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		<title>Star Frontiers Network - User contributions [en]</title>
		<link>http://starfrontiers.info/wiki/index.php/Special:Contributions/Corkman</link>
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		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconnaissance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
With the passing of her mother several years ago, Kara became even closer with her father.  She would often visit when on leave and they would often travel around and do the same things they would do when her mother was still alive.  Kara had even brought several friends back with her to spend time with her and her dad, most recently, a young naval officer named Alston McErney who was working on the PSS Chiara on a temporary assignment.  Just recently, the ship was supposedly lost with all hands as well as several other ships.  She has become distraught and her father has been trying to console her but worse of all, he has been trying to get her to come around to the fact that something very big and bad is coming directly towards them.  They needed to prepare...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 23:26:07 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconnaissance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
With the passing of her mother several years ago, Kara became even closer with her father.  She would often visit when on leave and they would often travel around and do the same things they would do when her mother was still alive.  Kara had even brought several friends back with her to spend time with her and her dad, most recently, a young naval officer named Alston McErney who was working on the PSS Chiara on a temporary assignment.  Just recently, the ship was supposedly lost with all hands as well as several other ships.  She has become distraught and her father has been trying to console her but worse of all, he has been trying to get her to come around to the fact that something very big and bad is coming directly towards them.  They needed to prepare...&lt;br /&gt;
More to follow...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 23:25:49 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconnaissance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the passing of her mother several years ago, Kara became even closer with her father.  She would often visit when on leave and they would often travel around and do the same things they would do when her mother was still alive.  Kara had even brought several friends back with her to spend time with her and her dad.  &lt;br /&gt;
More to follow...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 23:06:02 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconnaissance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
More to follow...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 03:12:31 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
Kara was born the only child of Karl and Karan Addibissi.  She grew up in a military type environment with he father being an officer in the planets military forces for over twenty years.  He mother, of course, was the glue that kept the three of them together with Karl's many deployments and the family having to move to keep up with the new duty stations.  Kara was very much into the military lifestyle growing up and through her early years of schooling.  She would constantly be one of the leaders in 'friendly' games of war with the other neighborhood kids.  Even then, she had a knack for being a soldier and would soon follow in her father's foot steps.  &lt;br /&gt;
&lt;br /&gt;
There we many furloughs when Karl became available between service commitments where Kara nd her mother would go out on long vacations to the country, away from the hustle of the busy cities.  Both her parents taught her the many ways of how to live and thrive away from civilization.  Their cabin was very plain but, very modern and took many years to complete to satisfy her fathers needs.&lt;br /&gt;
&lt;br /&gt;
Kara joined the military service almost immediately after her schooling was completed and was proud to have her parents at her graduation where her father presented her with her units graduation honor.  Her father retired several years after that and Kara thrived in a front line unit that was known for their skills in reconaisance and search and rescue.  &lt;br /&gt;
&lt;br /&gt;
More to follow...&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 03:12:05 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Vibroknife (25 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 02:57:14 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 02:55:52 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
Standard Equipment Pack:&lt;br /&gt;
&lt;br /&gt;
A standard equipment pack contains the following: Chronocom, Coveralls or uniform with pouches/pockets (This is Kara's military uniform), Doze Grenade, First Aid Pack (bandages, antiseptic, etc.), ID card (military), Pocket Flashlight, Pocket Multi-tool, Staydose, Stimdose, Sungoggles, and Survival Rations (5 days).&lt;br /&gt;
Cost 150 Cr, Wgt.: 1 kg&lt;br /&gt;
&lt;br /&gt;
Explorer Boots (35 cr)&lt;br /&gt;
Explorer Vest (15 cr)&lt;br /&gt;
Bandoleer Sling (1 cr)&lt;br /&gt;
Brass Knuckles (10 cr)&lt;br /&gt;
Night Stick (20 cr)&lt;br /&gt;
(10) Auto-Rifle Mags (5 cr/ea)&lt;br /&gt;
(6) Semi-Auto Pistol Mags (2 cr/ea)&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 02:55:21 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
&lt;br /&gt;
'''The Survival Kit consists of the following items:'''&lt;br /&gt;
All-weather blanket, Basic first-aid equipment (bandages, etc.), Compass, Everflame, Gas Mask, Holoflare, Life Jacket, Pocket Flashlight, Pocket Tool, Rope, Sungoggles, Survival Rations (5 days), Toxy-rad guage, Waterpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 02:25:58 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''':&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
The Survival Kit consists of the following items:&lt;br /&gt;
All-weather blanket&lt;br /&gt;
Basic first-aid equipment (bandages, etc.)&lt;br /&gt;
Compass&lt;br /&gt;
Everflame&lt;br /&gt;
Gas Mask&lt;br /&gt;
Holoflare&lt;br /&gt;
Life Jacket&lt;br /&gt;
Pocket Flashlight&lt;br /&gt;
Pocket Tool&lt;br /&gt;
Rope&lt;br /&gt;
Sungoggles&lt;br /&gt;
Survival Rations (5 days)&lt;br /&gt;
Toxy-rad guage&lt;br /&gt;
Waterpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Mon, 07 Apr 2014 02:22:58 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
An automatic rifle is similar to automatic rifles being used today. It is basically a heavier, longer version of the Automatic Pistol. It can fire up to 3 single shots or 1 burst.&lt;br /&gt;
Cost: 300 Cr, Wgt.: 4 kg, Damage: 1d10/5d10, Ammo: 20 rounds, Rate: 3(1), Defense: inertia, Range: 10/40/100/150/300&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.  &lt;br /&gt;
Cost: 150, Weight: 1.5Kg, Damage: 1d10 per bullet, Ammo: 20 rounds, Rate: 3, Defense: Inertia,	 Range: 5/15/30/60/150&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
*Survival Kit&lt;br /&gt;
&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
The Survival Kit consists of the following items:&lt;br /&gt;
All-weather blanket&lt;br /&gt;
Basic first-aid equipment (bandages, etc.)&lt;br /&gt;
Compass&lt;br /&gt;
Everflame&lt;br /&gt;
Gas Mask&lt;br /&gt;
Holoflare&lt;br /&gt;
Life Jacket&lt;br /&gt;
Pocket Flashlight&lt;br /&gt;
Pocket Tool&lt;br /&gt;
Rope&lt;br /&gt;
Sungoggles&lt;br /&gt;
Survival Rations (5 days)&lt;br /&gt;
Toxy-rad guage&lt;br /&gt;
Waterpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Sun, 06 Apr 2014 02:12:49 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semiautomatic Pistol&lt;br /&gt;
These predecessors of the modern automatic pistols are functionally nearly equivalent. They fire bullets as quickly as the user can pull the trigger (up to three bullets per turn). There is no burst fire mode. The Semiautomatic Pistol uses the same ammunition and magazine as the modern automatic pistol. Skeinsuits and inertia screens reduce bullet damage by half. If a skeinsuit and an inertia screen are used together, damage is reduced to one-fourth the amount rolled.&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
'''*Survival Kit'''&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
The Survival Kit consists of the following items:&lt;br /&gt;
All-weather blanket&lt;br /&gt;
Basic first-aid equipment (bandages, etc.)&lt;br /&gt;
Compass&lt;br /&gt;
Everflame&lt;br /&gt;
Gas Mask&lt;br /&gt;
Holoflare&lt;br /&gt;
Life Jacket&lt;br /&gt;
Pocket Flashlight&lt;br /&gt;
Pocket Tool&lt;br /&gt;
Rope&lt;br /&gt;
Sungoggles&lt;br /&gt;
Survival Rations (5 days)&lt;br /&gt;
Toxy-rad guage&lt;br /&gt;
Waterpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Sun, 06 Apr 2014 02:02:15 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Kara Addibissi</title>
			<link>http://starfrontiers.info/wiki/index.php/Kara_Addibissi</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:960110 565282696886362 16018516 n.jpg|right|400px]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi-Auto Pistol&lt;br /&gt;
*Military Skeinsuit&lt;br /&gt;
'''*Survival Kit'''&lt;br /&gt;
This is an emergency survival kit. It is similar to the Standard Equipment Pack from the main rules book, but reformatted to make it useful for explorers and wilderness scouts (and anyone finding themselves stranded on a desert planet!). Many lifeboats and escape pods have a number of these survival kits stowed, as well as a single duraraft and envirotent.&lt;br /&gt;
The Survival Kit consists of the following items:&lt;br /&gt;
All-weather blanket&lt;br /&gt;
Basic first-aid equipment (bandages, etc.)&lt;br /&gt;
Compass&lt;br /&gt;
Everflame&lt;br /&gt;
Gas Mask&lt;br /&gt;
Holoflare&lt;br /&gt;
Life Jacket&lt;br /&gt;
Pocket Flashlight&lt;br /&gt;
Pocket Tool&lt;br /&gt;
Rope&lt;br /&gt;
Sungoggles&lt;br /&gt;
Survival Rations (5 days)&lt;br /&gt;
Toxy-rad guage&lt;br /&gt;
Waterpack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Sun, 06 Apr 2014 02:01:08 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kara_Addibissi</comments>		</item>
		<item>
			<title>Character</title>
			<link>http://starfrontiers.info/wiki/index.php/Character</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi_Auto Pistol&lt;br /&gt;
*Skeinsuit&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
In process....&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Fri, 04 Apr 2014 02:09:45 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character</comments>		</item>
		<item>
			<title>Character</title>
			<link>http://starfrontiers.info/wiki/index.php/Character</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with medium length dirty blonde hair just below her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi_Auto Pistol&lt;br /&gt;
*Skeinsuit&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 15:18:36 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character</comments>		</item>
		<item>
			<title>File:960110 565282696886362 16018516 n.jpg</title>
			<link>http://starfrontiers.info/wiki/index.php/File:960110_565282696886362_16018516_n.jpg</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 15:16:38 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:960110_565282696886362_16018516_n.jpg</comments>		</item>
		<item>
			<title>File:Tanar-portrait.png</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Tanar-portrait.png</link>
			<description>&lt;p&gt;Corkman:&amp;#32;Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 15:04:55 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Tanar-portrait.png</comments>		</item>
		<item>
			<title>Character</title>
			<link>http://starfrontiers.info/wiki/index.php/Character</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi_Auto Pistol&lt;br /&gt;
*Skeinsuit&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 15:04:21 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character</comments>		</item>
		<item>
			<title>Character Name</title>
			<link>http://starfrontiers.info/wiki/index.php/Character_Name</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* NPC contacts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi_Auto Pistol&lt;br /&gt;
*Skeinsuit&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Karl Addibissi is Kara's father.  He was also in the military for New Pale for 20 years before he retired.  He was a decorated officer in the planets ground forces for many years, with a specialized background in small unit tactics, reconnaissance and, small arms.  Since retiring, he has spent a lot of time with his daughter since the passing of his wife three years ago.  Kara had become of age and began to follow in the footsteps of her father.  Karl had always wanted a son but, he has been more than accepting of his daughter's efforts to carry on the families tradition of having a generation in the New Pale military in some fashion.  &lt;br /&gt;
&lt;br /&gt;
Karl had moved out into the outskirts of the city to get away from a lot of the fast pace society of a major hub to a more secluded area where there was plenty of nature they could live off of and be left alone by the craziness of all of the people.  Kara always came back to visit Karl on leaves and spent a lot of time learning what he had to teach her, which she found out was volumes.  Karl has established a basic but, very suitable and modern conditions in his cabin.  &lt;br /&gt;
&lt;br /&gt;
He has become more concerned lately with the news of ships being blown up and a possibly threat of a large force heading towards New Pale.  He is happy that Kara is home on leave and he knows that she will be getting called up quickly.  Karl knows that dedication and service is everything but, he knows what it's like to thrown into a meat grinder and being able to look after his only family left makes him feel a whole lot better about a rapidly changing situation.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 15:00:50 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character_Name</comments>		</item>
		<item>
			<title>File:960110 565282696886362 16018516 n (1).jpg</title>
			<link>http://starfrontiers.info/wiki/index.php/File:960110_565282696886362_16018516_n_(1).jpg</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 14:22:01 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:960110_565282696886362_16018516_n_(1).jpg</comments>		</item>
		<item>
			<title>File:Fms007.jpg</title>
			<link>http://starfrontiers.info/wiki/index.php/File:Fms007.jpg</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 14:21:09 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:Fms007.jpg</comments>		</item>
		<item>
			<title>File:313364 416839065077808 2060258075 n.jpg</title>
			<link>http://starfrontiers.info/wiki/index.php/File:313364_416839065077808_2060258075_n.jpg</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 14:19:47 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/File_talk:313364_416839065077808_2060258075_n.jpg</comments>		</item>
		<item>
			<title>Character Name</title>
			<link>http://starfrontiers.info/wiki/index.php/Character_Name</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' &amp;lt;big&amp;gt;Kara Addibissi&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Corkman&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*Automatic Rifle&lt;br /&gt;
*Semi_Auto Pistol&lt;br /&gt;
*Skeinsuit&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Who they are, how they met, what the relationship is, and any other details you want to provide.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 14:02:13 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character_Name</comments>		</item>
		<item>
			<title>Character Name</title>
			<link>http://starfrontiers.info/wiki/index.php/Character_Name</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' &amp;lt;big&amp;gt;Character Name&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Player Name&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' MILITARY&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' AGENT&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' SCOUT&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Military Skills:&lt;br /&gt;
** Projectile Weapons: 3, Melee Weapons: 2, Unarmed Combat: 2, Demolitions: 2&lt;br /&gt;
&lt;br /&gt;
*Agent Skills:&lt;br /&gt;
** Stealth: 1, Detective: 1, Thievery: 1&lt;br /&gt;
&lt;br /&gt;
*Scout Skills:&lt;br /&gt;
** Survival: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*item 1&lt;br /&gt;
*item 2&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Who they are, how they met, what the relationship is, and any other details you want to provide.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 13:36:47 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character_Name</comments>		</item>
		<item>
			<title>Character Name</title>
			<link>http://starfrontiers.info/wiki/index.php/Character_Name</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' &amp;lt;big&amp;gt;Character Name&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Player Name&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Physical Sciences&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Military&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Skill 1 Lvl: 1&lt;br /&gt;
** Programs: Computer Security, Information Storage, Cryptography&lt;br /&gt;
*Skill 2 Lvl: 1&lt;br /&gt;
*Skill 3 Lvl: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*item 1&lt;br /&gt;
*item 2&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment'''&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Who they are, how they met, what the relationship is, and any other details you want to provide.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 13:25:57 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character_Name</comments>		</item>
		<item>
			<title>Character Name</title>
			<link>http://starfrontiers.info/wiki/index.php/Character_Name</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Here is a template you can use to create your character sheet, just select edit on this page, cut and paste the contents of the edit window into the edit window for your character and fill in the data.''&lt;br /&gt;
&lt;br /&gt;
'''Name:''' &amp;lt;big&amp;gt;Character Name&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Player:''' Player Name&lt;br /&gt;
&lt;br /&gt;
==Basic Information==&lt;br /&gt;
[[File:Tanar-portrait.png|right]]&lt;br /&gt;
'''Race:''' Human&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Gender:'''' Female&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Handedness:''' Left&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''STR/STA:''' 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''DEX/RS:''' 65/60&amp;lt;br /&amp;gt;&lt;br /&gt;
'''INT/LOG:''' 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PER/LDR:''' 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
'''IM:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''RW:''' 32&amp;lt;br /&amp;gt;&lt;br /&gt;
'''MW:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''PS:''' 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kara stands 5'8&amp;quot; tall, fit human female with short black hair just off of her shoulders with deep green eyes.  She appears to be physically muscular and in very good shape. &lt;br /&gt;
&lt;br /&gt;
'''Movement'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Walking:''' 10m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Running:''' 30m/turn&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Hourly:''' 5km/hr&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''XP''' (spent): 52&amp;lt;br /&amp;gt;&lt;br /&gt;
'''XP''' (unspent): 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Racial Abilities:''' N/A&lt;br /&gt;
&lt;br /&gt;
'''Credits:''' 1,000 Cr&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
'''PSA's'''&lt;br /&gt;
'''Primary PSA:''' Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Physical Sciences&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Secondary PSA:''' Military&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Skill 1 Lvl: 1&lt;br /&gt;
** Programs: Computer Security, Information Storage, Cryptography&lt;br /&gt;
*Skill 2 Lvl: 1&lt;br /&gt;
*Skill 3 Lvl: 1&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
'''Equipment carried''' (13/20 kg):&lt;br /&gt;
*item 1&lt;br /&gt;
*item 2&lt;br /&gt;
*&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Other Equipment''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Your character's history&lt;br /&gt;
&lt;br /&gt;
==NPC contacts==&lt;br /&gt;
Who they are, how they met, what the relationship is, and any other details you want to provide.&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 13:25:30 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Character_Name</comments>		</item>
		<item>
			<title>A Pale Beginning</title>
			<link>http://starfrontiers.info/wiki/index.php/A_Pale_Beginning</link>
			<description>&lt;p&gt;Corkman:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being run (initially) as a play-by-post game here on the [http://starfrontiers.info/forum Star Frontiers Network Game Forums].  Follow [http://starfrontiers.info/forum/viewforum.php?f=87 this link to the game forum to play].  ''Note: that this page will probably be reorganized into a variety of sub-pages as more material is added.''&lt;br /&gt;
&lt;br /&gt;
The game is set on Pale in the Truane's Star system at the beginning of the First Sathar War.  Characters will start out on Pale as the invasion occurs and will attempt to survive and fight back against the Sathar invaders.  Game background information, house rules, and a list of the player and non-player characters are given in the sections below&lt;br /&gt;
&lt;br /&gt;
==Background Information==&lt;br /&gt;
===History===&lt;br /&gt;
It is Pale Year (PY) 173, which at some future date will be known as year 3 pre Federation (pf).  [[Pale]] has been colonized for 173 years and has grown a sizable population.  There are cities scattered all over the planet.  The capitol is located at Point True and has a population of several hundred thousand.  While the population is predominantly human, there is a significant representation of the other three major Frontier races.  The racial breakdown is 46% human, 23% Yazirian, 18% Dralisite, and 13% Vrusk.&lt;br /&gt;
&lt;br /&gt;
The Pan Galactic Corporation wields considerable influence in all aspects of life but there are many small local companies that are holding on in competition.  For example, Streele Mining actually controls a majority of the mining and surveying work done on the planet.  They may buy tools and robots from PanGal, but the contracts and jobs are held through Streele.&lt;br /&gt;
&lt;br /&gt;
Just within the past two years, a few ships of alien design have appeared from the direction of the Xagyg Dust Cloud.  These ships have been merchantmen, carrying members of strange new races and tales of worlds beyond the Frontier.  These races, the Ifshnit, Humma, and Osakar, have a confederation of worlds beyond the Xagyg Dust Cloud and seem to have friendly intentions toward the members of the Frontier races.&lt;br /&gt;
&lt;br /&gt;
===Pale Physical Information===&lt;br /&gt;
Pale orbits it's primary, Truane's Star, in the outer portions of the star's habitable zone.  This causes the average temperature on Pale to be fairly low resulting in fairly cold and severe winters and cool summers.  Pale is also a slightly smaller world with a surface gravity of only 0.9 g.&lt;br /&gt;
&lt;br /&gt;
In addition to the cool weather, Pale orbits very slowly on it's axis, completing one revolution every 55 standard hours.  As such the local population has divided the day into four working time periods:&lt;br /&gt;
* '''Day-day''': Corresponds to the 13 hours starting roughly 1 hour after sunrise.  This is the typical working time when the sun is up.  &lt;br /&gt;
* '''Day-night''':  This corresponds to the next 14 hour period and is typically a rest period although the sun is still shining.  Because this rest period occurs during daylight hours, all houses on Pale have windows or curtains allowing rooms to be completely &amp;quot;blacked out&amp;quot; to simulate darkness and night time even though the sun is still up.&lt;br /&gt;
* '''Night-day''': This is the 13 hour work period occuring during the local night.  Since this is a time of major work and transportation, all the streets and buildings of Pale are well lit to provide a semblance of daylight during this work period.  When seen from orbit, the cities and towns of Pale in the Night-day part of the cycle blaze with light.&lt;br /&gt;
* '''Night-night''': This is the final 14 hour rest period that occurs during the local night time.&lt;br /&gt;
&lt;br /&gt;
The extra hour is added in to either the Day-day or Night-day period depending on the season, the hour being added to the Day-day in the summer when the days are longer and the Night-day in the winter when the nights are longer.&lt;br /&gt;
&lt;br /&gt;
Typical work periods are 10 hours long during the Day-day and Night-day periods although there are many graveyard and swing shift positions that run during other hours.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Character Generation===&lt;br /&gt;
Please use the following rules for generating your character:&lt;br /&gt;
# Follow standard Alpha Dawn character generation to determine their starting characteristics&lt;br /&gt;
# Characters may be from any of the four races from the Alpha Dawn rules or the Ifshnit, Humma, or Osakar from the Zebulon's Guide to Frontier Space suppliment.  Characters from the Zeb's Guide races need to detail in their background how and why they are on Pale as there is only very limited preliminary contact between the Rim and the Frontier at the time of the start of this campaign.&lt;br /&gt;
# Instead of the standard skill AD/KH skill system we will be using the skill system from the [[A Skilled Frontier]] article in the [[Star Frontiersman]].  This system will be modified slightly as described in the [[A_Pale_Beginning#Skills | Skills section of the House Rules]] below.&lt;br /&gt;
# All players will receive 50 XP to spend on skills, racial abilities, and characteristic improvement over their original 3 starting skills.  Note that initial parts of this game will be almost completely ground based so skills related to spacecraft will not see much use.  You may want to have that as part of your character concept but they may lie dormant for a while during play.&lt;br /&gt;
# All characters will start with a toolkit or weapon relevant to their highest skill in their PSA plus 1000 cr to spend on other equipment as they would like subject to limitations in the [[A_Pale_Beginning#Equipment | Equipment House Rules]] below&lt;br /&gt;
# All character should provide a background write-up of their history and include a description of what they do on a daily basis on Pale assuming they are there working a regular job.  Remeber when writing these backgrounds up that your character has no knowledge of the existance of the Sathar or upcoming invasion. Bonus starting XP will be given for the following:&lt;br /&gt;
#* 2XP - Basic background write-up&lt;br /&gt;
#* 1XP - Drawing or picture to represent the character&lt;br /&gt;
#* 1XP - NPC contact on Pale.  This could be family member, significant other, professional contact, etc.&lt;br /&gt;
#* 1XP - Description of the character's goals, dream, and/or aspirations - What does the character want to do with his/her/ids life?  What do they hope to achieve.&lt;br /&gt;
# I'm going to allow the use of the Mentalist PSA from the Remastered Rules that [[Bill Logan]] created with a few modifications.  You can find the details on this in the [[A Pale Beginning#Mentalist PSA | Mentalist PSA]] house rules section below.  You can only take one mentalist skill as one of your three starting skills.  If you want a second (or third) you need to buy them with your 50 XP allotment.&lt;br /&gt;
&lt;br /&gt;
===Player Characters===&lt;br /&gt;
Here are links to all the characters in the game:&lt;br /&gt;
* [[Cal Hendricks]] - Tom V/jedion357&lt;br /&gt;
* [[Arturo DaGathuro]] - Daniel O'Neil /oTTo&lt;br /&gt;
* [[Erik &amp;quot;the Mouse&amp;quot; Stromm]] - Richard Rose (Shadow Shack) &lt;br /&gt;
* [[Baas Haas]] - JoeH/Fragz&lt;br /&gt;
* [[Ortwin Sturm]] - Andrew/ASMZero&lt;br /&gt;
* [[Character]] - Kara Addibissi/Corkman&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character]] - player&lt;br /&gt;
* [[Character Name| Character Name Template]] &amp;lt;- This is link to a template you can use to fill out your character.&lt;br /&gt;
&lt;br /&gt;
To add yours, just edit this page and put your charcters name inside the brackets on the edit page, save the page and click on the link created.  You can follow the template provided to create your page.  The easiest way to do that is to go to the character template page, hit the edit button on top and copy the markup text out of the edit window and paste it into yours and modify for your character.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
Information on various NPC's can be found below:&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
* [[NPC Name]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
Here are various house rules that will apply to the game.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
While we will be using the [[A Skilled Frontier]] skill system, the following modifications apply:&lt;br /&gt;
* No '''Beam Weapons''' skill initially available.  As described in the [[A Pale Beginning#Equipment | Equipment]] section below, laser weapons have yet to be established in the Frontier at a general level so this skill is not initially available&lt;br /&gt;
* '''Space Sciences''' (from the Scientist PSA) covers astronomy, physics, and other space sciences but does not include spacecraft engineering.  In truth, astronomy, physics, chemistry, geology, etc. should all be separate skills but for simplicity and playability, we'll leave them grouped as they are otherwise.&lt;br /&gt;
* '''Spacecraft Engineering''' is a new separate skill in the Tech PSA&lt;br /&gt;
* I'm adding a new '''Xenotechnology (''Race'')''' skill that is available either through the Scholar, Scientist, or Tech PSA.  This skill represents studying the alien culture and understanding how it works in relation to how it creates and operates it machinery and is designed to help overcome the -20% alien technology penalty.  This skill only goes up to level 2, and is harder to earn than would be normal, costing one extra XP to earn level 1 and two extra XP to earn level 2.  The skill must be learned for each race indivually but each level overcomes 10% of the penalty applied to using alien technology.  Thus if a human had a Level 1 Xenotechnology (Vrusk), when using technology specifically designed for vrusk, that would normally carry a -20% modifier, he only suffers a -10%.  If he raised his skill to level 2, the penalty would be removed.  This skill would not apply to any technology designed for any of the other races.  Obviously Xenotechnology (Sathar) isn't available to begin with as the characters don't even know the sathar exist.&lt;br /&gt;
* I'm adding an &amp;quot;'''Architecture'''&amp;quot; skill, available through the Scholar or Tech PSAs that cover things like civil engieering, architecture, building/bridge construction, etc.&lt;br /&gt;
&lt;br /&gt;
====Mentalist PSA====&lt;br /&gt;
We're going to allow this and see how it goes.  For the most part we will be using the skills/subskills as listed in the remastered rules. (I'll try to get a wiki page up with the rule set).  The rules will have the following modifications.&lt;br /&gt;
# Mentalist doesn't have be your PSA but all XP costs are doubled.  i.e. if it is your primary skill area, costs are as per the rules in the remastered rule book (except I'll allow level 1 to only cost 6 instead of 10).  If it's a secondary skill area, then costs are 8,16, 24, etc and if it is tertiary then costs are 16,32,48, etc.&lt;br /&gt;
# Pychokenisis and Telepathy are just skills within the PSA not separate skill areas so you can pick two others as your secondary skill area.&lt;br /&gt;
# All hour duration skills are reduced to 10 minutes.  I think an hour is just a little bit too long.&lt;br /&gt;
# The rules don't explicitly talk about using multiple skills at the same time other than giving a couple of examples of where it might be done.  So I'm going to say that it can but each additional skill suffers a -10% cumulative penalty. i.e. the second one has a -10% the third a -20%, etc.  This only applies if trying to do them at the same time.&lt;br /&gt;
# The stacking the effect of levitation (or any other skill that can be stacked) can be used but each stacked effect increases the maintenance cost (i.e. if a second effect is added, then upkeep is 2 points per 10 minutes, not just 1).&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
# '''Lasers''' - For this game, the Frontier races don't have portable laser technology.  It is something that is just being developed.  It exists on a few space craft and there are some heavy laser weapons but the laser rifle and laser pistol don't exist and cannot be purchaced.  The equivalent of a Heavy Laser exists but it weighs twice as much uses 2 SEU to do 1d10 points of damage and only has half the range.  It's a military testing weapon and is not available to the PCs for purchace.&lt;br /&gt;
# '''Albedo Screens and Suits''' - Just as the weapons don't exist, the defences for these weapons don't exist either  So no albedo screens or suits are available.&lt;br /&gt;
&lt;br /&gt;
==Tech Specs==&lt;br /&gt;
This section will be filled in as new mateiral is created for the game.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
&lt;br /&gt;
===Vehicles===&lt;br /&gt;
&lt;br /&gt;
===Robots===&lt;/div&gt;</description>
			<pubDate>Thu, 03 Apr 2014 01:24:44 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:A_Pale_Beginning</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 10&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 0&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Detective [DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
- Stealth [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
- Projectile Weapons [DEX]; Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Wed, 10 Apr 2013 23:57:55 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 7&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Detective [DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
- Stealth [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
- Projectile Weapons [DEX]; Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Wed, 10 Apr 2013 23:57:32 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 7&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 3&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Stealth [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
- Projectile Weapons [DEX]; Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Wed, 10 Apr 2013 22:52:35 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Basic Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 7&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 2&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Stealth [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
- Projectile Weapons [DEX]; Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Thu, 04 Apr 2013 23:46:46 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 0&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
- Stealth [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
- Projectile Weapons [DEX]; Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Thu, 04 Apr 2013 23:45:26 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 0&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Auto-Rifle &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left) &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &amp;lt;br /&amp;gt;&lt;br /&gt;
- [1] 20 Round Clip &amp;lt;br /&amp;gt;&lt;br /&gt;
[1] Mono-Tanto (From guard) &amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Mon, 01 Apr 2013 21:30:04 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 0&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations &lt;br /&gt;
[1] Auto-Rifle&lt;br /&gt;
- [1] 20 Round Clip&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left)&lt;br /&gt;
[1] Semiautomatic Pistol (Wt: 1.5kg/ 1d10 per bullet/ Mag: 20 rounds/ ROF: 3/ DEF: Inertia/ RNG: 5/15/30/60/150) &lt;br /&gt;
- [1] 20 Round Clip&lt;br /&gt;
[1] Mono-Tanto (From guard)&amp;lt;br /&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Mon, 01 Apr 2013 21:29:03 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;/* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&amp;lt;br /&amp;gt;&lt;br /&gt;
Character Name: Kriss Flesland&amp;lt;br /&amp;gt;&lt;br /&gt;
==Basic Information==&lt;br /&gt;
Race: Human&amp;lt;br /&amp;gt;&lt;br /&gt;
Gender: Male&amp;lt;br /&amp;gt;&lt;br /&gt;
Handedness: Left&amp;lt;br /&amp;gt;&lt;br /&gt;
Height: 1.9 M&amp;lt;br /&amp;gt;&lt;br /&gt;
Weight: 80 kg&amp;lt;br /&amp;gt;&lt;br /&gt;
Initiative Modifier: +6&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
XP spent: 0&amp;lt;br /&amp;gt;&lt;br /&gt;
XP unspent: 8&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
STATS:&amp;lt;br /&amp;gt;&lt;br /&gt;
STR/STA: 60/65&amp;lt;br /&amp;gt;&lt;br /&gt;
DEX/RS: 60/60&amp;lt;br /&amp;gt;&lt;br /&gt;
INT/LOG: 50/50&amp;lt;br /&amp;gt;&lt;br /&gt;
PER/LDR: 35/35&amp;lt;br /&amp;gt;&lt;br /&gt;
PUNCHING SCORE: 3 &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &amp;lt;br /&amp;gt;&lt;br /&gt;
WALK/TURN: 10 M&amp;lt;br /&amp;gt;&lt;br /&gt;
RUN/TURN: 30 M&amp;lt;br /&amp;gt;&lt;br /&gt;
HOURLY: 5 K&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
PRIMARY: Agent &amp;lt;br /&amp;gt;&lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (1): Military &amp;lt;br /&amp;gt;&lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &amp;lt;br /&amp;gt;&lt;br /&gt;
SECONDARY (2): Tech&amp;lt;br /&amp;gt;&lt;br /&gt;
- Technician {LOG]: Level: 1 [35%]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&amp;lt;br /&amp;gt;&lt;br /&gt;
Everflame [n/a] (5 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Flashlight [n/a] (5 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &amp;lt;br /&amp;gt;&lt;br /&gt;
Machete [3 Kg] (30 Cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Rope [1 Kg] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Sungoggles [n/a] (2 cr) &amp;lt;br /&amp;gt;&lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&amp;lt;br /&amp;gt;&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&amp;lt;br /&amp;gt;&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&amp;lt;br /&amp;gt;&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[1] Auto-Rifle&lt;br /&gt;
- [1] 20 Round Clip&lt;br /&gt;
- [1] 20 Round Clip (2 Rounds left)&lt;br /&gt;
[1] Semi-Auto Pistol&lt;br /&gt;
- [1] 20 Round Clip&lt;br /&gt;
[1] Mono-Tanto (From guard)&lt;br /&gt;
&lt;br /&gt;
MONOBLADES. EACH GUARD CARRIES A MONO TONTO (2d10 variety)&lt;br /&gt;
Monoblades In the equipment section, there exists rules for sonic and electric/vibro weaponry. But science fiction is ripe with a technology called monofilament blades, and if the referee allows, you may purchase these additional three items. &lt;br /&gt;
&lt;br /&gt;
Construction. Mono weapons utilize a monofilament wire specially treated with galvatronic force fields and have their molecules aligned with high intensity lasers. The end result is a blade whose leading edge is only a single molecule wide, and it keeps its edge through a great deal of use. &lt;br /&gt;
&lt;br /&gt;
By necessity and economics, mono-bladed weapons are single-bladed (having one sharp side, and one blunt) and therefore the favored configurations are oriental in style (Katanas, Tantos and Wakizashis) &lt;br /&gt;
&lt;br /&gt;
with some Mono Sabers seeing use in the various space navies. &lt;br /&gt;
&lt;br /&gt;
Monofilament Glow. Swinging the blade through the air causes molecules in the air to be alive with phosphorescent activity as molecules are displaced by the blade. This gives a mono blade in motion the effect of glowing, though in truth it is the air which reacts to its movements. &lt;br /&gt;
&lt;br /&gt;
Worn Blades. The only limitation on monofilament blades is that their edge will eventually dull. At the end of a session of play where a monofilament blade was used, roll d100. There is a base 3% chance that the blade has dulled. A dulled blade loses 1d10 from its damage rating until it can be repaired. Repairing a worn monoblade costs half its normal purchase price. &lt;br /&gt;
&lt;br /&gt;
 Melee mod. &lt;br /&gt;
Mono Tanto. (+5) 2d10 -- -- -- Inertia -- 50 cr&lt;br /&gt;
 Mono Wakizashi. (+10) 3d10 -- -- -- Inertia -- 100 cr&lt;br /&gt;
Mono Katana (+10) 4d10 -- -- -- Inertia -- 200. Cr&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Mon, 01 Apr 2013 21:17:14 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
		<item>
			<title>Kriss Flesland</title>
			<link>http://starfrontiers.info/wiki/index.php/Kriss_Flesland</link>
			<description>&lt;p&gt;Corkman:&amp;#32;Created page with 'Player Name: John O'Koren (Corkman) Character Name: Kriss Flesland Race: Human Gender: Male Handedness: Left Height: 1.9 M Weight: 80 kg Initiative Modifier: +6  STATS: STR/STA: …'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Player Name: John O'Koren (Corkman)&lt;br /&gt;
Character Name: Kriss Flesland&lt;br /&gt;
Race: Human&lt;br /&gt;
Gender: Male&lt;br /&gt;
Handedness: Left&lt;br /&gt;
Height: 1.9 M&lt;br /&gt;
Weight: 80 kg&lt;br /&gt;
Initiative Modifier: +6&lt;br /&gt;
&lt;br /&gt;
STATS:&lt;br /&gt;
STR/STA: 60/65&lt;br /&gt;
DEX/RS: 60/60&lt;br /&gt;
INT/LOG: 50/50&lt;br /&gt;
PER/LDR: 35/35&lt;br /&gt;
PUNCHING SCORE: 3 &lt;br /&gt;
&lt;br /&gt;
MOVEMENT: &lt;br /&gt;
WALK/TURN: 10 M&lt;br /&gt;
RUN/TURN: 30 M&lt;br /&gt;
HOURLY: 5 K&lt;br /&gt;
&lt;br /&gt;
SKILLS:&lt;br /&gt;
PRIMARY: Agent &lt;br /&gt;
- Thievery [DEX]: Level: 1 [40%]&lt;br /&gt;
SECONDARY (1): Military &lt;br /&gt;
- Melee Weapons [STR/DEX]: Level: 1 [40%] &lt;br /&gt;
SECONDARY (2): Tech&lt;br /&gt;
 - Technician {LOG]: Level: 1 [35%]&lt;br /&gt;
&lt;br /&gt;
RACIAL ABILITIES: +5 added to one [1] ability score, (STAMINA)&lt;br /&gt;
&lt;br /&gt;
EQUIPMENT: &lt;br /&gt;
Civilian Skeinsuit [1 Kg] (Issued)&lt;br /&gt;
Tech Kit [12 Kg] (Personal Gear/Issued)&lt;br /&gt;
Everflame [n/a] (5 cr)&lt;br /&gt;
Flashlight [n/a] (5 cr) &lt;br /&gt;
[x2] Holo-Flares [1 kg/each] / (5 cr/each) &lt;br /&gt;
Machete [3 Kg] (30 Cr) &lt;br /&gt;
Rope [1 Kg] (2 cr) &lt;br /&gt;
[x2] Solvaway [n/a] (10 cr/each)&lt;br /&gt;
Sungoggles [n/a] (2 cr) &lt;br /&gt;
Vitasalt Pills [n/a] (1 cr)&lt;br /&gt;
[x2] Water Packs [4 kg/each] (4 cr/each)&lt;br /&gt;
Expandable Baton (Nightstick) [1 Kg] (20 cr)&lt;br /&gt;
Standard Equipment Pack [1 Kg] (150 cr):&lt;br /&gt;
- Chronocom, ID card, coveralls, first aid kit (spray hypo + StimDose &amp;amp; StayDose), doze grenade, pocket tool and 5 days survival rations&lt;br /&gt;
&lt;br /&gt;
BACKGROUND:&lt;br /&gt;
To Follow...&lt;/div&gt;</description>
			<pubDate>Tue, 01 Jan 2013 04:20:09 GMT</pubDate>			<dc:creator>Corkman</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kriss_Flesland</comments>		</item>
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