal to the telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand like a ranged attack.  VPs determine how close to the target the psychic detonates a hyper-compressed ball of air.  The detonation does Resolve+VPs in stun damage, -1 damage/meter.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Another of the most common psychic powers, Sixth Sense, originally called “Extrasensory Perception” allows the practitioner to perceive details and events beyond the range of normal human limits. As the psychic&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
The psychic may choose a sense and enhance it.  A psychic might enhance her sight to perceive in darkness (this may take the form of biolelectric radar or an adjustment to the psychic&#039;s eyes), hear radio frequencies, or feel distant troop movements through vibrations in the ground.  The psychic receives a +2 to her observe roll and may receive special information based on her new perceptions.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Premonition allows a psychic to receive warning of danger directed at her.  1 VP gives the character a vague sense of danger, 2 Vps gives the psychic a sense of which direction the danger is coming from, and 3+ vps allows the psychic to take a defensive action against the attack.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;s senses, overwhelming it with a flood of sensations.  The target resists with Resolve+Vigor.  If the target fails to resist, she takes a -5 penalty to all rolls.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
Psychics developing in the Soma path feel in tune with their body more than the average individual.  Initially a latent soma psychic will feel more energized and full of life, able to will her body to run a little faster or jump a little farther than it had before.  +1 on Vigor rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
The earliest skills a Soma psychic learns is how to drive her willpower into her body, causing muscles to surge with psychic strength or loosen to absorb an impact.  She also experiences a blossoming awareness of the subtle workings of her cells, though she must shut off all outside stimuli in order to direct her will into repairing damage to her person.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength for one action.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character may enter a healing trance.  A character in the trance is comatose for 1 full day, at the end of the day a character may recover 1 Critial wound for every 4 Vps, 1 Serious wound for every 2 Vps, and 1 flesh wound for every VP.  The character rolls at the beginning of the trance and may exit the trance at any time.  However, if the character exits from the trance early, either due to a failed roll or too few VPs, she takes 1 stun damage.  Otherwise this power does not cause 1 stun damage to the character.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
The Operant Soma psychic has forged a much closer connection between her mind and body.  In addition to simply causing power to surge into muscles she can also directly affect skin and fat cells to harden for a brief while.  Through oneness with her body she can briefly give herself supernatural quickness and balance and urge her cells to repair themselves much more quickly.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character heals lethal damage one time level faster.  This power lasts for one hour and can be maintained at a rate of 1 stun damage per hour.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
The key difference between operant and prime level Soma path powers rested on whether the psychic was urging her body to do a natural function better or more efficiently, or whether she was using her psychic powers to change her body&#039;s function.  Soma practitioners who reached the prime level learned how to force their cells to metabolize dangerous chemicals, adjust blood ph, grow or shrink bones and even radically warp facial and body structure.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
A character may alter her form following the masking rules from second edition.  This includes changing body features, facial features, voice, and even height and weight.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic harmonizes her spirit with the ebb and flow of battle.  While this power is active the psychic may choose to either make two rolls and take the higher, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it, regardless of fighting style or weapon.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
The psychic gathers her energy and releases it in an explosive charge.  The psychic may fight defensively while gathering power for this technique at a -2, but she may take no aggressive action.  At the end of the round the energy she has gathered is treated as the detonation of a plasma grenade, centered on the psychic.  The psychic does not take any damage.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is discharged.  Once the psychic strikes the target the target resists with Strength+Vigor.  If the target fails to resists, she is paralyzed for a number of combat rounds equal to the Vps minus the Vps on the target&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=484</id>
		<title>Psychic Powers</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Psychic_Powers&amp;diff=484"/>
		<updated>2012-10-24T17:02:19Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
=Classifications=&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute categorized psychic individuals into four categories.  Though the Phavian Institute and its classifications charts have long been committed to the bonfires of the Church or the dust of centuries past, their methodology accurately modeled an individual&#039;s psychic capabilities.  Every psychic path can be measured as one of four categories laid out below: latent, natal, operant, and prime.  &lt;br /&gt;
&lt;br /&gt;
Though psychics tend to have an affinity for a single path it is not uncommon for psychics, especially those who are members of covens, to develop a variety of abilities.  These abilities can often be at different levels.  Thus an operant telepath might only be a latent telekinetic.  A Prime seer might also by a natal vis crafter.  &lt;br /&gt;
&lt;br /&gt;
;Latent&lt;br /&gt;
&lt;br /&gt;
The exact cause of psychic powers remains as it always has: a mystery.  Numerous studies have shown a relation between abnormal pineal gland activity and psychic powers, but aside from this singular abnormality there is no way to accurately predict whether an individual has potential to become a psychic.  &lt;br /&gt;
&lt;br /&gt;
An individual&#039;s transition from non-psychic to psychic is equally difficult to identify.  The first manifestations of a psychic&#039;s powers are subtle, often so subtle that the psychic herself has difficulty explaining them.  A telepath might find herself suddenly empathizing with strangers or a telekinetic might find herself striking the bullseye more often when she plays darts.&lt;br /&gt;
&lt;br /&gt;
The Phavian Institute referred to these phenomena as “latent” psychic powers, and as a consequence came to refer to these nascent psychics as “latents”.  Second Republic screening methods were developed to identify these latent psychics and get them the training they needed to progress in their development.  In the depths of the new dark ages, however, most latent psychics are unaware of their status, often believing the strange events that surround them are either a blessing from above or the result of some natural skill.&lt;br /&gt;
&lt;br /&gt;
Every latent psychic has an affinity for a single path, but as a psychic develops her powers she may find that other paths open up to her.  These new paths, however, represent unexplored abilities that even the most experienced psychic must spend time to master.   As a result a psychic may have a psychic path at the latent level, even while using much more powerful abilities in a different path.  &lt;br /&gt;
&lt;br /&gt;
It is not unheard of for a psychic to not realize that she also has latent abilities in a different path.&lt;br /&gt;
&lt;br /&gt;
;Natal&lt;br /&gt;
&lt;br /&gt;
If latent abilities represent the first unconscious stirrings of a psychic&#039;s abilities then the natal stage of a psychic&#039;s develop along a path represents the first conscious efforts at control.  Unlike latent psychics, a natal psychic is fully aware of her efforts.&lt;br /&gt;
&lt;br /&gt;
Natal psychic powers are often the most fundamental abilities related to a path as well as the simplest.  A natal psychic requires little training and practice to master powers at this level.  A consequence of this simple learning curve is that most psychics can make use of all natal abilities.&lt;br /&gt;
&lt;br /&gt;
Most psychics in the new dark ages rarely progress beyond the natal stages of development before getting noticed by their community and as a result few psychics develop beyond this stage at all.   What few go on to become Church penitents are unlikely to be trained further, though if a psychic is lucky enough to be drafted into a House&#039;s dervish corps or drawn into a psychic coven then she may learn enough to progress to become an operant.&lt;br /&gt;
&lt;br /&gt;
;Operant&lt;br /&gt;
&lt;br /&gt;
In the days of the Second Republic a psychic who had mastered the basics of her path was considered an “Operant” psychic.  It is a testament to how far the study of psychic powers has fallen and how persecuted psychics have become that few psychics manage to achieve this level of understanding.&lt;br /&gt;
&lt;br /&gt;
An Operant psychic has a great deal more practice and experience with her abilities.  This results in more precise applications of natal psychic abilities- where a natal telekinetic might be able to push and pull with her mind, an operant telekinetic can manipulate objects at a distance as though she were holding them with her hands.  As most Operant level abilities are merely more controlled applications of powers learned by the natal psychic, an operant psychic knows all of the powers at the operant level.&lt;br /&gt;
&lt;br /&gt;
;Prime&lt;br /&gt;
&lt;br /&gt;
If an Operant Psychic represents an individual who has mastered the basics of a path, then a Prime psychic is an individual who has mastered a specialty within the path.  The Phavian Institute recognized dozens of unique applications of every path, each requiring a different application of psychic powers.   Today few records of these abilities survive, and what few prime powers exist today are the result of trial and error by the psychics who develop them.&lt;br /&gt;
&lt;br /&gt;
Prime abilities represent the most powerful and precise applications of a path.  They allow psychics to dominate a person&#039;s mind, see into the future, or lift a person into the sky.&lt;br /&gt;
&lt;br /&gt;
=Rules=&lt;br /&gt;
&lt;br /&gt;
Every path has a skill associated with it.  Unless otherwise stated every use of a power costs 1 stun flesh wound.  Unless otherwise stated a psychic power lasts 10 turns.  Unless otherwise stated a psychic power can be maintained if at the end of 10 turns the psychic takes another 1 stun damage.  Most ranged psychic powers have a range of line of sight initially, but can be maintained at a distance of a number of kilometers equal to the psychic&#039;s resolve.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
&lt;br /&gt;
==Psyche==&lt;br /&gt;
&lt;br /&gt;
===Latent Powers===&lt;br /&gt;
&lt;br /&gt;
+1 in opposed rolls to detect lies.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
;Emotion Sense&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
A psychic can determine a target&#039;s emotional state.  1 VP allows the psychic to detect a target&#039;s dominant base emotion (anger, happiness, lust, anxiety).  2 Vps allows the psychic to detect subtle distinctions in the emotion (frustrated anger, giddy happiness).  3 Vps allows the psychic to determine if the emotion is directed at anything or anyone nearby.&lt;br /&gt;
&lt;br /&gt;
;Mindspeech&lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The Psychic can communicate thoughts directly to the conscious mind of a target.  The target “hears” the psychics thoughts but is not required to react to them in any particular way.  The number of Vps determines the complexity of the information communicated.  1 VP allows the psychic to communicate emotions, 2 Vps allows the psychic to communicate words, and 3+ Vps allows the psychic to communicate ideas without risk of misunderstanding.&lt;br /&gt;
&lt;br /&gt;
;Brain Blast &lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic unleashes a raw psychic scream into a target.  The target instinctively resists with a Resolve+Focus roll.  If the psychic wins, the target takes Wits+VPs in stun damage.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Mindlink&lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
Once a commonly used power among psychics at the Phavian Institute, mindlink allows a telepath to communicate with a willing non-psychic in two-way communication.  The rules are identical to mindspeech.&lt;br /&gt;
&lt;br /&gt;
;Mindsight&lt;br /&gt;
Roll: Intuition+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic can read surface thoughts of an individual. The target is not aware that her mind is being read unless she is informed by some means.&lt;br /&gt;
&lt;br /&gt;
If the psychic concentrates, however, she can pry into a target&#039;s memories to read memories. The target begins to relive her memories as the psychic sifts through them.  The target makes a contested Wits+Focus roll against the Psychic&#039;s Mindsight- if the psychic wins then the target is likely to simply think she is daydreaming.  If the target wins, however, the target realizes that she is being forced to relive her memories by some external force.&lt;br /&gt;
&lt;br /&gt;
If the target is unresisting- either by choice or because she is not aware her mind is being read- the psychic&#039;s Vps determine how deep or how quickly she receives answers.  Private, treasured memories may require 3 or 4 VPs, whereas the memory of a conversation from earlier in the day might require only 1 or 2.&lt;br /&gt;
&lt;br /&gt;
If the target is resisting, there is a battle of wills, with the Psychic forcefully prying open a target&#039;s mind.  The same VP requirements as above apply, however the target is allowed a Resolve+Discipline roll to resist, with the target&#039;s Vps subtracting from the Psychic&#039;s.  If the target chooses to resist, she takes 1 stun damage.&lt;br /&gt;
&lt;br /&gt;
;Heartshackle &lt;br /&gt;
Roll: Presence+Psyche. &lt;br /&gt;
 &lt;br /&gt;
The psychic forces a target to feel an emotion.  The number of Vps determines the strength of the emotion, with 1 VP resulting in mild but noticeable mood changes, 2 Vps resulting in the target being obviously seized by the desired emotion, 3 Vps forcing the target into being overcome with the desired emotion.  A target may attempt to gain control of their behavior with a contested Resolve+Discipline roll.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Headshackle:  &lt;br /&gt;
Roll: Presence+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic digs deep into the conscious mind of the target and speaks directly to the decision-making centers.  The psychic issues psychic commands into the mind of the target which the target must obey, believing them to be her own thoughts and desires.  The target will attempt to rationalize even the most extreme behavior unless she has some specific reason to suspect occult influence.  If the target attempts to resist, roll the target&#039;s Resolve+Focus against the Psychic&#039;s presence+psyche for each command.    &lt;br /&gt;
&lt;br /&gt;
;Puppetry&lt;br /&gt;
Roll: Resolve+Psyche.  &lt;br /&gt;
&lt;br /&gt;
The psychic forces his own will down upon his target&#039;s, suppressing the latter.  The psychic takes over the target&#039;s body.  The psychic may only use his own mental skills while in his target&#039;s body, though she may make use of any of the attributes or skills based on the target&#039;s physiology.  This power lasts for 1 scene.  While this power is active the psychic&#039;s body is comatose.&lt;br /&gt;
The target automatically resists with Resolve+Discipline, initially when the power is activated, and once again every time the power is maintained.&lt;br /&gt;
&lt;br /&gt;
;Psychic Surgery &lt;br /&gt;
Roll: Wits+Psyche. &lt;br /&gt;
&lt;br /&gt;
The psychic implants false memories, removes real memories, creates false emotional connections or enhances or reduces real ones.  This process is extremely lengthy, and unlike the effects of certain infamous Ur artifacts, its results are not irreversible.  &lt;br /&gt;
&lt;br /&gt;
The psychic must first determine what level of effect she is attempting using the chart below.  For every hour, roll the Psychic&#039;s skill versus the target&#039;s Resolve+Focus.  The telepath must win by the margin below in order to achieve the affect.  &lt;br /&gt;
&lt;br /&gt;
Alternately, the target may willingly allow the telepath into her mind- This gives the telepath a +2 to her roll.&lt;br /&gt;
&lt;br /&gt;
(The chart is ultimately a guideline- the storyteller will determine the applicable number).&lt;br /&gt;
&lt;br /&gt;
1 VP- Erase minor memories (a brief conversation, a face in the crowd), adjust existing emotional connection in a minor way.&lt;br /&gt;
2 VP- Erase memories of an entire scene, adjust existing memories to contain false details (faces, snippets of conversation), adjust existing emotional connections in a serious way.  Create minor emotional connection.&lt;br /&gt;
3 VP- Erase all memories of an individual or major emotional event.  Totally rewrite existing memories.  Create or destroy emotional connections.&lt;br /&gt;
4 VP- Create a false personality.&lt;br /&gt;
&lt;br /&gt;
==Far Hand==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Called “Telekinesis” by the Phavian Institute and by the few Guild experts in the area, Far Hand is among the three most common psychic powers.  How telekinetics (as they are called) create the force they use to lift and manipulate objects was an area of much debate, but there was little argument that it is among the most directly dangerous of powers.  Latent telekinetics might notice objects shifting or moving when they get upset.&lt;br /&gt;
+1 to throwing and lifting rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
A natal telekinetic is often capable of only the most clumsy applications of her powers.  Unidirectional forces are all a psychic with this level of power can achieve- with concentration she can lift or push an object carefully, or with much less care she can shove all of her will into a wall of moving force large enough to topple a man.&lt;br /&gt;
&lt;br /&gt;
;Lifting Hand&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can lift 10 kg per point of Resolve.  &lt;br /&gt;
&lt;br /&gt;
;Push&lt;br /&gt;
Roll: Resolve+Far Hand&lt;br /&gt;
&lt;br /&gt;
Rather than a constant force the psychic creates a single push.  The character treats the activation roll as a ranged combat attack.  Treat the attack as a firearm attack for the purposes of dodges.  The damage on the attack is equal to the character&#039;s Resolve+VPs and is treated as stun damage.  A character struck by Telekinetic Push must make a Strength+Vigor roll (1 VP) or be knocked down.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
An operant telekinetic has developed the ability to create multiple distant forces.  This allows her to manipulate objects at a distance as if she held them in her hand or accelerate a small object to amazing speeds with the precision of a firearm.&lt;br /&gt;
&lt;br /&gt;
;Dueling Hand&lt;br /&gt;
Roll: Wits+Far Hand&lt;br /&gt;
&lt;br /&gt;
A character can manipulate any object within sight with Dexterity equal to her Wits and Strength equal to her Resolve.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Crush&lt;br /&gt;
Roll: Resolve+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic uses the grappling rules on a target at a distance.  Use Resolve in place of Strength.&lt;br /&gt;
&lt;br /&gt;
;Telekinetic Throw&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic propels a lifted object (10 kg per point of Resolve) and lobs it at a target.  If the psychic picks up a smaller object, however, she can accelerate it to near bullet speeds.  Thrown objects do the Psychic&#039;s Resolve + VPs in damage.  Alternately, if the psychic picks up a small object she may do Resolve -2 + VPs in Piercing damage.  Attacks in this fashion use the Ranged Combat rules, and Telekinetic Throw is treated as a semi-automatic attack.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
Prime Telekinetics vary radically in their focus and abilities.  Some continue to expand their ability to create additional forces, lifting and manipulating several objects at a time.  Others turn inward and learn how to propel not just objects, but people into the air.  Still others learn to turn the force they create in on itself, releasing tremendous amounts of energy  when the power is released.   Dozens of applications of Telekinesis were developed during the Second Republic.  Only a very few are known today.&lt;br /&gt;
&lt;br /&gt;
;Far Arms&lt;br /&gt;
Roll: Wits+Far Hand &lt;br /&gt;
&lt;br /&gt;
As Dueling hand, but can manipulate a number of items equal to Resolve.   Note that even though this may mean that a character may be able to take a separate action with each levitated item, particularly complex actions (dueling with a sword, aiming a gun, putting a key in a lock) may incur penalties if they are all done simultaneously.  The psychic receives a -1 penalty to each action directed at different targets, and a -1 for every two actions directed at a single target.&lt;br /&gt;
&lt;br /&gt;
;Volley&lt;br /&gt;
Roll: Dex+Far Hand&lt;br /&gt;
&lt;br /&gt;
As Telekinetic Throw, except rather than a single object being thrown the psychic launches multiple projectives.  The psychic may treat this ranged attack as an automatic weapon attack and may use burst actions with it.  A psychic may throw a number of objects equal to their Resolve.&lt;br /&gt;
&lt;br /&gt;
;Far Wall&lt;br /&gt;
Roll: Resolve + Far Hand&lt;br /&gt;
&lt;br /&gt;
The psychic creates a barrier of psychic force with a maximum area of (Resolve)^2 (m^2).  The wall must be a single continuous piece, though it can be shaped into a dome or sphere.  The barrier is typically immobile and does not need to be anchored to anything- a psychic can create a bridge out of this force, or a hovering platform.  The barrier provides an armor rating equal to the telekinetic&#039;s Resolve+VPs.&lt;br /&gt;
&lt;br /&gt;
;Airstride &lt;br /&gt;
Roll:  Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The telekinetic flies at a rate of (5 +VPs) kph/ point of Resolve.&lt;br /&gt;
&lt;br /&gt;
;Demolishing Hand&lt;br /&gt;
Roll: Wits+Far Hand  &lt;br /&gt;
&lt;br /&gt;
The psychic rolls Wits+Far Hand like a ranged attack.  VPs determine how close to the target the psychic detonates a hyper-compressed ball of air.  The detonation does Resolve+VPs in stun damage, -1 damage/meter.&lt;br /&gt;
&lt;br /&gt;
==6th Sense==&lt;br /&gt;
&lt;br /&gt;
===Latent Power=== &lt;br /&gt;
&lt;br /&gt;
Another of the most common psychic powers, Sixth Sense, originally called “Extrasensory Perception” allows the practitioner to perceive details and events beyond the range of normal human limits. As the psychic&#039;s mind begins to open to this path she often begins to notice details she didn&#039;t before.  +1 observe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
;Sensitivity&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
The psychic may choose a sense and enhance it.  A psychic might enhance her sight to perceive in darkness (this may take the form of biolelectric radar or an adjustment to the psychic&#039;s eyes), hear radio frequencies, or feel distant troop movements through vibrations in the ground.  The psychic receives a +2 to her observe roll and may receive special information based on her new perceptions.&lt;br /&gt;
&lt;br /&gt;
;Premonition&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Premonition allows a psychic to receive warning of danger directed at her.  1 VP gives the character a vague sense of danger, 2 Vps gives the psychic a sense of which direction the danger is coming from, and 3+ vps allows the psychic to take a defensive action against the attack.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
;Subtle Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense.  &lt;br /&gt;
This is identical to the Aura chart from Second Edition.&lt;br /&gt;
&lt;br /&gt;
;Far Sight&lt;br /&gt;
Roll: Presence+ Sixth Sense.  &lt;br /&gt;
&lt;br /&gt;
Use the range chart from FS3.  Use ½ FS2 familiarity penalties/bonuses.  Use the effect for Far Sight and Far Sound combined.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===&lt;br /&gt;
&lt;br /&gt;
;Shared Sense&lt;br /&gt;
Roll: Presence+Sixth Sense.&lt;br /&gt;
&lt;br /&gt;
Some kind of Shared Sense thing. &lt;br /&gt;
&lt;br /&gt;
;Wyrd Sight&lt;br /&gt;
Roll: Intuition+Sixth Sense&lt;br /&gt;
&lt;br /&gt;
Some kind of Wyrd Sight thing.&lt;br /&gt;
&lt;br /&gt;
;Senses Shock&lt;br /&gt;
Roll: Presence+Sixth Sense. &lt;br /&gt;
&lt;br /&gt;
The psychic opens up the target&#039;s senses, overwhelming it with a flood of sensations.  The target resists with Resolve+Vigor.  If the target fails to resist, she takes a -5 penalty to all rolls.&lt;br /&gt;
&lt;br /&gt;
==Soma==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
Psychics developing in the Soma path feel in tune with their body more than the average individual.  Initially a latent soma psychic will feel more energized and full of life, able to will her body to run a little faster or jump a little farther than it had before.  +1 on Vigor rolls.&lt;br /&gt;
&lt;br /&gt;
===Natal Powers===&lt;br /&gt;
&lt;br /&gt;
The earliest skills a Soma psychic learns is how to drive her willpower into her body, causing muscles to surge with psychic strength or loosen to absorb an impact.  She also experiences a blossoming awareness of the subtle workings of her cells, though she must shut off all outside stimuli in order to direct her will into repairing damage to her person.&lt;br /&gt;
&lt;br /&gt;
;Strengthening&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Strengthening.  The VPs on the roll add to the characters strength for one action.&lt;br /&gt;
&lt;br /&gt;
;Yielding&lt;br /&gt;
Roll: Dex+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action a character may reduce damage from any one source by the twice the VPs of the activation roll.&lt;br /&gt;
&lt;br /&gt;
;Healing Meditation&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character may enter a healing trance.  A character in the trance is comatose for 1 full day, at the end of the day a character may recover 1 Critial wound for every 4 Vps, 1 Serious wound for every 2 Vps, and 1 flesh wound for every VP.  The character rolls at the beginning of the trance and may exit the trance at any time.  However, if the character exits from the trance early, either due to a failed roll or too few VPs, she takes 1 stun damage.  Otherwise this power does not cause 1 stun damage to the character.&lt;br /&gt;
&lt;br /&gt;
===Operant Powers===&lt;br /&gt;
&lt;br /&gt;
The Operant Soma psychic has forged a much closer connection between her mind and body.  In addition to simply causing power to surge into muscles she can also directly affect skin and fat cells to harden for a brief while.  Through oneness with her body she can briefly give herself supernatural quickness and balance and urge her cells to repair themselves much more quickly.&lt;br /&gt;
&lt;br /&gt;
;Hardening&lt;br /&gt;
Roll: Resolve+Soma. &lt;br /&gt;
&lt;br /&gt;
A character gains armor equal to VPs for a scene.&lt;br /&gt;
&lt;br /&gt;
;Perfect Balance: &lt;br /&gt;
Roll: Wits+Soma.  &lt;br /&gt;
&lt;br /&gt;
As a free action the psychic may activate Perfect Balance.  The VPs on the roll add to the characters Dexterity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Regenerate&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character heals lethal damage one time level faster.  This power lasts for one hour and can be maintained at a rate of 1 stun damage per hour.&lt;br /&gt;
&lt;br /&gt;
===Prime Powers===  &lt;br /&gt;
&lt;br /&gt;
The key difference between operant and prime level Soma path powers rested on whether the psychic was urging her body to do a natural function better or more efficiently, or whether she was using her psychic powers to change her body&#039;s function.  Soma practitioners who reached the prime level learned how to force their cells to metabolize dangerous chemicals, adjust blood ph, grow or shrink bones and even radically warp facial and body structure.  &lt;br /&gt;
&lt;br /&gt;
;Detoxify&lt;br /&gt;
Roll: Strength+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to toxins (Vps relating in some fashion to whatever our poison rules are).&lt;br /&gt;
&lt;br /&gt;
;Sealing&lt;br /&gt;
Roll: Resolve+Soma.  &lt;br /&gt;
&lt;br /&gt;
A character becomes immune to the effects of vacuum or airborne effects.  &lt;br /&gt;
&lt;br /&gt;
;Shaping&lt;br /&gt;
Roll: Intuition+Soma. &lt;br /&gt;
&lt;br /&gt;
A character may alter her form following the masking rules from second edition.  This includes changing body features, facial features, voice, and even height and weight.&lt;br /&gt;
&lt;br /&gt;
==Bedlam==&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 to fight and Melee rolls&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Prana&lt;br /&gt;
Roll: Intuition+Bedlam.  &lt;br /&gt;
&lt;br /&gt;
By focusing her psychic power into her limbs or melee weapon the psychic is able to strike with greater force.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Whirling Dervish&lt;br /&gt;
Roll: Wits+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic harmonizes her spirit with the ebb and flow of battle.  While this power is active the psychic may choose to either make two rolls and take the higher, or deny opponents any advantage from having an advantage in numbers.  This power lasts for a scene or single combat.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Prana Vibration&lt;br /&gt;
Roll: Intuition+Bedlam  &lt;br /&gt;
&lt;br /&gt;
The psychic synchronizes with the vibrational frequency of an energy shield, allowing her strikes to bypass it, regardless of fighting style or weapon.  This power is activated as a free action.&lt;br /&gt;
&lt;br /&gt;
;Prana Burst&lt;br /&gt;
Roll: Resolve+Bedlam &lt;br /&gt;
&lt;br /&gt;
The psychic gathers her energy and releases it in an explosive charge.  The psychic may fight defensively while gathering power for this technique at a -2, but she may take no aggressive action.  At the end of the round the energy she has gathered is treated as the detonation of a plasma grenade, centered on the psychic.  The psychic does not take any damage.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Paralyzing Strike&lt;br /&gt;
Roll: Wits+Bedlam&lt;br /&gt;
&lt;br /&gt;
As a free action the psychic activates this power, which lasts until it is discharged.  Once the psychic strikes the target the target resists with Strength+Vigor.  If the target fails to resists, she is paralyzed for a number of combat rounds equal to the Vps minus the Vps on the target&#039;s resistance roll.&lt;br /&gt;
&lt;br /&gt;
==Vis Craft==&lt;br /&gt;
&lt;br /&gt;
The Path of Vis Craft is a rare one, dedicated to perceiving and manipulating electrical and to a degree spiritual energy.  Below is an outline of the abilities.  This section is not complete yet&lt;br /&gt;
&lt;br /&gt;
===Latent===&lt;br /&gt;
&lt;br /&gt;
+1 working with Tech Redemption involving electricity.&lt;br /&gt;
&lt;br /&gt;
===Natal===&lt;br /&gt;
&lt;br /&gt;
;Vis Flow&lt;br /&gt;
Roll: Intuition+Vis Craft. &lt;br /&gt;
&lt;br /&gt;
The fickle flows of vis energy become visible to the psychic and with effort she can redirect them from one source into another, even causing them to leap through the air in brilliant arcs.   A psychic using this power may ground out electrical flows or redirect them in order to either charge batteries or strike targets.  The psychic must be less than 1 meter away from the wires or source of the electricity and she must roll 1 VP for every meter she wishes to arc the electricity.  The amount of electricity a psychic may channel is determined by any VPs remaining: 1 VP- Small handheld electronics or blaster pistols/laser pistols.  2 VPs- large handheld electronics, blaster or laser long-arms.  3 VPs- Energy shields, small vehicles, building electricity running to a single piece of electronics.  4 VPs- Dueling or Assault energy shields, a large vehicle or a small building&#039;s power, starfighters.  5 VPs- A large building&#039;s power, a small spaceship such as an explorer.  6 VPs- A local power grid, a medium sized spaceship such as a frigate. &lt;br /&gt;
&lt;br /&gt;
In order to hit with arcing electricity the psychic treats her activation roll as an attack roll (subtracting VPs for arc length).  All regular ranged attack rules apply, but the &amp;quot;source&amp;quot; of the attack is the socket or outlet from which the electricity arcs (note that not many people take cover from wall outlets).  Damage is always treated as Stun damage, ranges from 1-9 depending on the source of the power.&lt;br /&gt;
&lt;br /&gt;
Example: While rummaging through the ruins of a Second Republic service facility, Shara Harrison is attacked by bandit looters.  She takes cover behind an overturned table while the bandits hide behind a counter across the room, shooting at her.  Luckily the building still has a trickle of power running through the wiring and she sees an outlet right next to where the bandits have taken cover.  She reaches out and rolls Intuition+Vis Craft, scoring 2 VPs.  The electricity needs to only arc 1 meter, so that leaves her with 1 VP on her ranged attack roll against a bandit.  The bandit has no cover from the outlet and is at no range penalty, therefore the bandit is struck by a blue-white arc of electricity from the socket.  The damage is determined by the storyteller to be only 4 due to the tiny amount of power in the facility, so with 1 VP that goes up to 5 Energy stun damage.&lt;br /&gt;
&lt;br /&gt;
;Vis Shock&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic is in the process of learning to use her own psychic energies to create vis flows within herself.  At this level of mastery she can only hold onto the charge for a short few moments before it is discharged.  This is enough time, though, to strike an individual with a sword and release the vis energy through a sword, fist, or kick.  The psychic makes a free activation roll to charge up her body.  She may hold the charge for a number of rounds equal to her resolve.  When the character strikes an opponent she may release the charge, doing extra Lethal energy damage equal to the number of VPs rolled on the activation roll.  &lt;br /&gt;
&lt;br /&gt;
Note that if the psychic is using a technique that slips underneath shields (fencing or grappling, for example), this damage is added after any damage reduction is calculated.&lt;br /&gt;
&lt;br /&gt;
===Operant===&lt;br /&gt;
&lt;br /&gt;
;Vis Shield&lt;br /&gt;
Roll: Resolve+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic has learned to hold onto a charge around her body for a much longer duration.  When activated the psychic surrounds herself with an invisible field of energy similar to an energy shield.  The energy shield may take a number of hits equal to the psychic&#039;s Resolve+VPs rolled on the activation roll and it lasts for a scene.  It may be activated over any armor lighter than plate mail.&lt;br /&gt;
&lt;br /&gt;
;Vis Bolt&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
The psychic may gather her psychic energy into a cackling ball of super-heated plasma and direct it at a target.  Treat this as a ranged attack with a blaster rifle.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
&lt;br /&gt;
;Vis Storm&lt;br /&gt;
Roll: Wits+Vis Craft.  &lt;br /&gt;
&lt;br /&gt;
Drawing upon her own internal spiritual energies as well as ambient electrical energy in the air, the psychic wills a vortex of lightning and plasma into existence anywhere within sight.  This vortex is 3 meters wide x VPs rolled, and anyone caught in it takes damage as if caught in the blast of a plasma grenade.  The vortex lasts only a single round, but it may be extended at the cost of an additional stun wound every round.&lt;br /&gt;
&lt;br /&gt;
;Vis Barrier&lt;br /&gt;
Roll: Resolve +Vis Craft. &lt;br /&gt;
&lt;br /&gt;
Identical to Vis Shield but implemented with much greater power and refinement.  The psychic shield now may take a number of hits equal to the psychic&#039;s (Resolve+VPs)x2, and may be activated over any armor.&lt;br /&gt;
&lt;br /&gt;
==Omen==&lt;br /&gt;
&lt;br /&gt;
The Path of Omen is dedicated to seeing through time, both backwards and forwards.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Sympathy==&lt;br /&gt;
&lt;br /&gt;
The Path of Sympathy is dedicated to forging spiritual connections between objects and people.  This makes the use of other psychic powers easier and is common among covens.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Cloaking==&lt;br /&gt;
&lt;br /&gt;
The Path of Cloaking involves using a psychic&#039;s power to shroud an individual, initially from other psychic or occult powers but eventually from sight and sound.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Visioning==&lt;br /&gt;
&lt;br /&gt;
The Path of Visioning is similar to that of Psyche, though rather than reading minds it is dedicated to projecting illusions and nightmares into the minds of others.  This section is not complete yet.&lt;br /&gt;
&lt;br /&gt;
==Turning==&lt;br /&gt;
&lt;br /&gt;
Among the rarest of psychic paths, the Path of Turning involves manipulating spiritual energies.  It allows the psychic to diffuse other occult powers and even redirect them to different targets.  This section is not complete yet.&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=461</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Main_Page&amp;diff=461"/>
		<updated>2012-10-22T23:11:22Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Sclogo.png|center]]&lt;br /&gt;
&lt;br /&gt;
This is the wiki for Star Crusade, a Fading Suns MU set on the rediscovered world of Yathrib - the planet where the Prophet received his vision of the Holy Flame.  Now beset by heathens, it is a center of conflict and intrigue at the dawn of the sixth millennium.&lt;br /&gt;
&lt;br /&gt;
== Game Address ==&lt;br /&gt;
mush.fadingsuns.org 5001&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
* [[Overview]] -- An overview of the Fading Suns universe.&lt;br /&gt;
&lt;br /&gt;
*[[Imperial Survey: Yathrib]] -- An overview of the people and places of the Prophet&#039;s world.&lt;br /&gt;
&lt;br /&gt;
* [[The Crusader State]] -- The Known Worlders&#039; central state on Yathrib.&lt;br /&gt;
** [[Seven Seigneuries]] -- The most important vassals of the Lord of Akko.&lt;br /&gt;
&lt;br /&gt;
== System ==&lt;br /&gt;
&lt;br /&gt;
Star Crusade uses a heavily modified version of the Fading Suns, 2nd Edition system.  Inspiration for its changes come from house rules in our various tabletop and online games as well as early playests of Fading Suns Revised and the Infinity Core system.&lt;br /&gt;
&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Basic Rules&#039;&#039;&#039;&lt;br /&gt;
** [[Task Resolution]]&lt;br /&gt;
** [[Melee Combat]]&lt;br /&gt;
** [[Ranged Combat]]&lt;br /&gt;
** [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat Maneuvers&#039;&#039;&#039;&lt;br /&gt;
** [[Fencing Maneuvers]]&lt;br /&gt;
** [[Battlefield Maneuvers]]&lt;br /&gt;
** [[Martial Arts Maneuvers]]&lt;br /&gt;
** [[Firearms Maneuvers]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
** [[Characteristics]]&lt;br /&gt;
** [[Skills]]&lt;br /&gt;
** [[Blessings and Curses]]&lt;br /&gt;
** [[What Do Traits and Goals Mean?]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Occult&#039;&#039;&#039;&lt;br /&gt;
** [[Psychic Powers]]&lt;br /&gt;
** [[Theurgic Rituals]]&lt;br /&gt;
** [[Heretical Rites]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
** [http://starcrusade.fadingsuns.org/fsweapons.html Weapons and Armor]&lt;br /&gt;
&lt;br /&gt;
== Policies ==&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
== Other Resources ==&lt;br /&gt;
* [http://wiki.fadingsuns.org fadingsuns.org] -- Our general Fading Suns site, which has broad theme and system speculation. Much of that has been incorporated into this game.&lt;br /&gt;
* [http://fadingsuns.org/faq.pdf The Fading Suns Listserv FAQ] -- The FAQ includes summaries of rule changes between 1st and 2nd Edition as well as Q&amp;amp;A with the game designers.&lt;br /&gt;
* [http://fadingsuns.wikia.com/wiki/Periods_of_History Fading Suns Timeline]&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=456</id>
		<title>Melee Combat</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=456"/>
		<updated>2012-10-22T20:13:23Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: /* Damage and Damage Type */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee Combat follows all of the same rules as the basic task resolution system with the additional rules listed below.&lt;br /&gt;
&lt;br /&gt;
=Basic Melee Combat=&lt;br /&gt;
&lt;br /&gt;
Melee Combat is divided into rounds.  During each round it is presumed that every character involved in the fight is engaged in striking, feinting, parrying, dodging, and circling to find an advantage.  Each roll of the dice, therefore, does not track a single sword strike or a single punch but rather captures the entire ebb and flow of several seconds worth of combat.  A single round therefore can be as short as a few seconds, or as long as a minute as the fighters feel each other out.  Combat rounds do not have a set length and will change according to the circumstances; a good rule of thumb, however, is that a combat round lasts about 5 or 6 seconds.&lt;br /&gt;
&lt;br /&gt;
In order to determine the winner of a round of combat, both sides will choose the applicable Attribute and Skill to combine.  Most often this will be Dexterity + either Melee or Fight, though certain situations may call for Strength to be used.  Once the character has determine what attribute and skill to use she must then choose a stance, discussed below.  A stance may give a bonus of +2 to the character&#039;s goal.  The character then adds her Attribute, her skill, and any bonus she receives from her stance in order to determine her goal number.&lt;br /&gt;
&lt;br /&gt;
A character will then attempt to roll under their goal on a roll of 3d6.  VPs are assigned using the standard rules for task resolution.  The character who rolls the highest number of VPs is presumed to have the advantage, whether that means holding an attacker at bay or forcing an opponent to lose ground.  This advantage is referred to as &amp;quot;the edge&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==The Edge==&lt;br /&gt;
&lt;br /&gt;
Having the edge grants a +1 goal to combat actions in the next round.  Additionally, having the edge means having momentary control of a fight, which may be important in a number of situations.  For example, if two characters are dueling on the edge of a volcano, the character with the edge is presumed to have his back to the cliff, whereas the character without the edge is presumed to have his back to the lava.  Some maneuvers may require the character to have the edge to perform, such as the Fencing maneuver &amp;quot;Press&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stances==&lt;br /&gt;
&lt;br /&gt;
There are three basic stances a character may choose:&lt;br /&gt;
&lt;br /&gt;
;Balanced Stance&lt;br /&gt;
A character fighting in balanced stance is fighting both offensively and defensively as the situation permits.  Depending on the skill she is using this may mean that she is parrying and riposting, dodging and kicking, or gouging and head-butting then retreating.  This style of fighting does not leave a character vulnerable, but it does not give any advantage to striking.  It provides no bonus to goal rolls.  However, if the character fails to tie or roll more VPs than her opponent, the character subtracts her VPs from her opponents VPs before calculating damage.  Thus if a character in balanced stance scores 1 VP against an opponent that scored 3 VPs, the opponent would only add 2 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Aggressive Stance&lt;br /&gt;
A character fighting in an aggressive stance is striking often and striking hard.  Rather than waiting for opponents to make a mistake an aggressive fighter attempts to create her own opportunities, either by overwhelming her opponents under a flurry of blows or by knocking her opponents weapons with crushing attacks.  A character fighting in aggressive stance receives a +2 bonus to goal rolls.  However, unlike balanced stance, if a character using aggressive stance fails to tie or roll more VPs than her opponent she does not subtract her VPs from her opponents before calculating damage.  In the example above, if the character rolled 1 VP and the opponent rolled 3 VPs, the opponent would add 3 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Defensive Stance&lt;br /&gt;
A character fighting in defensive stance is parrying, dodging, weaving, and circling.  Any attacks made while in defensive stance are more to stall an attack than to do damage.  Fighting in defensive stance is a delaying tactic or a strategy for gaining the Edge.  A character using defensive stance receives a +2 to their goal, and the VPs of the character&#039;s roll always subtract from an opponent&#039;s roll in the same fashion as Balanced Stance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage and Armor==&lt;br /&gt;
&lt;br /&gt;
===Damage and Damage Type===&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways an individual can get hurt on the battlefields, streets, and even courts in the 51st Century.  Damage type is categorized in the amount of force brought to bear by the weapon and how that force is transmitted into the target.&lt;br /&gt;
&lt;br /&gt;
;Basic&lt;br /&gt;
Basic weapons are most often powered by muscles.  Weapons that are thrown, swung, or thrust do basic damage.  When they strike a target the force of the blow is often diffuse over a broad area.  Weapons that do basic damage include almost all melee weapons and most non-firearm ranged weapons.  There are a few firearm weapons, such as shotguns loaded with shot, which strike a target over a sufficiently broad area to be considered basic damage.&lt;br /&gt;
&lt;br /&gt;
;Piercing&lt;br /&gt;
Piercing weapons are weapons designed specifically to concentrate as much force as possible in as tiny an area as possible in order to punch through armor.  This includes most firearms and a few mechanically powered ranged weapons, such as crossbows.  Melee weapons made of advanced materials may occasionally be piercing as well.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
Unlike basic and piercing weapons which rely on the transfer of kinetic energy into a target, weapons that do Energy damage cause harm by burning through armor and flesh.  The super-heated ball of plasma propelled from a blaster pistol or the ignited Ka oil spit out of a Temple Avesti priest&#039;s flamegun are both examples of Energy damage.&lt;br /&gt;
&lt;br /&gt;
;Stun/Lethal&lt;br /&gt;
In addition to the damage types listed above, all damage is either categorized as &amp;quot;Stun Damage&amp;quot;, or &amp;quot;Lethal Damage&amp;quot;.  Stun damage is bruising, concussions, shock, and occasionally electrical or nervous system damage done by high tech weapons.  Stun damage heals quickly and is tracked separately from Lethal Damage.  Lethal damage encompasses any damage which runs the risk of killing a character.  Guns cause lethal piercing damage.  A stunner would cause Stun Energy damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;Shield Bleedthrough&lt;br /&gt;
Blasters, flux weapons and flame guns generate a great deal of heat and while blows from them can be blocked by an energy shield they will &#039;bleed through&#039; to harm the wearer. These weapons still inflict half damage if they fail to penetrate a personal shield.&lt;br /&gt;
&lt;br /&gt;
===Strength and Melee Damage===&lt;br /&gt;
&lt;br /&gt;
Strong characters obviously deal increased damage in melee combat with blows from a Vorox or Grimson able to deal devastating damage indeed. A character deals an extra point of damage on a successful attack for every 2 full points of strength they have above 4 and when wielding a two handed weapon this bonus is doubled meaning the character instead inflicts an additional point of damage for every point of strength they have over 4 as outlined in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;             ONE-HANDED       TWO-HANDED&lt;br /&gt;
STRENGTH    DAMAGE BONUS     DAMAGE BONUS&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
4                +0               +0&lt;br /&gt;
5                +0               +1&lt;br /&gt;
6                +1               +2&lt;br /&gt;
7                +1               +3&lt;br /&gt;
8                +2               +4&lt;br /&gt;
9                +2               +5&lt;br /&gt;
10               +3               +6&lt;br /&gt;
11               +3               +7&lt;br /&gt;
12               +4               +8&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Soak===&lt;br /&gt;
&lt;br /&gt;
Every armor has three soak ratings.  The first is the soak against basic damage, the second a soak against piercing damage, and the third a soak against energy damage.  &lt;br /&gt;
&lt;br /&gt;
When a character takes damage first determine what kind of damage: basic, piercing, or energy.  Then subtract the applicable soak rating from the weapon damage.  The remaining damage is applied to the character.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Healing==&lt;br /&gt;
&lt;br /&gt;
See [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
==Multiple Combatants== &lt;br /&gt;
&lt;br /&gt;
It will often be the case that one side of a melee battle has more people than the other.  In many cases individuals will pair off and fight single combat but in the case where there are two or more individuals fighting a character, the side with the superior numbers receives a bonus.  &lt;br /&gt;
&lt;br /&gt;
If multiple individuals are attacking a character, each attacker rolls separately at a bonus equal to the amount that the attackers outnumber the target.  Thus if three people are attacking on individual, each one of the three attackers receives a +2.  If another attacker joins in then all four will roll at +3.  Once all of the attackers have rolled only the roll with the highest VPs is kept.  This is compared to the character&#039;s roll for the purposes of determining who has won combat and gained the edge.&lt;br /&gt;
&lt;br /&gt;
In order to determine damage, use the weapon damage of the individual whose dice roll was kept.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combined Melee and Range Combat==&lt;br /&gt;
&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=455</id>
		<title>Melee Combat</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Melee_Combat&amp;diff=455"/>
		<updated>2012-10-22T19:50:07Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Melee Combat follows all of the same rules as the basic task resolution system with the additional rules listed below.&lt;br /&gt;
&lt;br /&gt;
=Basic Melee Combat=&lt;br /&gt;
&lt;br /&gt;
Melee Combat is divided into rounds.  During each round it is presumed that every character involved in the fight is engaged in striking, feinting, parrying, dodging, and circling to find an advantage.  Each roll of the dice, therefore, does not track a single sword strike or a single punch but rather captures the entire ebb and flow of several seconds worth of combat.  A single round therefore can be as short as a few seconds, or as long as a minute as the fighters feel each other out.  Combat rounds do not have a set length and will change according to the circumstances; a good rule of thumb, however, is that a combat round lasts about 5 or 6 seconds.&lt;br /&gt;
&lt;br /&gt;
In order to determine the winner of a round of combat, both sides will choose the applicable Attribute and Skill to combine.  Most often this will be Dexterity + either Melee or Fight, though certain situations may call for Strength to be used.  Once the character has determine what attribute and skill to use she must then choose a stance, discussed below.  A stance may give a bonus of +2 to the character&#039;s goal.  The character then adds her Attribute, her skill, and any bonus she receives from her stance in order to determine her goal number.&lt;br /&gt;
&lt;br /&gt;
A character will then attempt to roll under their goal on a roll of 3d6.  VPs are assigned using the standard rules for task resolution.  The character who rolls the highest number of VPs is presumed to have the advantage, whether that means holding an attacker at bay or forcing an opponent to lose ground.  This advantage is referred to as &amp;quot;the edge&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==The Edge==&lt;br /&gt;
&lt;br /&gt;
Having the edge grants a +1 goal to combat actions in the next round.  Additionally, having the edge means having momentary control of a fight, which may be important in a number of situations.  For example, if two characters are dueling on the edge of a volcano, the character with the edge is presumed to have his back to the cliff, whereas the character without the edge is presumed to have his back to the lava.  Some maneuvers may require the character to have the edge to perform, such as the Fencing maneuver &amp;quot;Press&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stances==&lt;br /&gt;
&lt;br /&gt;
There are three basic stances a character may choose:&lt;br /&gt;
&lt;br /&gt;
;Balanced Stance&lt;br /&gt;
A character fighting in balanced stance is fighting both offensively and defensively as the situation permits.  Depending on the skill she is using this may mean that she is parrying and riposting, dodging and kicking, or gouging and head-butting then retreating.  This style of fighting does not leave a character vulnerable, but it does not give any advantage to striking.  It provides no bonus to goal rolls.  However, if the character fails to tie or roll more VPs than her opponent, the character subtracts her VPs from her opponents VPs before calculating damage.  Thus if a character in balanced stance scores 1 VP against an opponent that scored 3 VPs, the opponent would only add 2 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Aggressive Stance&lt;br /&gt;
A character fighting in an aggressive stance is striking often and striking hard.  Rather than waiting for opponents to make a mistake an aggressive fighter attempts to create her own opportunities, either by overwhelming her opponents under a flurry of blows or by knocking her opponents weapons with crushing attacks.  A character fighting in aggressive stance receives a +2 bonus to goal rolls.  However, unlike balanced stance, if a character using aggressive stance fails to tie or roll more VPs than her opponent she does not subtract her VPs from her opponents before calculating damage.  In the example above, if the character rolled 1 VP and the opponent rolled 3 VPs, the opponent would add 3 VPs to her damage.&lt;br /&gt;
&lt;br /&gt;
;Defensive Stance&lt;br /&gt;
A character fighting in defensive stance is parrying, dodging, weaving, and circling.  Any attacks made while in defensive stance are more to stall an attack than to do damage.  Fighting in defensive stance is a delaying tactic or a strategy for gaining the Edge.  A character using defensive stance receives a +2 to their goal, and the VPs of the character&#039;s roll always subtract from an opponent&#039;s roll in the same fashion as Balanced Stance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Damage and Armor==&lt;br /&gt;
&lt;br /&gt;
===Damage and Damage Type===&lt;br /&gt;
&lt;br /&gt;
There are a variety of ways an individual can get hurt on the battlefields, streets, and even courts in the 51st Century.  Damage type is categorized in the amount of force brought to bear by the weapon and how that force is transmitted into the target.&lt;br /&gt;
&lt;br /&gt;
;Basic&lt;br /&gt;
Basic weapons are most often powered by muscles.  Weapons that are thrown, swung, or thrust do basic damage.  When they strike a target the force of the blow is often diffuse over a broad area.  Weapons that do basic damage include almost all melee weapons and most non-firearm ranged weapons.  There are a few firearm weapons, such as shotguns loaded with shot, which strike a target over a sufficiently broad area to be considered basic damage.&lt;br /&gt;
&lt;br /&gt;
;Piercing&lt;br /&gt;
Piercing weapons are weapons designed specifically to concentrate as much force as possible in as tiny an area as possible in order to punch through armor.  This includes most firearms and a few mechanically powered ranged weapons, such as crossbows.  Melee weapons made of advanced materials may occasionally be piercing as well.&lt;br /&gt;
&lt;br /&gt;
;Energy&lt;br /&gt;
Unlike basic and piercing weapons which rely on the transfer of kinetic energy into a target, weapons that do Energy damage cause harm by burning through armor and flesh.  The super-heated ball of plasma propelled from a blaster pistol or the ignited Ka oil spit out of a Temple Avesti priest&#039;s flamegun are both examples of Energy damage.&lt;br /&gt;
&lt;br /&gt;
;Stun/Lethal&lt;br /&gt;
In addition to the damage types listed above, all damage is either categorized as &amp;quot;Stun Damage&amp;quot;, or &amp;quot;Lethal Damage&amp;quot;.  Stun damage is bruising, concussions, shock, and occasionally electrical or nervous system damage done by high tech weapons.  Stun damage heals quickly and is tracked separately from Lethal Damage.  Lethal damage encompasses any damage which runs the risk of killing a character.  Guns cause lethal piercing damage.  A stunner would cause Stun Energy damage.&lt;br /&gt;
&lt;br /&gt;
===Strength and Melee Damage===&lt;br /&gt;
&lt;br /&gt;
Strong characters obviously deal increased damage in melee combat with blows from a Vorox or Grimson able to deal devastating damage indeed. A character deals an extra point of damage on a successful attack for every 2 full points of strength they have above 4 and when wielding a two handed weapon this bonus is doubled meaning the character instead inflicts an additional point of damage for every point of strength they have over 4 as outlined in the table below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;             ONE-HANDED       TWO-HANDED&lt;br /&gt;
STRENGTH    DAMAGE BONUS     DAMAGE BONUS&lt;br /&gt;
-----------------------------------------&lt;br /&gt;
4                +0               +0&lt;br /&gt;
5                +0               +1&lt;br /&gt;
6                +1               +2&lt;br /&gt;
7                +1               +3&lt;br /&gt;
8                +2               +4&lt;br /&gt;
9                +2               +5&lt;br /&gt;
10               +3               +6&lt;br /&gt;
11               +3               +7&lt;br /&gt;
12               +4               +8&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Soak===&lt;br /&gt;
&lt;br /&gt;
Every armor has three soak ratings.  The first is the soak against basic damage, the second a soak against piercing damage, and the third a soak against energy damage.  &lt;br /&gt;
&lt;br /&gt;
When a character takes damage first determine what kind of damage: basic, piercing, or energy.  Then subtract the applicable soak rating from the weapon damage.  The remaining damage is applied to the character.&lt;br /&gt;
&lt;br /&gt;
==Wounds and Healing==&lt;br /&gt;
&lt;br /&gt;
See [[Wounds and Healing]]&lt;br /&gt;
&lt;br /&gt;
==Multiple Combatants== &lt;br /&gt;
&lt;br /&gt;
It will often be the case that one side of a melee battle has more people than the other.  In many cases individuals will pair off and fight single combat but in the case where there are two or more individuals fighting a character, the side with the superior numbers receives a bonus.  &lt;br /&gt;
&lt;br /&gt;
If multiple individuals are attacking a character, each attacker rolls separately at a bonus equal to the amount that the attackers outnumber the target.  Thus if three people are attacking on individual, each one of the three attackers receives a +2.  If another attacker joins in then all four will roll at +3.  Once all of the attackers have rolled only the roll with the highest VPs is kept.  This is compared to the character&#039;s roll for the purposes of determining who has won combat and gained the edge.&lt;br /&gt;
&lt;br /&gt;
In order to determine damage, use the weapon damage of the individual whose dice roll was kept.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combined Melee and Range Combat==&lt;br /&gt;
&lt;br /&gt;
Coming Soon&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=453</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=453"/>
		<updated>2012-10-22T17:44:26Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervishi&lt;br /&gt;
:Service in a house psi unit.&lt;br /&gt;
;Grenadier&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Army Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;General Staff&lt;br /&gt;
:Service as an officer in a strategic headquarters. &lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
;Spacer&lt;br /&gt;
:You were crew aboard a civilian starship. (Adaptation)&lt;br /&gt;
;Starship Engineer&lt;br /&gt;
:You served as an engineer aboard a starship. (Adaptation)&lt;br /&gt;
;Starship Pilot&lt;br /&gt;
:You were the pilot for a civilian spacecraft. (Adaptation)&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living. (Adaptation)&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds. (Adaptation)&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed race, the character is tense around humans.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=451</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=451"/>
		<updated>2012-10-22T17:32:07Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervishi&lt;br /&gt;
:Service in a house psi unit.&lt;br /&gt;
;Grenadier&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Army Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;General Staff&lt;br /&gt;
:Service as an officer in a strategic headquarters. &lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
==== Criminal Careers ====&lt;br /&gt;
;Thug&lt;br /&gt;
:You worked as muscle for an organisation or wielded violence for your own benefit.&lt;br /&gt;
;Pickpocket&lt;br /&gt;
:You relieved people of their valuables through sleuth and stealth.&lt;br /&gt;
;Prostitute&lt;br /&gt;
:You sold your body for a living.&lt;br /&gt;
;Madam/Pimp&lt;br /&gt;
:You sold others bodies for a living.&lt;br /&gt;
;Burglar&lt;br /&gt;
:You stole objects from people&#039;s homes or places of business for a living.&lt;br /&gt;
;Brigand&lt;br /&gt;
:You plundered and raided for a living.&lt;br /&gt;
;Sea Pirate&lt;br /&gt;
:You plundered and raided from aboard a ship, for a living.&lt;br /&gt;
;Void Pirate&lt;br /&gt;
:You plundered the spaceways and undefended worlds.&lt;br /&gt;
;Drug Dealer&lt;br /&gt;
:You dealt in narcotic goods either legal or illegal.&lt;br /&gt;
;Fence&lt;br /&gt;
:You dealt in stolen or other misappropriated goods.&lt;br /&gt;
;Kingpin&lt;br /&gt;
:You ran a criminal organisation.&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed race, the character is tense around humans.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
	<entry>
		<id>https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=450</id>
		<title>Blessings and Curses</title>
		<link rel="alternate" type="text/html" href="https://starcrusade.fadingsuns.org/index.php?title=Blessings_and_Curses&amp;diff=450"/>
		<updated>2012-10-22T17:24:48Z</updated>

		<summary type="html">&lt;p&gt;Emanuel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:System]][[Category:Traits]]&lt;br /&gt;
Blessings and Curses are personality traits, physical features or even experiences that affect the growth of your character.&lt;br /&gt;
&lt;br /&gt;
== Blessing and Curse Effects ==&lt;br /&gt;
&lt;br /&gt;
All blessings and curses give synergy bonuses and dissonance penalties when applicable. Career blessings - and some other blessings - can be taken multiple times. If a character has taken the Courtier blessing twice, it would be noted on the character&#039;s sheet as Courtier II, but would count as two sources of synergy when calculating synergy for rolls. &lt;br /&gt;
&lt;br /&gt;
Some blessings and curses have additional special rules: &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Adaptation&#039;&#039;&#039; -- In some situations, skill use is capped by an underlying skill, such as when Melee cannot exceed Ride in mounted combat.  If you have one related Adaptation blessing, treat the cap as 2 points higher; if you have two or more related Adaptation blessings, treat the cap as 4 points higher.&lt;br /&gt;
* &#039;&#039;&#039;Attractive&#039;&#039;&#039; -- Most appearance blessings denote characters who are more attractive than average, indicated in parentheses as levels of the Attractive blessing. Appearance blessings with more than one level of Attractive count as having multiple Attractive blessings for the purpose of contested rolls, but they count as only one source of synergy in unopposed rolls. Thus, a character who is Beautiful (Attractive II) counts as having two sources of synergy from Beautiful in a contested roll but not in an uncontested roll.&lt;br /&gt;
* &#039;&#039;&#039;Unattractive&#039;&#039;&#039; - Curses with &#039;Unattractive II&#039; or &#039;Unattractive III&#039; count as multiple curses of the same type.&lt;br /&gt;
&lt;br /&gt;
== Blessing List ==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
=== Careers ===&lt;br /&gt;
&lt;br /&gt;
==== Military Careers ====&lt;br /&gt;
;Armsman&lt;br /&gt;
:Service as a military tenant man-at-arms. &lt;br /&gt;
;Cavalryman&lt;br /&gt;
:Service in a cavalry unit. (Adaptation)&lt;br /&gt;
;Dervishi&lt;br /&gt;
:Service in a house psi unit.&lt;br /&gt;
;Grenadier&lt;br /&gt;
:Service in a heavy rifleman unit. &lt;br /&gt;
;Ranger&lt;br /&gt;
:Service in an elite scout or commando unit. &lt;br /&gt;
;Tanker&lt;br /&gt;
:Service in a mechanized unit. &lt;br /&gt;
;Army Command&lt;br /&gt;
:Command of a ground unit. &lt;br /&gt;
;Sea Command&lt;br /&gt;
:Command of a surface ship or sea unit. &lt;br /&gt;
;Void Command&lt;br /&gt;
:Command of a starship or space unit. &lt;br /&gt;
;Able Seaman&lt;br /&gt;
:Service aboard a military sea vessel. (Adaptation)&lt;br /&gt;
;Marine&lt;br /&gt;
:Service in a sea boarding/landing unit. (Adaptation)&lt;br /&gt;
;Able Starman&lt;br /&gt;
:Service aboard a military starship. (Adaptation)&lt;br /&gt;
;Marauder&lt;br /&gt;
:Service in a space boarding/landing unit. (Adaptation)&lt;br /&gt;
;Combat Pilot&lt;br /&gt;
:Service as a aerospace or void pilot. (Adaptation)&lt;br /&gt;
;General Staff&lt;br /&gt;
:Service as an officer in a strategic headquarters. &lt;br /&gt;
&lt;br /&gt;
==== Peasant Careers ====&lt;br /&gt;
&lt;br /&gt;
;Farmer&lt;br /&gt;
:You farmed your lord&#039;s lands. &lt;br /&gt;
;Fisherman&lt;br /&gt;
:You fished, from the shore or small boats. &lt;br /&gt;
;Hunter&lt;br /&gt;
:You hunted game in the woods and hills. &lt;br /&gt;
;Drover&lt;br /&gt;
:You herded cattle, sheep, or other animals.  &lt;br /&gt;
;Smith&lt;br /&gt;
:You ran a village smithy. &lt;br /&gt;
;Craftsman (Type)&lt;br /&gt;
:You produced some good or service. &lt;br /&gt;
;Bailiff&lt;br /&gt;
:You served as a local official for a lord or other body. &lt;br /&gt;
&lt;br /&gt;
==== Court Careers ====&lt;br /&gt;
&lt;br /&gt;
;Courtier&lt;br /&gt;
:You were a fixture at the court of a greater noble. &lt;br /&gt;
;Court Official&lt;br /&gt;
:You held some court office, like a chancellor or seneschal. &lt;br /&gt;
;Lady-in-Waiting&lt;br /&gt;
:You were a noble companion to a greater lady. &lt;br /&gt;
;Equerry&lt;br /&gt;
:You were a squire, page, or aide to a high noble. &lt;br /&gt;
;Duelist&lt;br /&gt;
:You made your reputation as a duelist, either over affairs of honor or as a champion for others. (Training)&lt;br /&gt;
;Artist at Court&lt;br /&gt;
:You were an artist, noble or not, who was a fixture at court as a poet, painter, sculptor or the like. &lt;br /&gt;
;Chamberlain&lt;br /&gt;
:You managed the affairs of a great household, either as a noble or freeman. &lt;br /&gt;
;Debutante&lt;br /&gt;
:You were a young lady at court seeking suitors and recognition. &lt;br /&gt;
&lt;br /&gt;
==== Estate Careers ====&lt;br /&gt;
See also Court and Military Careers, above.&lt;br /&gt;
&lt;br /&gt;
;Lord/Lady of the Manor&lt;br /&gt;
:You ruled a fief.  &lt;br /&gt;
;Country Noble&lt;br /&gt;
:You lived on a rural or town estate distant from court. &lt;br /&gt;
;Squire&lt;br /&gt;
:You were a squire to a knight in peace and war. &lt;br /&gt;
;Household Knight&lt;br /&gt;
:You served in the household of a lord as an armed retainer. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
&lt;br /&gt;
==== Guild and Freelancer Careers ====&lt;br /&gt;
;Academy Interrata&lt;br /&gt;
:You attended the Academy, the premier institute of Guild Learning.  Further tours represent graduate work, or even teaching.&lt;br /&gt;
;Mercenary&lt;br /&gt;
:You served as a mercenary soldier in a Muster or free mercenary unit. &lt;br /&gt;
;Slaver&lt;br /&gt;
:You captured, traded and sold sentient beings. &lt;br /&gt;
;Bounty Hunter&lt;br /&gt;
:You hunted down fugitives as a member of the Muster&#039;s Ashtati or as a freelancer. &lt;br /&gt;
;Bodyguard &lt;br /&gt;
:You hired out as personal protection to important people. &lt;br /&gt;
;Advocate&lt;br /&gt;
:You argued in the courts of law of the Known Worlds. &lt;br /&gt;
;Magistrate&lt;br /&gt;
:You served as a local judge for a lord, guild or city. &lt;br /&gt;
;Banker&lt;br /&gt;
:You lent money for the League or another bank. &lt;br /&gt;
;Steward&lt;br /&gt;
:You managed the affairs of a fief. &lt;br /&gt;
;Guildmaster&lt;br /&gt;
:You served in the leadership of a guild, representing its political and economic interests. &lt;br /&gt;
;Star Merchant&lt;br /&gt;
:You traveled the stars carrying and trading cargo.&lt;br /&gt;
&lt;br /&gt;
==== Church Careers ====&lt;br /&gt;
&lt;br /&gt;
;Monk&lt;br /&gt;
:You were a member of a monastic order.&lt;br /&gt;
;Temple Priest&lt;br /&gt;
:You were a cleric in a large urban church or cathedral.&lt;br /&gt;
;Parish Priest&lt;br /&gt;
:You were a cleric in a rural parish.&lt;br /&gt;
;Preacher&lt;br /&gt;
:You were a wandering preacher moving from place to place.&lt;br /&gt;
;Mystic&lt;br /&gt;
:You have dedicated your clerical career to the study of strange mysteries and apocrypha.&lt;br /&gt;
;Sword of Lextius&lt;br /&gt;
:You were a member of the Swords of Lextius, knights sworn to defend the Church.&lt;br /&gt;
;Brother Battle&lt;br /&gt;
:You were a member of the elite military order of the Brother Battle.&lt;br /&gt;
;Missionary&lt;br /&gt;
:You are an emissary from the Church to the unconverted.&lt;br /&gt;
;Healer&lt;br /&gt;
:You are a healer and physick at a Church mission.&lt;br /&gt;
;Demon Hunter&lt;br /&gt;
:You track down antinomists and demons, either as a member of the Kalinthi or as a lone hunter.&lt;br /&gt;
;Inquisitor&lt;br /&gt;
:You hunt out heresy and witchcraft.&lt;br /&gt;
;Avesti Pilgrim&lt;br /&gt;
:You hunt out hirisy and wichkraft.&lt;br /&gt;
&lt;br /&gt;
==== Questing Careers ====&lt;br /&gt;
;Knight-Errant&lt;br /&gt;
:You wandered the planet or the Jumpweb as a knight, seeking adventure. &lt;br /&gt;
;Questing Knight&lt;br /&gt;
:You were a member of the Company of the Phoenix.&lt;br /&gt;
;Mantis Knight&lt;br /&gt;
:You were a member of the Decados&#039; Order of the Mantis.&lt;br /&gt;
;Imperial Cohort&lt;br /&gt;
:You were the companion of a Questing Knight.&lt;br /&gt;
;Knightly Cohort&lt;br /&gt;
:You traveled with a knight-errant or other adventurer.&lt;br /&gt;
;Archaeologist&lt;br /&gt;
:You traveled the stars seeking out relics and ancient ruins.&lt;br /&gt;
&lt;br /&gt;
==== Void Careers ====&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
=== Physical ===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Tall&lt;br /&gt;
:The character is very tall, six-and-a-half feet or more. (Move +2m)&lt;br /&gt;
;Tiny&lt;br /&gt;
:The character is very petite in build. They may have an easier time in small spaces.  &lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
While appearance blessings have different names, they count as a single blessing with levels as discussed above.&lt;br /&gt;
&lt;br /&gt;
;Handsome&lt;br /&gt;
:The character is good-looking in a striking fashion. (Attractive I)&lt;br /&gt;
;Cute&lt;br /&gt;
:The character is attractive in an endearing fashion. (Attractive I)&lt;br /&gt;
;Comely&lt;br /&gt;
:The character is pleasingly attractive in a winsome way. (Attractive I)&lt;br /&gt;
;Pretty&lt;br /&gt;
:The character is attractive in a graceful or delicate way. (Attractive I)&lt;br /&gt;
;Beautiful&lt;br /&gt;
:The character is extremely attractive. (Attractive II)&lt;br /&gt;
;Angelic&lt;br /&gt;
:The character has unearthly beauty.  This blessing is most commonly the result of genesculpting or extensive cosmetic surgery, and may attract attention. (Attractive III)&lt;br /&gt;
&lt;br /&gt;
=== Behavior ===&lt;br /&gt;
;Bold&lt;br /&gt;
:The character acts when others hesitate. &lt;br /&gt;
;Curious&lt;br /&gt;
:The character is good at ferreting out secrets. &lt;br /&gt;
;Loyal&lt;br /&gt;
:The character is hard to deter when aiding friends, family, and companions.&lt;br /&gt;
;Crafty&lt;br /&gt;
:The character is able to find business opportunities when others might not.&lt;br /&gt;
;Compassionate&lt;br /&gt;
:The character acts to help others in need.&lt;br /&gt;
;Dedicated&lt;br /&gt;
:When following a cause, it&#039;s difficult to derail the character.&lt;br /&gt;
;Nerves of Steel&lt;br /&gt;
:The character is hard to rattle in combat situations.&lt;br /&gt;
;Gracious&lt;br /&gt;
:The character knows how to handle guests with utmost courtesy.&lt;br /&gt;
;Innovative&lt;br /&gt;
:The character is good at inventing new things, or re-purposing old ones.&lt;br /&gt;
;Just&lt;br /&gt;
:The character feels strongly about righting wrongs.&lt;br /&gt;
;Natural Leader&lt;br /&gt;
:The character has natural aptitude for command.&lt;br /&gt;
;Persistent&lt;br /&gt;
:The character is able to remain calm when faced with obstacles to a goal.&lt;br /&gt;
;Pious&lt;br /&gt;
:When amongst those of low moral character, the character seems like an inspiring example of high moral charcter.&lt;br /&gt;
;Shrewd&lt;br /&gt;
:The character is skilled at convincing others to do what she wants.&lt;br /&gt;
;Stubborn&lt;br /&gt;
:It&#039;s hard to get the character to change his mind.&lt;br /&gt;
;Suspicious&lt;br /&gt;
:The character is wary when amongst rivals.&lt;br /&gt;
;Tenacious&lt;br /&gt;
:The character is hard to intimidate.&lt;br /&gt;
;Tight Lipped&lt;br /&gt;
:Even under pressure, the character is unlikely to divulge secrets&lt;br /&gt;
;Unyielding&lt;br /&gt;
:When honor is at stake, the character just won&#039;t quit.&lt;br /&gt;
;Virtuous&lt;br /&gt;
:When amongst the faithful, the character is seen as an upstanding pillar of the community.&lt;br /&gt;
;Sanctified&lt;br /&gt;
:The character&#039;s faith holds strong in the face of the occult.&lt;br /&gt;
;Ambidexterity&lt;br /&gt;
:The character is equally skilled with either hand.&lt;br /&gt;
;Beastmaster&lt;br /&gt;
:Animals are more likely to keep calm and responsive to the character.&lt;br /&gt;
;Born Salesman&lt;br /&gt;
:The character can sell ice on Malignatius.		&lt;br /&gt;
;Business Mind&lt;br /&gt;
:Some people are just good with money.		&lt;br /&gt;
;Casanova&lt;br /&gt;
:The character is skilled at the art of seduction.		&lt;br /&gt;
;Codemaster&lt;br /&gt;
:The character is good at encrypting and decrypting codes.		&lt;br /&gt;
;Compass&lt;br /&gt;
:The character has an excellent sense of direction.		&lt;br /&gt;
;Crack driver&lt;br /&gt;
:The character has a natural aptitude for driving all kinds of vehicles.		&lt;br /&gt;
;Eloquent&lt;br /&gt;
:The character just has a way with words.		&lt;br /&gt;
;Grease Monkey&lt;br /&gt;
:The character has a knack for fixing things.		&lt;br /&gt;
;Hacker&lt;br /&gt;
:The character has an aptitude with Think Machines.		&lt;br /&gt;
;Keen Ears&lt;br /&gt;
:The character has an excellent sense of hearing.		&lt;br /&gt;
;Keen Eyes&lt;br /&gt;
:The character has an excellent sense of sight.		&lt;br /&gt;
;Lucky at Cards&lt;br /&gt;
:On the big bets, the character often gets the cards needed to win a card game.		&lt;br /&gt;
;Sensitive Smell&lt;br /&gt;
:The character has a keen sense of smell.		&lt;br /&gt;
;Sensitive Touch&lt;br /&gt;
:The character is able to discern small details with their sense of touch.		&lt;br /&gt;
;Sonorous&lt;br /&gt;
:The character&#039;s voice is very impressive.		&lt;br /&gt;
;Thrifty&lt;br /&gt;
:The character is good at cutting costs.&lt;br /&gt;
;Zealous&lt;br /&gt;
:The character has great endurance when dedicated to a task.&lt;br /&gt;
&lt;br /&gt;
=== Expertise ===&lt;br /&gt;
&lt;br /&gt;
==== Animal ====&lt;br /&gt;
;Equestrian&lt;br /&gt;
:Riding horses. (Adaptation)&lt;br /&gt;
;Camel Jockey&lt;br /&gt;
:Riding camels. (Adaptation)&lt;br /&gt;
;Spitter Jockey&lt;br /&gt;
:Riding Pherizia - &amp;quot;Spitters.&amp;quot; (Adaptation)&lt;br /&gt;
;Charioteer&lt;br /&gt;
:Driving chariots. &lt;br /&gt;
;Teamster&lt;br /&gt;
:Driving wagons, carts, and sleds.&lt;br /&gt;
&lt;br /&gt;
==Reputation==&lt;br /&gt;
;Well-liked&lt;br /&gt;
:The character has a personality that others just gravitate towards.		&lt;br /&gt;
;Charitable&lt;br /&gt;
:The character is known as a generous and kind person.		&lt;br /&gt;
;Honest&lt;br /&gt;
:The character is known for their candor.		&lt;br /&gt;
;Hero&lt;br /&gt;
:The character is known for their heroic actions.		&lt;br /&gt;
;Trustworthy&lt;br /&gt;
:The character seems like someone you can trust with a secret. 				&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;br /&gt;
&lt;br /&gt;
==Curse List==&lt;br /&gt;
&lt;br /&gt;
{{multicol}}&lt;br /&gt;
&lt;br /&gt;
===Behavior===&lt;br /&gt;
;Argumentative	&lt;br /&gt;
:The character can be annoying in social situations by their argumentative nature.		&lt;br /&gt;
;Bluster	&lt;br /&gt;
:When the character gets started retelling his deeds, the tale often gets obviously exaggerated.		&lt;br /&gt;
;Brainwashed	&lt;br /&gt;
:The character is unlikely to entertain any ideas that conflict with the brainwashed beliefs.		&lt;br /&gt;
;Callous	&lt;br /&gt;
:The character is often uncaring when asked for aid.		&lt;br /&gt;
;Clueless	&lt;br /&gt;
:The character often doesn&#039;t pick up on social clues.		&lt;br /&gt;
;Condescending	&lt;br /&gt;
:The character often acts like others are inferior.		&lt;br /&gt;
;Delusional	&lt;br /&gt;
:The character fervently believes things that aren&#039;t true.		&lt;br /&gt;
;Disrespectful	&lt;br /&gt;
:The character is often rude to authority figures.		&lt;br /&gt;
;Greedy	&lt;br /&gt;
:The character has trouble saying no to offers involving money.		&lt;br /&gt;
;Guilty	&lt;br /&gt;
:The character reacts poorly to Church officials.		&lt;br /&gt;
;Gullible	&lt;br /&gt;
:The character is likely to believe whatever they&#039;re told.		&lt;br /&gt;
;Haughty	&lt;br /&gt;
:The character alienates commoners with their imperious behavior.		&lt;br /&gt;
;Impetuous	&lt;br /&gt;
:The character acts first, thinks things through later.		&lt;br /&gt;
;Righteous	&lt;br /&gt;
:The character responds poorly when her judgement is questioned.		&lt;br /&gt;
;Mammon	&lt;br /&gt;
:The character will often sacrifice the tenets of faith for money.		&lt;br /&gt;
;Nosy	&lt;br /&gt;
:The character can often be intrusive with their desire to know private details of others&#039; lives.		&lt;br /&gt;
;Phobia	&lt;br /&gt;
:The character has an irrational fear.  He has trouble remaining calm around the source of that fear.		&lt;br /&gt;
;Possessive	&lt;br /&gt;
:The character often displays jealousy if others use their things, or display interest in close companions.		&lt;br /&gt;
;Prideful	&lt;br /&gt;
:The character reacts with anger when insulted.		&lt;br /&gt;
;Secretive	&lt;br /&gt;
:The character has a hard time relating to strangers.		&lt;br /&gt;
;Subtle	&lt;br /&gt;
:The character  has a hard time explaining things as she assumes many things are already understood.		&lt;br /&gt;
;Surly	&lt;br /&gt;
:The character can often be rude when upset.		&lt;br /&gt;
;Uncouth	&lt;br /&gt;
:The character often acts rudely at society functions.		&lt;br /&gt;
;Unnerving	&lt;br /&gt;
:Superstitious people find the character disturbing and sometimes scary.		&lt;br /&gt;
;Vain	&lt;br /&gt;
:When flattered, the character is often open to others&#039; ideas.		&lt;br /&gt;
;Vengeful	&lt;br /&gt;
:The character reacts poorly when his honor is impinged and is unlikely to forget a slight.		&lt;br /&gt;
;Pain Sensitive	&lt;br /&gt;
:When the character takes damage, it&#039;s hard to concentrate on anything else.		&lt;br /&gt;
;Beast Foe	&lt;br /&gt;
:Animals react poorly to the character.		&lt;br /&gt;
;Clumsy	&lt;br /&gt;
:Actions which require particular agility are especially hard for the character.		&lt;br /&gt;
;Mechanically Disinclined	&lt;br /&gt;
:The character just doesn&#039;t understand mechanical tasks.		&lt;br /&gt;
;Socially Awkward&lt;br /&gt;
:The character is bad at seducing people or making small talk.&lt;br /&gt;
;Poor Liar	&lt;br /&gt;
:The character is unconvincing when telling lies.		&lt;br /&gt;
;Cad	&lt;br /&gt;
:The character can come off as a little sleazy.	&lt;br /&gt;
;Bitter	&lt;br /&gt;
:A member of an oppressed race, the character is tense around humans.		&lt;br /&gt;
;Rebellious	&lt;br /&gt;
:The character is visibly uncomfortable when taking orders.		&lt;br /&gt;
	&lt;br /&gt;
&lt;br /&gt;
{{multicol-break}}&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
;Scary	&lt;br /&gt;
:The character has a reputation that makes others afraid.		&lt;br /&gt;
;Liar	&lt;br /&gt;
:The character is a known liar.  Anything he says will be viewed with suspicion.		&lt;br /&gt;
;Tyrant	&lt;br /&gt;
:The character is known for their oppressive behavior towards peasants.			&lt;br /&gt;
;Known Criminal	&lt;br /&gt;
:The character is a known criminal and will be viewed with suspicion.		&lt;br /&gt;
;Combat Lust	&lt;br /&gt;
:The character shows too much enthusiasm during combat, which can be disturbing to those that witness it.		&lt;br /&gt;
;Social Disease	&lt;br /&gt;
:When it is revealed that the character has this disease, their attempts at seduction are often met with rejection.		&lt;br /&gt;
		&lt;br /&gt;
===Physical===&lt;br /&gt;
&lt;br /&gt;
==== Size ====&lt;br /&gt;
&lt;br /&gt;
;Large&lt;br /&gt;
:The character is very large and will need custom clothing. This curse is very often combined with the Tall blessing, particularly for men.&lt;br /&gt;
;Short	&lt;br /&gt;
:The character is very short, 5&#039;3&amp;quot; or below. Men may need custom clothing or armor. (Move -1m)&lt;br /&gt;
;Dwarf	&lt;br /&gt;
:The character is extremely short, 4&#039;8&amp;quot; or below, and will need custom clothing. (Move -2m)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Appearance ====&lt;br /&gt;
&lt;br /&gt;
;Horrible Scar	&lt;br /&gt;
:The character has an ugly burn or scar that affects his appearance when visible.&lt;br /&gt;
;Plain&lt;br /&gt;
:The character lacks distinctive features. (Unattractive I)&lt;br /&gt;
;Homely&lt;br /&gt;
:There is nothing attractive about the character. (Unattractive I)&lt;br /&gt;
;Lazy Eye&lt;br /&gt;
:The character has a lazy eye which rather spoils their appearance. (Unattractive I) &lt;br /&gt;
;Harelip&lt;br /&gt;
:The character has a harelip. (Unattractive I)&lt;br /&gt;
;Battered&lt;br /&gt;
:The character may have once been ordinary or even attractive, but life has ground that away with a rough stone. (Unattractive I)&lt;br /&gt;
;Ugly	&lt;br /&gt;
:The character is just plain unattractive. (Unattractive II)&lt;br /&gt;
;Quasimodo	&lt;br /&gt;
:The character is hideously unattractive. (Unattractive III)&lt;br /&gt;
&lt;br /&gt;
==== Injuries ====&lt;br /&gt;
&lt;br /&gt;
;Limp	&lt;br /&gt;
:The character  has a limp that affects their rate of movement.		&lt;br /&gt;
;Missing Arm	&lt;br /&gt;
:The character is missing an arm. Tasks that usually require two hands are extremely difficult.		&lt;br /&gt;
;Missing Eye	&lt;br /&gt;
:The character is missing an eye, causing poor depth perception and peripheral vision.		&lt;br /&gt;
;Missing Leg	&lt;br /&gt;
:The character is missing a leg.  Moving is extremely difficult.	&lt;br /&gt;
&lt;br /&gt;
==== Disabilities ====&lt;br /&gt;
;Shaky Hands	&lt;br /&gt;
:The character&#039;s shaky hands make actions which require fine manipulation difficult.		&lt;br /&gt;
;Bad Hearing	&lt;br /&gt;
:The character can&#039;t hear very well.		&lt;br /&gt;
;Bad Vision	&lt;br /&gt;
:The character can&#039;t see very well.&lt;br /&gt;
;Bad Heart	&lt;br /&gt;
:The character has a hard time sustaining physical activities. 		&lt;br /&gt;
;Bad Liver	&lt;br /&gt;
:The character is susceptible to toxins.		&lt;br /&gt;
;Bad Lungs	&lt;br /&gt;
:The character has a hard time sustaining athletic tasks.		&lt;br /&gt;
;Sterile	&lt;br /&gt;
:The character is unable to have children.&lt;br /&gt;
&lt;br /&gt;
{{multicol-end}}&lt;/div&gt;</summary>
		<author><name>Emanuel</name></author>
	</entry>
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