<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://paxrepublica.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Artemis108</id>
	<title>Pax Republica - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://paxrepublica.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Artemis108"/>
	<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Special:Contributions/Artemis108"/>
	<updated>2026-05-02T10:44:09Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://paxrepublica.net/index.php?title=File:Z-28_Skywing.jpg&amp;diff=1307</id>
		<title>File:Z-28 Skywing.jpg</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=File:Z-28_Skywing.jpg&amp;diff=1307"/>
		<updated>2022-05-03T23:32:14Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=File:Jedi_vector.jpg&amp;diff=1306</id>
		<title>File:Jedi vector.jpg</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=File:Jedi_vector.jpg&amp;diff=1306"/>
		<updated>2022-05-03T23:31:39Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Theme&amp;diff=1293</id>
		<title>Category:Theme</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Theme&amp;diff=1293"/>
		<updated>2022-04-10T04:55:57Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* The Nihil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Pax Republica is set in the Star Wars Universe roughly 300 years before the events of Star Wars Episode IV. The Republic and the Jedi are both at the height of their power, as new systems and regions are discovered in the Outer Rim. Slavery is illegal, and though indentured servitude is allowed, it is restricted to prevent the exploitation of workers. Spice is legal, but only for medicinal uses. &lt;br /&gt;
&lt;br /&gt;
The Jedi work diligently to maintain peace, in an ongoing effort to prevent the re-emergence of the Sith, or any who would use the Dark Side to terrorize and enslave the galaxy.&lt;br /&gt;
&lt;br /&gt;
Check out the links below for details on more specific aspects of the setting.&lt;br /&gt;
=== Canon ===&lt;br /&gt;
We consider Pax Republica a &#039;canon&#039; game, and primarily use thematic information derived from the Star Wars films, television shows which are established as official canon (Rebels, The Mandalorian), and other sources such as comic books and novels which are similarly established as official canon. Sources formerly included as part of the Extended Universe (now Legends) are not considered part of our canon, though we may borrow thematic elements from them as appropriate, where official canon information may be lacking.&lt;br /&gt;
&lt;br /&gt;
If you have questions about whether or not certain sources or information is considered part of our game canon, please submit a +request to staff and we will review it.&lt;br /&gt;
&lt;br /&gt;
For more information about the definition of canon, see [https://starwars.fandom.com/wiki/Main_Page Wookieepedia].&lt;br /&gt;
&lt;br /&gt;
=== Setting ===&lt;br /&gt;
Pax Republica takes a somewhat darker view of the Star Wars universe, despite our timeline being set at the height of the Republic and the Jedi Order. While this is an era of relative peace and prosperity in the Galaxy, if one looks beyond the superficial it becomes obvious that not everything is sugar and spice.&lt;br /&gt;
&lt;br /&gt;
The Republic maintains firm control over much of the Galaxy through political, diplomatic, and economic means. The wealth disparity between the Core Worlds and the more outlying systems of the Colonies and the Rim couldn&#039;t be more apparent, and there is a great deal of animosity between the &amp;quot;haves&amp;quot; and the &amp;quot;have-nots&amp;quot;. The economic situation and mutual reliance between the Core Worlds and the Colonies keep this tension from bubbling over into open hostility. Not to mention the fact that the Jedi serve the interests of the Republic, and an uprising among the outlying systems would warrant a swift response.&lt;br /&gt;
&lt;br /&gt;
Further from the Core, bordering the Colonies and reaching into the known worlds of the Outer Rim is Hutt Space. The Hutts have ruled this region for centuries, even before the formation of the Republic, and the two groups maintain an uneasy truce of convenience. The Hutt Clans are first and foremost a mercantile power, with economic interests taking precedence over all others. Each major Hutt lord maintains a standing force of mercenaries, indentured soldiers and slaves, with enough military force between the Clans to easily rival any force the Republic may muster, save for the Jedi themselves. While the Hutts are eager to do business with anyone who has something to offer them, many of their preferred paths to profit fly directly in the face of Republic laws; smuggling, slavery, weapons, and illicit substances are among their more profitable industries.&lt;br /&gt;
&lt;br /&gt;
Though the war with the Sith ended over a century ago, it remains a fresh wound in the memory of the Jedi Order. Never again will the Jedi Order allow the taint of the Dark Side to take hold and threaten the peace and safety of the Galaxy, and they will do whatever is necessary to safeguard against it. The Jedi Council maintains a very rigid, conservative view of the Force, the Light, and the Dark, with little tolerance for even tiny deviations from the letter and spirit of the Jedi Code. Children are removed from their families as soon as their potential is discovered both because their training must by necessity begin as soon as possible, but because the longer a child is allowed to grow outside of the Order, the more potential exists for them to fall to the Dark Side. Those who choose to leave the Order are treated as heretics at best and outright hostile at worst; one does not simply leave the Jedi Order.&lt;br /&gt;
&lt;br /&gt;
The reputation of the Jedi Order varies the further one gets from the Core Worlds. On Coruscant, Jedi are respected and afforded a great deal of cooperation, even reverence. Out on the Rim, on a world like Tatooine, Jedi may be considered little more than bogeymen, stories parents tell their children to get them to eat their vegetables and go to bed on time. While the Order is at its peak, its numbers remain low enough that outside of the Core Worlds, particularly Coruscant itself, most beings in the Galaxy will never cross paths with a Jedi Knight.&lt;br /&gt;
==== Underworld ====&lt;br /&gt;
The criminal underworld on Pax Republica is comprised of a few key groups which operate both in concert and in competition with one another.&lt;br /&gt;
&lt;br /&gt;
=====Hutt Clans=====&lt;br /&gt;
The first and largest group is the Hutt Clans. The Hutts have been involved in shady dealings since the moment they came into contact with the Republic, and are involved in the slave trade, illicit substances, and illegal weapons, among others. The Hutts control a large area of space bordering the Republic, within which the Republic has no jurisdiction; however, their business endeavours cross those boundaries frequently, and the Hutts are known criminals in many areas throughout the Republic. Because of their status as essentially an independent sovereign entity however, a large-scale crackdown on Hutt activity in Republic space would be diplomatically treacherous.&lt;br /&gt;
&lt;br /&gt;
=====Black Sun Cartel=====&lt;br /&gt;
The Black Sun cartel is a criminal organization that took shape in the wake of the Sith occupation of Coruscant and the subsequent liberation. Black Sun is established on worlds throughout the Republic, but its largest and most profitable operations are among the Core Worlds, where they are involved in illicit substances, the slave trade, as well as weapons manufacturing and distribution. There have long been rumours that the cartel funds anti-Republic terrorists in an effort to sow chaos and imbalance, allowing them more freedom to operate under the watchful eyes of Republic Judicials without being the most important thing on the radar. The Republic has known about the Black Sun since their formation; however, they have been unable to extinguish the organization, or even make significant headway in infiltrating them, even after thousands of years.&lt;br /&gt;
=====The Exchange=====&lt;br /&gt;
The Exchange has been around almost as long as the Black Sun, but mostly sticks to the Outer Rim, where they are direct rivals of the Hutt Clans. The Exchange is known for ruthlessness, offering no quarter to those who have crossed them, or any who might get in their way. Even the Hutts and the Black Sun will make a deal when there&#039;s opportunity for more profit, but the Exchange has always put vengeance over credits. Primarily engaged in acts of direct piracy and violence, the Exchange is more a loose association of independent criminals than a central organization, making it that much more difficult to track and eliminate.&lt;br /&gt;
=====The Nihil=====&lt;br /&gt;
The Nihil is a small nebulous group of space marauders  based out of Thrull&#039;s Shroud in the Outer Rim near Belvaris.  Viewing themselves as a counter to the Republic&#039;s growing Galactic expansion into the Outer Rim, they rob and raid without compunction, leaving death and destruction in their wake. The Ro Family have assimilated themselves into the pirate group, intending to take the group over to become a formidable force in the Outer Rim.&lt;br /&gt;
&lt;br /&gt;
Through the Ro Family, the Nihil have come into the possession of Path engines, a technology taken from the hyperspace savant Mari San Tekka, a  captive of the family since her childhood. Path engines outstrip current hyperspace ship capabilities, allowing them to travel unexpected vectors or paths in hyperspace to make surprise raids on unsuspecting ships. Utilizing this technology, they are able to hit an objective without warning and seemingly disappear using routes other ships could not follow. Spacers whisper of demons in the dark.&lt;br /&gt;
&lt;br /&gt;
==== The Whispering Dark ====&lt;br /&gt;
As the Republic and the Jedi venture further into the unknown regions beyond the Outer Rim, strange events begin to occur seemingly at random. Whole ships enter hyperspace and never return, with no trace. Entire fields of crops suddenly die in the midst of an otherwise excellent growing season without explanation. People disappear without a trace, and their entire family fails to remember them. Seemingly sane people descend into madness overnight.&lt;br /&gt;
&lt;br /&gt;
When Naga Sadow triggered the Cron Drift Explosion using Dark Side powers, he woke something that had been imprisoned for eons in the &amp;quot;space between space&amp;quot;, aka hyperspace. Sadow was swallowed up in the cataclysm, and consumed by the creature, the Whispering Dark. Though its prison holds, and the creature remains in a weakened state, it&#039;s power and influence will only grow with time. By consuming the former Dark Lord of the Sith, the Whispering Dark learned about the Jedi, the Republic, and the well of dark power which lies at the heart of Coruscant. In time, it will corrupt and influence the sentient beings of the Outer Rim to feed its power, and eventually break free of its prison in order to emerge into real space and feed on enough Dark Side power to consume the galaxy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Policy]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Theme&amp;diff=1292</id>
		<title>Category:Theme</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Theme&amp;diff=1292"/>
		<updated>2022-04-10T04:47:20Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* The Nihil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Pax Republica is set in the Star Wars Universe roughly 300 years before the events of Star Wars Episode IV. The Republic and the Jedi are both at the height of their power, as new systems and regions are discovered in the Outer Rim. Slavery is illegal, and though indentured servitude is allowed, it is restricted to prevent the exploitation of workers. Spice is legal, but only for medicinal uses. &lt;br /&gt;
&lt;br /&gt;
The Jedi work diligently to maintain peace, in an ongoing effort to prevent the re-emergence of the Sith, or any who would use the Dark Side to terrorize and enslave the galaxy.&lt;br /&gt;
&lt;br /&gt;
Check out the links below for details on more specific aspects of the setting.&lt;br /&gt;
=== Canon ===&lt;br /&gt;
We consider Pax Republica a &#039;canon&#039; game, and primarily use thematic information derived from the Star Wars films, television shows which are established as official canon (Rebels, The Mandalorian), and other sources such as comic books and novels which are similarly established as official canon. Sources formerly included as part of the Extended Universe (now Legends) are not considered part of our canon, though we may borrow thematic elements from them as appropriate, where official canon information may be lacking.&lt;br /&gt;
&lt;br /&gt;
If you have questions about whether or not certain sources or information is considered part of our game canon, please submit a +request to staff and we will review it.&lt;br /&gt;
&lt;br /&gt;
For more information about the definition of canon, see [https://starwars.fandom.com/wiki/Main_Page Wookieepedia].&lt;br /&gt;
&lt;br /&gt;
=== Setting ===&lt;br /&gt;
Pax Republica takes a somewhat darker view of the Star Wars universe, despite our timeline being set at the height of the Republic and the Jedi Order. While this is an era of relative peace and prosperity in the Galaxy, if one looks beyond the superficial it becomes obvious that not everything is sugar and spice.&lt;br /&gt;
&lt;br /&gt;
The Republic maintains firm control over much of the Galaxy through political, diplomatic, and economic means. The wealth disparity between the Core Worlds and the more outlying systems of the Colonies and the Rim couldn&#039;t be more apparent, and there is a great deal of animosity between the &amp;quot;haves&amp;quot; and the &amp;quot;have-nots&amp;quot;. The economic situation and mutual reliance between the Core Worlds and the Colonies keep this tension from bubbling over into open hostility. Not to mention the fact that the Jedi serve the interests of the Republic, and an uprising among the outlying systems would warrant a swift response.&lt;br /&gt;
&lt;br /&gt;
Further from the Core, bordering the Colonies and reaching into the known worlds of the Outer Rim is Hutt Space. The Hutts have ruled this region for centuries, even before the formation of the Republic, and the two groups maintain an uneasy truce of convenience. The Hutt Clans are first and foremost a mercantile power, with economic interests taking precedence over all others. Each major Hutt lord maintains a standing force of mercenaries, indentured soldiers and slaves, with enough military force between the Clans to easily rival any force the Republic may muster, save for the Jedi themselves. While the Hutts are eager to do business with anyone who has something to offer them, many of their preferred paths to profit fly directly in the face of Republic laws; smuggling, slavery, weapons, and illicit substances are among their more profitable industries.&lt;br /&gt;
&lt;br /&gt;
Though the war with the Sith ended over a century ago, it remains a fresh wound in the memory of the Jedi Order. Never again will the Jedi Order allow the taint of the Dark Side to take hold and threaten the peace and safety of the Galaxy, and they will do whatever is necessary to safeguard against it. The Jedi Council maintains a very rigid, conservative view of the Force, the Light, and the Dark, with little tolerance for even tiny deviations from the letter and spirit of the Jedi Code. Children are removed from their families as soon as their potential is discovered both because their training must by necessity begin as soon as possible, but because the longer a child is allowed to grow outside of the Order, the more potential exists for them to fall to the Dark Side. Those who choose to leave the Order are treated as heretics at best and outright hostile at worst; one does not simply leave the Jedi Order.&lt;br /&gt;
&lt;br /&gt;
The reputation of the Jedi Order varies the further one gets from the Core Worlds. On Coruscant, Jedi are respected and afforded a great deal of cooperation, even reverence. Out on the Rim, on a world like Tatooine, Jedi may be considered little more than bogeymen, stories parents tell their children to get them to eat their vegetables and go to bed on time. While the Order is at its peak, its numbers remain low enough that outside of the Core Worlds, particularly Coruscant itself, most beings in the Galaxy will never cross paths with a Jedi Knight.&lt;br /&gt;
==== Underworld ====&lt;br /&gt;
The criminal underworld on Pax Republica is comprised of a few key groups which operate both in concert and in competition with one another.&lt;br /&gt;
&lt;br /&gt;
=====Hutt Clans=====&lt;br /&gt;
The first and largest group is the Hutt Clans. The Hutts have been involved in shady dealings since the moment they came into contact with the Republic, and are involved in the slave trade, illicit substances, and illegal weapons, among others. The Hutts control a large area of space bordering the Republic, within which the Republic has no jurisdiction; however, their business endeavours cross those boundaries frequently, and the Hutts are known criminals in many areas throughout the Republic. Because of their status as essentially an independent sovereign entity however, a large-scale crackdown on Hutt activity in Republic space would be diplomatically treacherous.&lt;br /&gt;
&lt;br /&gt;
=====Black Sun Cartel=====&lt;br /&gt;
The Black Sun cartel is a criminal organization that took shape in the wake of the Sith occupation of Coruscant and the subsequent liberation. Black Sun is established on worlds throughout the Republic, but its largest and most profitable operations are among the Core Worlds, where they are involved in illicit substances, the slave trade, as well as weapons manufacturing and distribution. There have long been rumours that the cartel funds anti-Republic terrorists in an effort to sow chaos and imbalance, allowing them more freedom to operate under the watchful eyes of Republic Judicials without being the most important thing on the radar. The Republic has known about the Black Sun since their formation; however, they have been unable to extinguish the organization, or even make significant headway in infiltrating them, even after thousands of years.&lt;br /&gt;
=====The Exchange=====&lt;br /&gt;
The Exchange has been around almost as long as the Black Sun, but mostly sticks to the Outer Rim, where they are direct rivals of the Hutt Clans. The Exchange is known for ruthlessness, offering no quarter to those who have crossed them, or any who might get in their way. Even the Hutts and the Black Sun will make a deal when there&#039;s opportunity for more profit, but the Exchange has always put vengeance over credits. Primarily engaged in acts of direct piracy and violence, the Exchange is more a loose association of independent criminals than a central organization, making it that much more difficult to track and eliminate.&lt;br /&gt;
=====The Nihil=====&lt;br /&gt;
The Nihil is a small nebulous group of space marauders  based out of Thrull&#039;s Shroud in the Outer Rim near Belvaris.  Viewing themselves as a counter to the Republic&#039;s growing Galactic expansion into the Outer Rim, they robbed and raided without compunction, leaving death and destruction in their wake. The Ro Family assimilated themselves into the pirate group, intending to take the group over to become a formidable force in the Outer Rim.&lt;br /&gt;
&lt;br /&gt;
Through the Ro Family, they have  come into the possession of Path engines, a technology taken from the hyperspace savant Mari San Tekka, a  captive of the family since her childhood. Path engines outstrip most current hyperspace ship capabilities, allowing them to travel unexpected vectors or paths in hyperspace to make surprise raids on unsuspecting ships. Utilizing this technology, they are able to raid without warning and seemingly disappear using routes other ships could not follow.&lt;br /&gt;
&lt;br /&gt;
==== The Whispering Dark ====&lt;br /&gt;
As the Republic and the Jedi venture further into the unknown regions beyond the Outer Rim, strange events begin to occur seemingly at random. Whole ships enter hyperspace and never return, with no trace. Entire fields of crops suddenly die in the midst of an otherwise excellent growing season without explanation. People disappear without a trace, and their entire family fails to remember them. Seemingly sane people descend into madness overnight.&lt;br /&gt;
&lt;br /&gt;
When Naga Sadow triggered the Cron Drift Explosion using Dark Side powers, he woke something that had been imprisoned for eons in the &amp;quot;space between space&amp;quot;, aka hyperspace. Sadow was swallowed up in the cataclysm, and consumed by the creature, the Whispering Dark. Though its prison holds, and the creature remains in a weakened state, it&#039;s power and influence will only grow with time. By consuming the former Dark Lord of the Sith, the Whispering Dark learned about the Jedi, the Republic, and the well of dark power which lies at the heart of Coruscant. In time, it will corrupt and influence the sentient beings of the Outer Rim to feed its power, and eventually break free of its prison in order to emerge into real space and feed on enough Dark Side power to consume the galaxy.&lt;br /&gt;
&lt;br /&gt;
[[Category:Policy]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Mikkian&amp;diff=1054</id>
		<title>Mikkian</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Mikkian&amp;diff=1054"/>
		<updated>2021-07-22T03:29:29Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* Trait 2 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
|title1=Mikkian&lt;br /&gt;
|image1=[[mikkian.jpeg|thumb]]&lt;br /&gt;
|classification=&lt;br /&gt;
|homeworld=&lt;br /&gt;
|native_language=&lt;br /&gt;
|awareness=&lt;br /&gt;
|coordination=&lt;br /&gt;
|knowledge=&lt;br /&gt;
|physique=&lt;br /&gt;
|presence=&lt;br /&gt;
|reflexes=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Race Description&lt;br /&gt;
===Available Factions===&lt;br /&gt;
*[[Republic]]&lt;br /&gt;
*[[Fringers]]&lt;br /&gt;
*[[Bounty Hunters&#039; Guild]]&lt;br /&gt;
*[[Jedi Order]]&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
Through their head tendrils Mikkians can sense humidity, temperature, magnetic direction and radiation. The radiation sensitivity is such that Mikkians can detect light and dark through their tendrils as well as their eyes.&lt;br /&gt;
&lt;br /&gt;
===Moral Sense===&lt;br /&gt;
Mikkians value honesty over diplomacy and could be considered rigid and blunt by other Galactic races.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Mikkian&amp;diff=1053</id>
		<title>Mikkian</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Mikkian&amp;diff=1053"/>
		<updated>2021-07-22T03:27:22Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* Trait 1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Location&lt;br /&gt;
|title1=Mikkian&lt;br /&gt;
|image1=[[mikkian.jpeg|thumb]]&lt;br /&gt;
|classification=&lt;br /&gt;
|homeworld=&lt;br /&gt;
|native_language=&lt;br /&gt;
|awareness=&lt;br /&gt;
|coordination=&lt;br /&gt;
|knowledge=&lt;br /&gt;
|physique=&lt;br /&gt;
|presence=&lt;br /&gt;
|reflexes=&lt;br /&gt;
}}&lt;br /&gt;
==Description==&lt;br /&gt;
Race Description&lt;br /&gt;
===Available Factions===&lt;br /&gt;
*[[Republic]]&lt;br /&gt;
*[[Fringers]]&lt;br /&gt;
*[[Bounty Hunters&#039; Guild]]&lt;br /&gt;
*[[Jedi Order]]&lt;br /&gt;
==Racial Traits==&lt;br /&gt;
===Heightened Senses===&lt;br /&gt;
Through their head tendrils Mikkians can sense humidity, temperature, magnetic direction and radiation. The radiation sensitivity is such that Mikkians can detect light and dark through their tendrils as well as their eyes.&lt;br /&gt;
&lt;br /&gt;
===Trait 2===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Outlaws&amp;diff=773</id>
		<title>Category:Outlaws</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Outlaws&amp;diff=773"/>
		<updated>2021-07-16T00:00:19Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Not everyone who is an outlaw is a criminal yet criminal types abound in the wide galaxy.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not everyone who is an outlaw is a criminal yet criminal types abound in the wide galaxy.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Fighter_Pilot&amp;diff=728</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Fighter_Pilot&amp;diff=728"/>
		<updated>2021-07-15T21:08:02Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighter pilots have a lust for action and adventure, and the skills to match. They are also great for controlling vehicles of all sorts in general, although their specialty is in aerial dogfighting.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Stick Jockey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UnderConstruction}}{{Location&lt;br /&gt;
|title1=Fighter Pilot&lt;br /&gt;
|awareness=9&lt;br /&gt;
|coordination=11&lt;br /&gt;
|knowledge=7&lt;br /&gt;
|physique=9&lt;br /&gt;
|presence=9&lt;br /&gt;
|reflexes=10&lt;br /&gt;
|search=3&lt;br /&gt;
|track=3&lt;br /&gt;
|pilot=4&lt;br /&gt;
|gunnery=4&lt;br /&gt;
|shoot=3&lt;br /&gt;
|drive=3&lt;br /&gt;
|tech operation=2&lt;br /&gt;
|starship repair=3&lt;br /&gt;
|grip=2&lt;br /&gt;
|strength=1&lt;br /&gt;
|toughness=1&lt;br /&gt;
|stamina=1&lt;br /&gt;
|intimidate=1&lt;br /&gt;
|lead=2&lt;br /&gt;
|brawl=1&lt;br /&gt;
|dodge=1&lt;br /&gt;
|melee=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]][[Category:Characters]][[Category:Archetypes]][[Category:Chargen]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Fighter_Pilot&amp;diff=726</id>
		<title>Fighter Pilot</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Fighter_Pilot&amp;diff=726"/>
		<updated>2021-07-15T20:57:17Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Fighter pilots have a lust for action and adventure, and the skills to match. They are also great for controlling vehicles of all sorts in general, although their specialty is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Fighter pilots have a lust for action and adventure, and the skills to match. They are also great for controlling vehicles of all sorts in general, although their specialty is in aerial dogfighting.&lt;br /&gt;
&lt;br /&gt;
===Traits===&lt;br /&gt;
Stick Jockey&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{UnderConstruction}}{{Location&lt;br /&gt;
|title1=Fighter Pilot&lt;br /&gt;
|awareness=9&lt;br /&gt;
|coordination=11&lt;br /&gt;
|knowledge=7&lt;br /&gt;
|physique=9&lt;br /&gt;
|presence=9&lt;br /&gt;
|reflexes=10&lt;br /&gt;
|search=3&lt;br /&gt;
|track=3&lt;br /&gt;
|pilot=4&lt;br /&gt;
|gunnery=4&lt;br /&gt;
|shoot=3&lt;br /&gt;
|drive=3&lt;br /&gt;
|tech operation=2&lt;br /&gt;
|starship repair=3&lt;br /&gt;
|grip=2&lt;br /&gt;
|strength=1&lt;br /&gt;
|toughness=1&lt;br /&gt;
|stamina=1&lt;br /&gt;
|intimidate=1&lt;br /&gt;
|lead=2&lt;br /&gt;
|brawl=1&lt;br /&gt;
|dodge=1&lt;br /&gt;
|melee=1&lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Military&amp;diff=725</id>
		<title>Category:Military</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Military&amp;diff=725"/>
		<updated>2021-07-15T20:40:59Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;This is a broad category of characters ranging from traditional military force members, mercenaries and bounty hunters.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a broad category of characters ranging from traditional military force members, mercenaries and bounty hunters.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Academics&amp;diff=530</id>
		<title>Academics</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Academics&amp;diff=530"/>
		<updated>2021-05-05T01:03:36Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Academics represents your character&#039;s education and training in academic subjects such as Art and Science. Points placed into this skill indicate that your character has received a measure of formal education, and while this skill represents a general base of knowledge in a variety of subjects, it is assumed that your character will have studied a specific subject.&lt;br /&gt;
== Specializations ==&lt;br /&gt;
=== Astronomy ===&lt;br /&gt;
Astronomy is a branch of science that uses physics, chemistry and mathematics to study and describe celestial objects and their origins. One of its major branches, relativistic astrophysics, studies the effects of special and general relativity.&lt;br /&gt;
=== Biology ===&lt;br /&gt;
Biology is the study of life and living organisms throughout the universe. It has numerous subdisciplines among them anatomy, botany cryobiology, microbiology, nanobiology and paleobiology to name a few.&lt;br /&gt;
=== Economics ===&lt;br /&gt;
The study of organisms relationship to value and scarcity and how they impact the production and use of goods and services.&lt;br /&gt;
=== Fine Art ===&lt;br /&gt;
These studies cover a broad range of arts from the visual arts, holofilm and photography, music, theatre and dance as well as creative writing.&lt;br /&gt;
=== Geology ===&lt;br /&gt;
Galactic geology is the study of planetary structure and materials and how they have changed over time. An important subset of the science is the exploration for metals, minerals and gas resources used for fuel or industry.&lt;br /&gt;
=== History ===&lt;br /&gt;
A subject as large as the Galaxy, spanning more than 30000 years, it studies the political, social, economic, scientific, technological, medical, cultural, intellectual, religious and military developments of all the galactic races.&lt;br /&gt;
=== Law ===&lt;br /&gt;
The study of planetary and galactic law impacts nearly every aspect of sapient life from trade, business, civil rights, the environment and interplanetary relations.&lt;br /&gt;
=== Literature ===&lt;br /&gt;
A study of the works of arts made up of words, mostly written but including oral traditions. It includes both fictional and non-fictional work from across the galaxy.&lt;br /&gt;
=== Mathematics ===&lt;br /&gt;
The study of quantity, numbers, magnitudes and other aspects of abstract reality.&lt;br /&gt;
=== Music ===&lt;br /&gt;
Music study encompasses perfecting performance on instruments to the history of music throughout the galaxy and its diverse cultures.&lt;br /&gt;
=== Physics ===&lt;br /&gt;
The study of the mathematical beauty of the universe from subatomic to cosmological scale.&lt;br /&gt;
[[Category:Systems]][[Category:Skills]][[Category:Knowledge]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Knowledge&amp;diff=529</id>
		<title>Category:Knowledge</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Knowledge&amp;diff=529"/>
		<updated>2021-05-05T01:01:45Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Knowledge attribute represents your character&#039;s natural intelligence, memory, and technical aptitude. Archetypes which rely on Knowledge include Engineer, Mechanic, Noble, Politician, Reporter, Scientist, Slicer, Tinkerer, and Weaponsmith. Knowledge determines your base Language skill, which in turn determines how many languages are able to learn.&lt;br /&gt;
[[Category:Skills]][[Category:Systems]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Force&amp;diff=528</id>
		<title>Category:Force</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Force&amp;diff=528"/>
		<updated>2021-05-05T00:59:25Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players may have one Force Sensitive character at any given time, subject to all other alternate character rules. This character will start with 1D+0 in the Force attribute, and be given 1D+0 to distribute to Force skills; any additional skills or attribute increases will come from the character&#039;s starting attribute or skill dice. This character may begin the game at Apprentice level (1D+0 Force) or Knight level (3D+0 Force), and may possess no more than six Force skills total.&lt;br /&gt;
&lt;br /&gt;
A player&#039;s Force Sensitive character is not required to be a member of the Jedi Order, though there are conditions that come with &#039;&#039;not&#039;&#039; being a member of the Order. Trained Force Users outside of the Jedi Order are considered restricted, and must have their concept approved by staff using the pre-approval process found in Restricted Characters. Be aware that in this age, the Jedi Council is extremely wary of Force traditions outside of their own Order, and while not actively hostile, are definitely not friendly toward them. The reactions of individual Jedi may of course vary from person to person, but the overall view of the Jedi on outsiders using the Force is not favourable.&lt;br /&gt;
&lt;br /&gt;
Force Users are susceptible to picking up Dark Side Points for &amp;quot;dark&amp;quot; actions, thoughts, and feelings. Please read Dark Side Points for more information on this. Dark Side Points can have long-term effects on your character, both in terms of RP, and your OOC ability to maintain control over your character&#039;s actions.&lt;br /&gt;
&lt;br /&gt;
Force Using characters and the players who play them are generally held to a higher standard of, for lack of a better word, sportsmanship. We expect Force-using players to not only respect the rules of the game and their fellow players, but to be an positive example for new players. We do not require Force Users to take the place of staff, or to run constant events or plots, or to maintain activity at a certain level, however when online, Force User players should be encouraging of RP, helpful when possible, and set an excellent example for others. Players failing to adhere to this expectation will not be permitted to continue to play a Force User on this game.&lt;br /&gt;
[[Category:Skills]][[Category:Systems]][[Category:Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Drive&amp;diff=527</id>
		<title>Drive</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Drive&amp;diff=527"/>
		<updated>2021-05-05T00:58:21Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive represents your character&#039;s ability to operate ground-based vehicles (wheeled, tracked, legged, or hover), or boats, with precision and finesse. This does not apply to vehicles which operate in a three-dimensional plane, such as a starship, aerospace fighter, or submarine. This skill applies only to the driving operation, not necessarily the onboard equipment of the vehicle, which would be covered by Tech Operation or another more specific skill.&lt;br /&gt;
== Specializatons ==&lt;br /&gt;
=== Hover Driving ===&lt;br /&gt;
Hover craft such as landspeeders and swoop bikes.&lt;br /&gt;
=== Tracked Driving ===&lt;br /&gt;
This specialization applies to any vehicle propelled by endless metal belts, i.e. tanks or earth moving equipment.&lt;br /&gt;
&lt;br /&gt;
=== Walker Driving ===&lt;br /&gt;
Controlling vehicles with legs instead of wheels, such as walkers.&lt;br /&gt;
=== Wheeled Driving ===&lt;br /&gt;
This specialization applies to any vehicle that moves with wheels on the ground.&lt;br /&gt;
[[Category:Skills]][[Category:Coordination]][[Category:Systems]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Coordination&amp;diff=526</id>
		<title>Category:Coordination</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Coordination&amp;diff=526"/>
		<updated>2021-05-05T00:57:35Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Coordination attributes represents your character&#039;s ability to perform physical actions with precision and finesse. It describes your natural ability to aim, your hand-eye coordination, and your ability to translate your sense of spatial awareness into real-world actions. Archetypes which rely on Coordination include Bounty Hunter, Fighter Pilot, Freedom Fighter, Scavenger, Smuggler, Soldier, Swoop Racer, and Thief.&lt;br /&gt;
[[Category:Skills]][[Category:Systems]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Disguise&amp;diff=525</id>
		<title>Disguise</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Disguise&amp;diff=525"/>
		<updated>2021-05-05T00:57:00Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your ability to make yourself look like something, or someone, that you&#039;re not.&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
=== Costuming ===&lt;br /&gt;
Costuming is the art of designing and creating clothing, makeup, and other props with the intent of making someone look like something or or someone they&#039;re not. It is a very useful skill in the entertainment sector, and other, more subtle industries.&lt;br /&gt;
=== Prosthetics ===&lt;br /&gt;
Your skill at applying temporary artificial features to the face or body to conceal your identity.&lt;br /&gt;
[[Category:Awareness]][[Category:Skills]][[Category:Systems]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Awareness&amp;diff=524</id>
		<title>Category:Awareness</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Awareness&amp;diff=524"/>
		<updated>2021-05-05T00:56:17Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Awareness attribute represents your character&#039;s perception of his immediate surroundings, his ability to work within them, as well as his attention to detail. Awareness is important for characters who rely on their observational acuity, as well as their ability to remain hidden, or react quickly to changing situations. Awareness is used to determine initiative in combat situations. Archetypes which rely on Awareness include Bounty Hunter, Card Shark, Diplomat, Fighter Pilot, Jedi Knight, Reporter, and Thief.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills]][[Category:Systems]][[Category: Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Chargen&amp;diff=513</id>
		<title>Category:Chargen</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Chargen&amp;diff=513"/>
		<updated>2021-05-03T01:39:15Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Links to all the different aspects of creating a character.  Category: Systems Category:Characters&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Links to all the different aspects of creating a character.&lt;br /&gt;
&lt;br /&gt;
[[Category: Systems]] [[Category:Characters]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Traits&amp;diff=503</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Traits&amp;diff=503"/>
		<updated>2021-05-01T23:55:50Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Finished all 63 traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expand and define your character. You can choose as many or as few traits as you want, but they all have a point value; traits which provide an advantage cost points, while those which put your character at a disadvantage refund points.&lt;br /&gt;
&lt;br /&gt;
Choose your traits carefully; while they provide bonuses or penalties to your character rolls, they are intended more to add more dimension to your character, and your roleplay. Don&#039;t take a trait you don&#039;t intend to play.&lt;br /&gt;
&lt;br /&gt;
=== Absent Minded ===&lt;br /&gt;
You are the type that forgets things easily; you don&#039;t tend to forget big important things, but relatively small matters often fail to find purchase in your memory for whatever reason. No matter how much you might remind yourself of something ahead of time, some little thing is going to be forgotten, only to be remembered later. Now where did you put your keys?&lt;br /&gt;
&lt;br /&gt;
The GM may randomly decide that you&#039;ve forgotten some small but important detail of an event, campaign, or operation; this could be a fact, a part of a plan, or an item of importance, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Absolute Direction ===&lt;br /&gt;
You have an innate navigational sense, and practically never get lost. You can find your way out of mazes and tunnels better than most, and you always seem to have an accurate sense of where you are, provided you can see the stars, or find some kind of landmark to orient yourself by. You gain a 1D+0 bonus to Survival and Tracking when finding your way in unknown territory. This sense of direction also lends itself to astrogational calculations, to which you gain a 0D+2 bonus.&lt;br /&gt;
&lt;br /&gt;
=== Ambidextrous ===&lt;br /&gt;
You are as comfortable using your right hand as your left, and do not take a penalty for using your off-hand for actions, as you do not in fact have an &#039;off-hand&#039;. Your penalty for dual-wielding weapons is reduced to 0D+1 for the first additional action in a round, but is applied as normal for subsequent actions in that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Animal Affinity ===&lt;br /&gt;
You have a natural affinity for animals. Generally speaking, they like you and you like them. Maybe you even prefer the company of animals over that of your own species. Who are we to judge? Whatever the case, you tend to put animals at ease, and at times even have a natural sense for their emotions and needs. You can&#039;t quite &#039;talk with the animals&#039; but you can read them better than most members of your species.&lt;br /&gt;
&lt;br /&gt;
All difficulty levels when training, taming, or calming animals are reduced by one level. Additionally, if commanding a trained animal, the difficulty to do so is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Artistry ===&lt;br /&gt;
You have that touch of genius, creative edge and skill that sets a person apart from others in the same field. It is the difference between competence and a quality that sets the artist’s work above all others in their field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Attractive ===&lt;br /&gt;
As a specimen of your species you are generally considered to be above-average in the looks department. Those who are attracted to your species and gender (if applicable) will be more attracted to you than the average specimen. Having natural good looks comes with a lot of benefits; you tend to give a better first impression, be more trust-able, less likely to be assumed a villain, and more.&lt;br /&gt;
&lt;br /&gt;
You gain a 0D+2 bonus to social rolls such as con or persuasion where your appearance can be a factor in how others perceive your intentions, when dealing with a being who finds your species and gender attractive.&lt;br /&gt;
&lt;br /&gt;
This trait is primarily intended to be used to gain advantage over non-player characters; any effect your appearance might have on a player character is entirely at their discretion regardless of any rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Blind ===&lt;br /&gt;
You can&#039;t see. Period. You either don&#039;t have eyes, or they don&#039;t work. Maybe you were born with sight, but lost it, or maybe you were born blind. Whatever the case, the visual world is beyond your ability to perceive in all respects.&lt;br /&gt;
&lt;br /&gt;
You take a 3D+0 penalty when performing any action which requires sight under normal circumstances. You cannot read information from a screen or a book unless it has been specially formatted to make use of your other senses.&lt;br /&gt;
&lt;br /&gt;
This is a permanent condition. If you wish to regain your sight (or gain it for the first time) by means of cybernetic implants, optic nerve transplant, or ther means, you must spend a minimum of 15 Character Points per eye. This condition may be overcome by use of the Force Sight power, if your character is eligible to learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
You have a hard time &#039;cooling off&#039; when you&#039;re in a combat situation. When you start fighting, you will keep fighting until all perceived enemies are eliminated with extreme prejudice. To stop fighting before all enemies are eliminated, you must make a Moderate Self-Control roll. If this roll fails, you must wait one full round before making another attempt. This trait also allows you ignore one stun effect every five rounds of combat, however greater wounds will be treated as normal.&lt;br /&gt;
&lt;br /&gt;
=== Brawl Star ===&lt;br /&gt;
You&#039;re a natural hand-to-hand fighter, with speed, reflexes, and intuition that put most other members of your species to shame. You gain a 1D+0 bonus to all Brawl rolls.&lt;br /&gt;
&lt;br /&gt;
=== Callous ===&lt;br /&gt;
Whether it&#039;s intentional or not, you come across as cold and uncaring. Because of your callous presentation, others are less inclined to trust or confide in you, and tend not to believe that you care about their problems whatsoever. You suffer a 1D+0 penalty to any Con or Persuasion rolls where this might be a factor. Additionally, you suffer a 1D+0 penalty to any Command roll, because people are generally reluctant to be led by someone they think doesn&#039;t care about them.&lt;br /&gt;
&lt;br /&gt;
=== Clumsy ===&lt;br /&gt;
You&#039;re not graceful, and despite all your attempts to be careful, you&#039;re prone to bumping into things, dropping things, tripping on yourself or objects. Not to put too fine a point on it, you&#039;re a klutz. You suffer a 2D+0 penalty to any action where care must be taken to avoid breaking something, tripping an alarm, or making excessive noise.&lt;br /&gt;
&lt;br /&gt;
=== Code of Honor ===&lt;br /&gt;
You live by a very rigid code. It defines not only how you fight, but also how you live. The specifics of this code are individual to you, but these rules inform every action and decision you make. For example, the Jedi live by a code of honor, as do the Mandalorians; very different codes, but the effect is ultimately the same. You are subject to penalties at the GM&#039;s discretion for breaking your code; these penalties might be for a single scene, or reach beyond it at which point staff will become involved.&lt;br /&gt;
&lt;br /&gt;
=== Color Blind ===&lt;br /&gt;
You can&#039;t see color. Everything is in black and white, which makes discerning meaning in certain signals problematic. You suffer a 1D+0 penalty to Awareness skill rolls where color is a factor in how you are able to perceive meaning or activity.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Presence ===&lt;br /&gt;
You have a naturally authoritative presence which makes others more willing to listen to your instructions and obey your orders. You receive a 1D+0 to all Lead rolls.&lt;br /&gt;
&lt;br /&gt;
=== Cowardice ===&lt;br /&gt;
When faced with a dangerous situation, your fight or flight response veers overwhelmingly toward flight; if you&#039;re in danger of being hurt, you run away. It takes some pretty hefty self-control to overcome your cowardly nature, and you must make a Moderate Self-Control roll to act in a combat situation, unless that action is to high-tail it out of there.&lt;br /&gt;
&lt;br /&gt;
=== Deaf ===&lt;br /&gt;
Deafness is total or significant hearing loss. It could be the result of a congenital illness or defect, injury, disease, exposure to loud noise or from age-related wear and tear. Some types of deafness can be compensated for by auditory devices. Many hearing impaired people utilize sign language to communicate.&lt;br /&gt;
&lt;br /&gt;
=== Directionally Challenged ===&lt;br /&gt;
Someone says left and you go right. The moment you look up from a map you are probably lost. Often the directionally challenged won’t ask for directions and even when they do succumb to the need, can’t follow them.&lt;br /&gt;
&lt;br /&gt;
=== Eidectic Memory ===&lt;br /&gt;
Also known as total recall, an image, the written word or something heard once is engraved on the your mind, never to be forgotten. +1D to any knowledge based skill roll.&lt;br /&gt;
&lt;br /&gt;
=== Financial Wizard ===&lt;br /&gt;
Rich and poor want you guiding their personal or company fortune. You understand the market and have a flair for picking out the stock, commodity or company that is going to rise. With a nose for upcoming disaster you keep yourself and those you work for solvent even in the worst crisis.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Value, Bargain, and Persuade when rolled for business or money-related skills; in the event of a disagreement of what this bonus may relate to, defer to your GM.&lt;br /&gt;
&lt;br /&gt;
=== Gadgeteer ===&lt;br /&gt;
The ultimate tinkerer you delight in inventing gadgets out of materials at hand. Endless curiosity leads you up blind avenues but you into innovations that might deserve a patent. You are who people want on hand if lost on a trash dump planet or marooned in a desert with no means of escape except your ingenuity.&lt;br /&gt;
&lt;br /&gt;
At the time of Character Generation, pick one of: Armor Repair, Blaster Repair, Starship Repair, Vehicle Repair, or Tech Repair, and get a permanent 1D+0 bonus to it.&lt;br /&gt;
&lt;br /&gt;
=== Glutton ===&lt;br /&gt;
With an appetite that knows no bounds (a gourmet appreciates the fine side of dining) a glutton is hard to satisfy, needing quantity over quality. You never have enough food.&lt;br /&gt;
&lt;br /&gt;
A glutton receive a 1D+0 penalty to Willpower for the purposes of resisting the temptation or urge to eat, plus an additional 0D+1 penalty for every three hours that pass since he was last able to eat. This penalty is also applied when the glutton is being questioned or interrogated, and the threat of withholding food is being held over him. This penalty cannot lower a character&#039;s Willpower below 1D+0.&lt;br /&gt;
&lt;br /&gt;
=== Gullible ===&lt;br /&gt;
Ready to believe the most unlikely story or ‘fact’, you are every con man’s and crooked politician’s dream. Often associated with the young and innocent, you could be cut off from the mainstream of galactic life in a desert or be brought up away from the latest technology making you more susceptible to believing anything.&lt;br /&gt;
&lt;br /&gt;
A character with this trait receives an automatic 1D+0 penalty to any roll to oppose a Persuade, Con, Bargain, or Intimidate roll.&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
You have a blaster and will travel. Hired for protecting someone in the guise of a bodyguard or for protecting a community, you are known for being quicker and more ruthless than the average citizen who can use a blaster.&lt;br /&gt;
&lt;br /&gt;
A Gunslinger receives a 2D+0 bonus to any Shoot roll, or a 1D+0 bonus to a specialization of the Shoot skill. They also receive a 0D+2 bonus to their Dodge rolls when evading blaster fire. Finally, the Gunslinger gains a 0D+2 bonus when rolling initiative during a gunfight.&lt;br /&gt;
&lt;br /&gt;
=== Habitual Liar ===&lt;br /&gt;
Why live with the plain truth when you can embellish it? You lie about anything - your origins, education, abilities and intents and are more convincing about it than the average person. +1D to bluff rolls or convincing people that you are something that you aren’t. A very good trait for a Con Man or Woman.&lt;br /&gt;
&lt;br /&gt;
You must roll a moderate or better Willpower in order to resist the urge to lie when asked a question. In addition, you gain a 1D+0 bonus to Persuade or Con when lying. However, when a character doesn&#039;t believe your lie, or catches you in one, you suffer a 1D+0 penalty to Persuade or Con against that character for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
=== High Pain Threshold ===&lt;br /&gt;
When other people are bent over in agony, you can push through the pain. This is real asset for a spy or shock fighter because you might not break under torture or stay longer in the ring than your adversary. +1D to stamina rolls when under painful duress.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Toughness rolls to resist damage, a 1D+0 bonus to Stamina when exerting yourself past your physical comfort levels, and a 1D+0 bonus to Willpower for the purposes of persevering through pain and over-exertion. These bonuses cannot be applied if the character loses consciousness.&lt;br /&gt;
&lt;br /&gt;
=== Honest To A Fault ===&lt;br /&gt;
You are the person that tells their spouse that their clothes make their backside look fat when they ask how they look in new clothes. Definitely not someone suited to diplomacy or politics, telling the truth is a burning necessity for you, making you simultaneously very trustworthy and a liability. Furthermore, in order to resist the urge tell someone the truth of a situation, regardless of its social implications, you must make a Moderate or better Willpower roll, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
You automatically gain a penalty against any attempt to lie or deceive, regardless of which skill is being used. A penalty of -OD+02 to Con, Persuade, Lead and Intimidate and even Bargain, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Roll a difficult or better Willpower and you manage to offer an acceptable platitude. Fail the roll, and you must flatly inform your spouse that she has an ass the size of Coruscant and the pants don&#039;t make a difference.&lt;br /&gt;
&lt;br /&gt;
=== Illiterate ===&lt;br /&gt;
Being illiterate puts you at a disadvantage in many situations in modern life from operating a space craft to voting in a local election. Tasks requiring reading and writing in one’s language will necessitate help from people are literate. Many illiterate people find work arounds such as memorizing the positions on a control panel or relying on someone to tell them which switch to turn on. Not being able to read caution signs and instructions will put you and others in serious danger at times.&lt;br /&gt;
&lt;br /&gt;
Penalties for this trait will be applied as deemed appropriate by the GM on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
=== Impulsive ===&lt;br /&gt;
Spur of the moment decisions can either land you in trouble or help you take advantage of opportunities. You might try to plan your next move but you feel more alive swimming in the moment and acting on your feelings. Some people would call that uninhibited others might call it rash. You prefer to rely on luck than on the well-laid plan.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to initiative rolls, however you also take a 1D+0 penalty for the first action taken in combat or other spontaneous situations which would otherwise require forethought, planning, and tactical consideration, at the GM&#039;s discretion. After the first round of combat, you roll normally. For example, a fight breaks out in a bar. You roll initiative with a 1D+0 bonus, but you take a 1D+0 penalty to Brawl when you throw your first punch, because you didn&#039;t take any time to plan your attack.&lt;br /&gt;
&lt;br /&gt;
=== Indecisive ===&lt;br /&gt;
Making up your mind is agonizing. At your worst, you’d rather stay in bed than decide what to do when you get up. You start things and don’t finish them. Committing yourself to a course of action takes you much longer than the average person, causing you to miss opportunities. You suffer a 1D+0 penalty to rolls for initiative, and a 0D+2 penalty for all Presence skills where the ability to make a decision may be a factor, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
You are an indomitable spirit. Nothing will deter you from following a decision or accomplishing a goal. Implacable in the face of all obstacles, you stick to the course, sometimes to the harm of others if they get in your way. You are difficult to scare at the best of times, and do not crack easily under intimidation, threat, or pressure.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to all Willpower rolls.&lt;br /&gt;
&lt;br /&gt;
=== Keen Eyesight ===&lt;br /&gt;
Whether through natural or artificial means, your powers of sight are considerably better than others of your species. Though you do not necessarily see in ways they cannot, you possess overall better visual acuity, range, depth perception, and ability to see detail. A handy trait for pilots, hunters, trackers, and investigators.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search, and a 0D+1 bonus to any Awareness or Coordination skill roll where sight may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Hearing ===&lt;br /&gt;
Whether through natural or artificial means, your powers of hearing are considerably better than others of your species. Though you do not necessarily hear in a range outside of what is normal for your species, you are able to hear sounds which are quieter or further away than the average. You are also able to better differentiate individual sounds among a cacaphony, and identify beings more easily by their voice.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search when listening for clues, and a 0D+1 bonus to any Awareness or Coordination skill roll where hearing may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Smell ===&lt;br /&gt;
Whether through natural or artificial means, your sense of smell is considerably more acute than others of your species. You are able to detect faint odors more easily, and identify individual components of a smell among a bouquet. You may even be able to identify others by their unique odor.&lt;br /&gt;
&lt;br /&gt;
Your keen sense of smell grants you a 0D+2 bonus to any Awareness roll in which smell may be a relevant factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Kleptomaniac ===&lt;br /&gt;
You are a compulsive thief, and it&#039;s kind of a problem. When you are presented with the opportunity to steal something, you must succeed in a Willpower roll to resist the urge to take it (if you even want to resist). The difficulty level of the roll is determined by the apparent ease of the theft, at the discretion of the GM. If you fail to resist, you must take the item, but you gain a 0D+1 bonus to Steal to do so. If you&#039;re caught, well, that&#039;s the problem.&lt;br /&gt;
&lt;br /&gt;
=== Learning Disability ===&lt;br /&gt;
You suffer from some mental or physiological condition which makes learning new skills difficult; this could be either some kind of dyslexia, dysnumia.&lt;br /&gt;
&lt;br /&gt;
You may have difficulties learning to read or using math. Your experience in school may have been unpleasant because of a stutter that made you the object of derision.&lt;br /&gt;
&lt;br /&gt;
=== Light Footed ===&lt;br /&gt;
You are lighter on your feet than other members of your species, which makes you quicker and more nimble than average. You can move more quietly, and with greater finesse than others. You gain a 1D+0 bonus to Sneak in situations where moving silently is a relevant factor. You may choose one of Acrobatics, Dodge, or Leap to increase by 0D+1 in CharGen at no additional cost.&lt;br /&gt;
&lt;br /&gt;
=== Linguist ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Low Pain Threshold ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Major Addiction ===&lt;br /&gt;
You are afflicted with a crippling addiction, whether it is psychological or physical, and can&#039;t seem to break free of it. It may have started as a minor vice which didn&#039;t significantly interfere with your life, but by now it&#039;s a problem. You might not even realize that you have this addiction, but if you don&#039;t feed it regularly you will suffer the ill-effects of withdrawl.&lt;br /&gt;
&lt;br /&gt;
For every day you go without feeding your addiction, you suffer a 0D+1 penalty to all attributes, up to a maximum of 2D+0, or if your attribute reduces to 1D+0 total. If after one week you are still not able to feed your addiction, you will gain a Wounded injury level which will persist until you have fed your addiction.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for a cost of 30CP, however doing so will also reduce a random attribute by 0D+1, which you may mitigate by spending CP to immediately buy back at the regular cost.&lt;br /&gt;
&lt;br /&gt;
=== Major Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Difficult Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal, but every round following you must overcome a Moderate Willpower check to avoid being frozen for one round.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Minor Addiction ===&lt;br /&gt;
Minor implies that your addiction(s) don’t control your life, if you have to give them up then you are able to do it. Sweets might be hard to forego but if you have to do it, you can - so you don’t have that Corellian pastry everyday. That occasional sniff of spice or extra drink seems to keep you on keel, you are just being social, right?&lt;br /&gt;
&lt;br /&gt;
=== Minor Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Moderate Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Missing Arm ===&lt;br /&gt;
You have one less arm than other members of your species. This makes it more difficult, or even impossible, to do things that require the regular number of arms or hands for someone of your species. You suffer a 1D+0 penalty to any action which is normally performed with the full complement of arms or hands, and at the GM&#039;s discretion certain activities may be impossible for you to attempt.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for 30CP, if you wish to replace your missing arm with a prosthetic, or if you have found a suitable donor and a doctor willing to stitch you and your freshly harvested arm together.&lt;br /&gt;
&lt;br /&gt;
=== Missing Eye ===&lt;br /&gt;
You have one less eye than other members of your species. You can see, but your depth perception is significantly impaired, making it difficult to drive, fly, or shoot. You suffer a 1D+0 penalty to any action in which depth perception plays a key role, such as those mentioned. On the upside, eye-patches are in fashion in the Outer Rim.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for a cost of 30CP, if you wish to replace your missing eye with a prosthetic, or if you&#039;ve scooped out some other organic eye to fill the hole in your &amp;lt;s&amp;gt;soul&amp;lt;/s&amp;gt; socket.&lt;br /&gt;
&lt;br /&gt;
=== Missing Leg ===&lt;br /&gt;
You have one less leg than other members of your species, whether through accident, injury, or birth. For a bipedal species, missing a leg puts you at a pretty serious disadvantage, as you will need to rely on a crutch or cane to support your weight, or use a hoverchair to get around. Your other leg works fine, but they&#039;re best in pairs.&lt;br /&gt;
&lt;br /&gt;
You suffer a 2D+0 penalty to all Run, Dodge, Brawl, and Melee rolls.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage at a cost of 30CP, if you wish to replace your missing leg with a prosthetic, or if you have found a suitable organic replacement and a doctor willing to attach it for you.&lt;br /&gt;
&lt;br /&gt;
=== Motion Sickness ===&lt;br /&gt;
Any time you get into a moving vehicle, you suffer from extreme nausea. This makes most forms of travel unpleasant, but space travel even moreso; stasis pods are your friend. This is a terrible thing to suffer from if you&#039;re a pilot or a driver, as you suffer a 1D+0 penalty to any Pilot or Drive checks. Additionally, the feeling of weightlessness sets off your motion sickness, and you suffer a 0D+2 penalty to any action made in zero-gravity.&lt;br /&gt;
&lt;br /&gt;
=== Mute ===&lt;br /&gt;
You can&#039;t speak. This may be psychological or physical, but it&#039;s persistent and not something you&#039;ll just get over. You can communicate using sign language, writing, or a computer, but not your own natural voice. There&#039;s something to be said for body language, but a lot of meaning can be lost without vocalization. Penalties are at the discretion of the GM for interpersonal skills where spoken communication is important. You also can&#039;t shout warnings to your comrades in battle.&lt;br /&gt;
&lt;br /&gt;
=== Natural Charisma ===&lt;br /&gt;
You have a natural way of speaking and acting which puts other beings at ease around you. Others gravitate to you because of your charm and personal magnetism, which allows you to easily garner trust and goodwill. Your natural charisma offers many benefits; you find it easy to persuade others to your cause, to influence their thinking, and inspire action. Whether it&#039;s intimate personal interaction, or addressing a crowd, your charismatic nature cannot being denied. You gain a 1D+0 bonus to all interpersonal Presence skill rolls.&lt;br /&gt;
&lt;br /&gt;
=== Night Blindness ===&lt;br /&gt;
Due to a congenital or acquired defect, you cannot see in dim light where others of your species may be able to. You suffer twice the penalty for actions made in darkness or dim lighting as others of your species for the same action.&lt;br /&gt;
&lt;br /&gt;
=== Night Vision ===&lt;br /&gt;
Your visual range and acuity in dim lighting or darkness is considerably above that of the average member of your species. You suffer half (rounded down) the normal penalty for actions taken in dim lighting or darkness as others of your species for the same action.&lt;br /&gt;
&lt;br /&gt;
=== Open Book ===&lt;br /&gt;
You are a con artist&#039;s dream come true; a being who is unable to effectively hide their emotions, motives, and reactions. Others find you easy to read, either through your body language, facial expressions, or way of speaking. This makes you an exceptionally bad liar. You suffer a 1D+0 penalty to Con (and to Persuade when attempting to lie), as well as any attempt to conceal your true feelings from others who may probe, such as through Intimidate.&lt;br /&gt;
&lt;br /&gt;
=== Pacifist ===&lt;br /&gt;
You do not condone or believe in, and refuse to participate in activities which involve violence of any kind. When faced with a violent situation, you must roll a Very Difficult or better Willpower roll to be able to disregard your beliefs in order to act, if you feel that you should; for example if intervention might save a life. If you physically harm another being during any action, you suffer a 1D+0 penalty to Willpower until you are able to atone for the transgression.&lt;br /&gt;
&lt;br /&gt;
=== Rigger ===&lt;br /&gt;
You have an uncanny knack for crafting devices, machines, and systems from everyday items in order to solve an immediate problem. Need to open a locked door, and all you have is a paperclip, a match, and a rubber band? Somehow, you can make it work. You gain a 2D+0 bonus to technical skills for short-term or single-use solutions involving a crafted device, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Social Chameleon ===&lt;br /&gt;
You are easily able to adapt your behavior, mannerisms, even your way of speaking to seamlessly fit into any social situation. You are as at home at a diplomatic reception among high society as you are throwing dice in a dive bar on a backwater rim world. You gain a 1D+0 bonus to Disguise, Con, Persuade, and Perform.&lt;br /&gt;
&lt;br /&gt;
=== Socially Awkward ===&lt;br /&gt;
You find social situations difficult, to put it mildly. Interacting with others, particularly in groups, is a trial; you might suffer any number of social afflictions such as stuttering, sweating, nausea, or inability to speak, but the end result is that you don&#039;t do well in any kind of a crowd. You suffer a 1D+0 penalty to any Presence skill roll when interacting in groups of more than two.&lt;br /&gt;
&lt;br /&gt;
=== Stick Jockey ===&lt;br /&gt;
You&#039;ve always been at home in the cockpit, behind the controls of a starship or aerospace fighter, and you have an uncanny natural talent for piloting and gunnery. Your ship is an extension of yourself; maybe even more than that. You gain a 1D+0 bonus to all Pilot and Gunnery rolls, as well as 0D+2 for Tech Operation when operating shipboard devices or systems.&lt;br /&gt;
&lt;br /&gt;
=== Supreme Confidence ===&lt;br /&gt;
You have confidence and assurance coming out of your pores, and everyone can see it. You are absolutely sure of your own abilities, and you aren&#039;t afraid to show it. On the one hand, your natural confidence and strength can inspire that in others, but on the other you have a tendency to bite off more than you can chew.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Persuade, Lead, and Intimidate, and Willpower. However, you also believe that you can handle almost anything on your own, so at the GM&#039;s discretion you must pass a Willpower check (without bonus) to resist the urge to charge in on your own without forming a coherent plan.&lt;br /&gt;
&lt;br /&gt;
=== Unattractive ===&lt;br /&gt;
When it comes to beauty, every species has its own definitions, and what one species finds attractive may be the complete opposite of another. So someone, somewhere, might think you&#039;re okay-looking, but no-one from your own species would agree with that assessment. You better hope to have a winning personality to make up for what you lack in the looks department.&lt;br /&gt;
&lt;br /&gt;
Your unattractiveness affects how others react to you in a negative way; you suffer a 1D+0 penalty to Persuade, Lead, Con, and Perform when interacting with a species who does not find your repulsiveness conventionally attractive. On the upside, you gain a 0D+2 bonus to Intimidate, because you&#039;re a hideous creature a mother might use to scare her children into going to bed on time.&lt;br /&gt;
&lt;br /&gt;
=== Unpleasant Odor ===&lt;br /&gt;
You smell. Not in the way that Rodians smell bad to non-Rodians. It&#039;s not pheremones, it&#039;s just gross. Whether it&#039;s body odour, constant gas, or some other noxious substance which emanates from you, other beings who possess olfactory senses find you disgusting to inhale around. You suffer a 0D+2 penalty to any interpersonal rolls made in close proximity to the target, unless the target lacks the ability to smell.&lt;br /&gt;
&lt;br /&gt;
=== Weak Willed ===&lt;br /&gt;
You&#039;re a bit of a coward, and generally lack confidence. You suffer a 1D+0 penalty to Willpower when opposing or resisting others, as well as a 1D+0 penalty to Lead.&lt;br /&gt;
&lt;br /&gt;
=== Weapon Master ===&lt;br /&gt;
It&#039;s entirely possible that you emerged from the womb (chrysalis, egg, cloning vat) with a sword in one hand and a knife in the other. You have an uncanny natural ability in the arts of melee combat, and any weapon you choose to wield becomes even deadlier in your expert hands. You gain a 1D+0 bonus to all Melee rolls and specializations.&lt;br /&gt;
&lt;br /&gt;
=== Well Balanced ===&lt;br /&gt;
You have a natural equilibrium which puts other members of your species to shame. You can walk a tight rope, or across a narrow ledge without fear of falling. Your natural equilibrium makes you difficult to put off balance, and allows you to perform otherwise difficult acrobatic feats with relative ease. You gain a 1D+0 bonus to Acrobatics, Climb, Leap, and Ride.&lt;br /&gt;
&lt;br /&gt;
=== Xenophobic ===&lt;br /&gt;
Hate is a strong word, but you are possessed of an irrational aversion to sentients of a species not your own. Whether you can admit it or not, you only really &#039;&#039;like&#039;&#039; your own kind. You find it difficult to relate to, work with, or otherwise interact with other species, and suffer a 1D+0 penalty to any Presence skill roll when directed toward a member of another species.&lt;br /&gt;
&lt;br /&gt;
[[category:systems]] [[Category:Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Traits&amp;diff=498</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Traits&amp;diff=498"/>
		<updated>2021-05-01T23:21:44Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expand and define your character. You can choose as many or as few traits as you want, but they all have a point value; traits which provide an advantage cost points, while those which put your character at a disadvantage refund points.&lt;br /&gt;
&lt;br /&gt;
Choose your traits carefully; while they provide bonuses or penalties to your character rolls, they are intended more to add more dimension to your character, and your roleplay. Don&#039;t take a trait you don&#039;t intend to play.&lt;br /&gt;
&lt;br /&gt;
=== Absent Minded ===&lt;br /&gt;
You are the type that forgets things easily; you don&#039;t tend to forget big important things, but relatively small matters often fail to find purchase in your memory for whatever reason. No matter how much you might remind yourself of something ahead of time, some little thing is going to be forgotten, only to be remembered later. Now where did you put your keys?&lt;br /&gt;
&lt;br /&gt;
The GM may randomly decide that you&#039;ve forgotten some small but important detail of an event, campaign, or operation; this could be a fact, a part of a plan, or an item of importance, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Absolute Direction ===&lt;br /&gt;
You have an innate navigational sense, and practically never get lost. You can find your way out of mazes and tunnels better than most, and you always seem to have an accurate sense of where you are, provided you can see the stars, or find some kind of landmark to orient yourself by. You gain a 1D+0 bonus to Survival and Tracking when finding your way in unknown territory. This sense of direction also lends itself to astrogational calculations, to which you gain a 0D+2 bonus.&lt;br /&gt;
&lt;br /&gt;
=== Ambidextrous ===&lt;br /&gt;
You are as comfortable using your right hand as your left, and do not take a penalty for using your off-hand for actions, as you do not in fact have an &#039;off-hand&#039;. Your penalty for dual-wielding weapons is reduced to 0D+1 for the first additional action in a round, but is applied as normal for subsequent actions in that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Animal Affinity ===&lt;br /&gt;
You have a natural affinity for animals. Generally speaking, they like you and you like them. Maybe you even prefer the company of animals over that of your own species. Who are we to judge? Whatever the case, you tend to put animals at ease, and at times even have a natural sense for their emotions and needs. You can&#039;t quite &#039;talk with the animals&#039; but you can read them better than most members of your species.&lt;br /&gt;
&lt;br /&gt;
All difficulty levels when training, taming, or calming animals are reduced by one level. Additionally, if commanding a trained animal, the difficulty to do so is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Artistry ===&lt;br /&gt;
You have that touch of genius, creative edge and skill that sets a person apart from others in the same field. It is the difference between competence and a quality that sets the artist’s work above all others in their field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Attractive ===&lt;br /&gt;
As a specimen of your species you are generally considered to be above-average in the looks department. Those who are attracted to your species and gender (if applicable) will be more attracted to you than the average specimen. Having natural good looks comes with a lot of benefits; you tend to give a better first impression, be more trust-able, less likely to be assumed a villain, and more.&lt;br /&gt;
&lt;br /&gt;
You gain a 0D+2 bonus to social rolls such as con or persuasion where your appearance can be a factor in how others perceive your intentions, when dealing with a being who finds your species and gender attractive.&lt;br /&gt;
&lt;br /&gt;
This trait is primarily intended to be used to gain advantage over non-player characters; any effect your appearance might have on a player character is entirely at their discretion regardless of any rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Blind ===&lt;br /&gt;
You can&#039;t see. Period. You either don&#039;t have eyes, or they don&#039;t work. Maybe you were born with sight, but lost it, or maybe you were born blind. Whatever the case, the visual world is beyond your ability to perceive in all respects.&lt;br /&gt;
&lt;br /&gt;
You take a 3D+0 penalty when performing any action which requires sight under normal circumstances. You cannot read information from a screen or a book unless it has been specially formatted to make use of your other senses.&lt;br /&gt;
&lt;br /&gt;
This is a permanent condition. If you wish to regain your sight (or gain it for the first time) by means of cybernetic implants, optic nerve transplant, or ther means, you must spend a minimum of 15 Character Points per eye. This condition may be overcome by use of the Force Sight power, if your character is eligible to learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
You have a hard time &#039;cooling off&#039; when you&#039;re in a combat situation. When you start fighting, you will keep fighting until all perceived enemies are eliminated with extreme prejudice. To stop fighting before all enemies are eliminated, you must make a Moderate Self-Control roll. If this roll fails, you must wait one full round before making another attempt. This trait also allows you ignore one stun effect every five rounds of combat, however greater wounds will be treated as normal.&lt;br /&gt;
&lt;br /&gt;
=== Brawl Star ===&lt;br /&gt;
You&#039;re a natural hand-to-hand fighter, with speed, reflexes, and intuition that put most other members of your species to shame. You gain a 1D+0 bonus to all Brawl rolls.&lt;br /&gt;
&lt;br /&gt;
=== Callous ===&lt;br /&gt;
Whether it&#039;s intentional or not, you come across as cold and uncaring. Because of your callous presentation, others are less inclined to trust or confide in you, and tend not to believe that you care about their problems whatsoever. You suffer a 1D+0 penalty to any Con or Persuasion rolls where this might be a factor. Additionally, you suffer a 1D+0 penalty to any Command roll, because people are generally reluctant to be led by someone they think doesn&#039;t care about them.&lt;br /&gt;
&lt;br /&gt;
=== Clumsy ===&lt;br /&gt;
You&#039;re not graceful, and despite all your attempts to be careful, you&#039;re prone to bumping into things, dropping things, tripping on yourself or objects. Not to put too fine a point on it, you&#039;re a klutz. You suffer a 2D+0 penalty to any action where care must be taken to avoid breaking something, tripping an alarm, or making excessive noise.&lt;br /&gt;
&lt;br /&gt;
=== Code of Honor ===&lt;br /&gt;
You live by a very rigid code. It defines not only how you fight, but also how you live. The specifics of this code are individual to you, but these rules inform every action and decision you make. For example, the Jedi live by a code of honor, as do the Mandalorians; very different codes, but the effect is ultimately the same. You are subject to penalties at the GM&#039;s discretion for breaking your code; these penalties might be for a single scene, or reach beyond it at which point staff will become involved.&lt;br /&gt;
&lt;br /&gt;
=== Color Blind ===&lt;br /&gt;
You can&#039;t see color. Everything is in black and white, which makes discerning meaning in certain signals problematic. You suffer a 1D+0 penalty to Awareness skill rolls where color is a factor in how you are able to perceive meaning or activity.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Presence ===&lt;br /&gt;
You have a naturally authoritative presence which makes others more willing to listen to your instructions and obey your orders. You receive a 1D+0 to all Lead rolls.&lt;br /&gt;
&lt;br /&gt;
=== Cowardice ===&lt;br /&gt;
When faced with a dangerous situation, your fight or flight response veers overwhelmingly toward flight; if you&#039;re in danger of being hurt, you run away. It takes some pretty hefty self-control to overcome your cowardly nature, and you must make a Moderate Self-Control roll to act in a combat situation, unless that action is to high-tail it out of there.&lt;br /&gt;
&lt;br /&gt;
=== Deaf ===&lt;br /&gt;
Deafness is total or significant hearing loss. It could be the result of a congenital illness or defect, injury, disease, exposure to loud noise or from age-related wear and tear. Some types of deafness can be compensated for by auditory devices. Many hearing impaired people utilize sign language to communicate.&lt;br /&gt;
&lt;br /&gt;
=== Directionally Challenged ===&lt;br /&gt;
Someone says left and you go right. The moment you look up from a map you are probably lost. Often the directionally challenged won’t ask for directions and even when they do succumb to the need, can’t follow them.&lt;br /&gt;
&lt;br /&gt;
=== Eidectic Memory ===&lt;br /&gt;
Also known as total recall, an image, the written word or something heard once is engraved on the your mind, never to be forgotten. +1D to any knowledge based skill roll.&lt;br /&gt;
&lt;br /&gt;
=== Financial Wizard ===&lt;br /&gt;
Rich and poor want you guiding their personal or company fortune. You understand the market and have a flair for picking out the stock, commodity or company that is going to rise. With a nose for upcoming disaster you keep yourself and those you work for solvent even in the worst crisis.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Value, Bargain, and Persuade when rolled for business or money-related skills; in the event of a disagreement of what this bonus may relate to, defer to your GM.&lt;br /&gt;
&lt;br /&gt;
=== Gadgeteer ===&lt;br /&gt;
The ultimate tinkerer you delight in inventing gadgets out of materials at hand. Endless curiosity leads you up blind avenues but you into innovations that might deserve a patent. You are who people want on hand if lost on a trash dump planet or marooned in a desert with no means of escape except your ingenuity.&lt;br /&gt;
&lt;br /&gt;
At the time of Character Generation, pick one of: Armor Repair, Blaster Repair, Starship Repair, Vehicle Repair, or Tech Repair, and get a permanent 1D+0 bonus to it.&lt;br /&gt;
&lt;br /&gt;
=== Glutton ===&lt;br /&gt;
With an appetite that knows no bounds (a gourmet appreciates the fine side of dining) a glutton is hard to satisfy, needing quantity over quality. You never have enough food.&lt;br /&gt;
&lt;br /&gt;
A glutton receive a 1D+0 penalty to Willpower for the purposes of resisting the temptation or urge to eat, plus an additional 0D+1 penalty for every three hours that pass since he was last able to eat. This penalty is also applied when the glutton is being questioned or interrogated, and the threat of withholding food is being held over him. This penalty cannot lower a character&#039;s Willpower below 1D+0.&lt;br /&gt;
&lt;br /&gt;
=== Gullible ===&lt;br /&gt;
Ready to believe the most unlikely story or ‘fact’, you are every con man’s and crooked politician’s dream. Often associated with the young and innocent, you could be cut off from the mainstream of galactic life in a desert or be brought up away from the latest technology making you more susceptible to believing anything.&lt;br /&gt;
&lt;br /&gt;
A character with this trait receives an automatic 1D+0 penalty to any roll to oppose a Persuade, Con, Bargain, or Intimidate roll.&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
You have a blaster and will travel. Hired for protecting someone in the guise of a bodyguard or for protecting a community, you are known for being quicker and more ruthless than the average citizen who can use a blaster.&lt;br /&gt;
&lt;br /&gt;
A Gunslinger receives a 2D+0 bonus to any Shoot roll, or a 1D+0 bonus to a specialization of the Shoot skill. They also receive a 0D+2 bonus to their Dodge rolls when evading blaster fire. Finally, the Gunslinger gains a 0D+2 bonus when rolling initiative during a gunfight.&lt;br /&gt;
&lt;br /&gt;
=== Habitual Liar ===&lt;br /&gt;
Why live with the plain truth when you can embellish it? You lie about anything - your origins, education, abilities and intents and are more convincing about it than the average person. +1D to bluff rolls or convincing people that you are something that you aren’t. A very good trait for a Con Man or Woman.&lt;br /&gt;
&lt;br /&gt;
You must roll a moderate or better Willpower in order to resist the urge to lie when asked a question. In addition, you gain a 1D+0 bonus to Persuade or Con when lying. However, when a character doesn&#039;t believe your lie, or catches you in one, you suffer a 1D+0 penalty to Persuade or Con against that character for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
=== High Pain Threshold ===&lt;br /&gt;
When other people are bent over in agony, you can push through the pain. This is real asset for a spy or shock fighter because you might not break under torture or stay longer in the ring than your adversary. +1D to stamina rolls when under painful duress.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Toughness rolls to resist damage, a 1D+0 bonus to Stamina when exerting yourself past your physical comfort levels, and a 1D+0 bonus to Willpower for the purposes of persevering through pain and over-exertion. These bonuses cannot be applied if the character loses consciousness.&lt;br /&gt;
&lt;br /&gt;
=== Honest To A Fault ===&lt;br /&gt;
You are the person that tells their spouse that their clothes make their backside look fat when they ask how they look in new clothes. Definitely not someone suited to diplomacy or politics, telling the truth is a burning necessity for you, making you simultaneously very trustworthy and a liability. Furthermore, in order to resist the urge tell someone the truth of a situation, regardless of its social implications, you must make a Moderate or better Willpower roll, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
You automatically gain a penalty against any attempt to lie or deceive, regardless of which skill is being used. A penalty of -OD+02 to Con, Persuade, Lead and Intimidate and even Bargain, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Roll a difficult or better Willpower and you manage to offer an acceptable platitude. Fail the roll, and you must flatly inform your spouse that she has an ass the size of Coruscant and the pants don&#039;t make a difference.&lt;br /&gt;
&lt;br /&gt;
=== Illiterate ===&lt;br /&gt;
Being illiterate puts you at a disadvantage in many situations in modern life from operating a space craft to voting in a local election. Tasks requiring reading and writing in one’s language will necessitate help from people are literate. Many illiterate people find work arounds such as memorizing the positions on a control panel or relying on someone to tell them which switch to turn on. Not being able to read caution signs and instructions will put you and others in serious danger at times.&lt;br /&gt;
&lt;br /&gt;
Penalties for this trait will be applied as deemed appropriate by the GM on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
=== Impulsive ===&lt;br /&gt;
Spur of the moment decisions can either land you in trouble or help you take advantage of opportunities. You might try to plan your next move but you feel more alive swimming in the moment and acting on your feelings. Some people would call that uninhibited others might call it rash. You prefer to rely on luck than on the well-laid plan.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to initiative rolls, however you also take a 1D+0 penalty for the first action taken in combat or other spontaneous situations which would otherwise require forethought, planning, and tactical consideration, at the GM&#039;s discretion. After the first round of combat, you roll normally. For example, a fight breaks out in a bar. You roll initiative with a 1D+0 bonus, but you take a 1D+0 penalty to Brawl when you throw your first punch, because you didn&#039;t take any time to plan your attack.&lt;br /&gt;
&lt;br /&gt;
=== Indecisive ===&lt;br /&gt;
Making up your mind is agonizing. At your worst, you’d rather stay in bed than decide what to do when you get up. You start things and don’t finish them. Committing yourself to a course of action takes you much longer than the average person, causing you to miss opportunities. You suffer a 1D+0 penalty to rolls for initiative, and a 0D+2 penalty for all Presence skills where the ability to make a decision may be a factor, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
You are an indomitable spirit. Nothing will deter you from following a decision or accomplishing a goal. Implacable in the face of all obstacles, you stick to the course, sometimes to the harm of others if they get in your way. You are difficult to scare at the best of times, and do not crack easily under intimidation, threat, or pressure.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to all Willpower rolls.&lt;br /&gt;
&lt;br /&gt;
=== Keen Eyesight ===&lt;br /&gt;
Whether through natural or artificial means, your powers of sight are considerably better than others of your species. Though you do not necessarily see in ways they cannot, you possess overall better visual acuity, range, depth perception, and ability to see detail. A handy trait for pilots, hunters, trackers, and investigators.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search, and a 0D+1 bonus to any Awareness or Coordination skill roll where sight may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Hearing ===&lt;br /&gt;
Whether through natural or artificial means, your powers of hearing are considerably better than others of your species. Though you do not necessarily hear in a range outside of what is normal for your species, you are able to hear sounds which are quieter or further away than the average. You are also able to better differentiate individual sounds among a cacaphony, and identify beings more easily by their voice.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search when listening for clues, and a 0D+1 bonus to any Awareness or Coordination skill roll where hearing may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Smell ===&lt;br /&gt;
Whether through natural or artificial means, your sense of smell is considerably more acute than others of your species. You are able to detect faint odors more easily, and identify individual components of a smell among a bouquet. You may even be able to identify others by their unique odor.&lt;br /&gt;
&lt;br /&gt;
Your keen sense of smell grants you a 0D+2 bonus to any Awareness roll in which smell may be a relevant factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Kleptomaniac ===&lt;br /&gt;
You are a compulsive thief, and it&#039;s kind of a problem. When you are presented with the opportunity to steal something, you must succeed in a Willpower roll to resist the urge to take it (if you even want to resist). The difficulty level of the roll is determined by the apparent ease of the theft, at the discretion of the GM. If you fail to resist, you must take the item, but you gain a 0D+1 bonus to Steal to do so. If you&#039;re caught, well, that&#039;s the problem.&lt;br /&gt;
&lt;br /&gt;
=== Learning Disability ===&lt;br /&gt;
You suffer from some mental or physiological condition which makes learning new skills difficult; this could be either some kind of dyslexia, dysnumia.&lt;br /&gt;
&lt;br /&gt;
You may have difficulties learning to read or using math. Your experience in school may have been unpleasant because of a stutter that made you the object of derision.&lt;br /&gt;
&lt;br /&gt;
=== Light Footed ===&lt;br /&gt;
You are lighter on your feet than other members of your species, which makes you quicker and more nimble than average. You can move more quietly, and with greater finesse than others. You gain a 1D+0 bonus to Sneak in situations where moving silently is a relevant factor. You may choose one of Acrobatics, Dodge, or Leap to increase by 0D+1 in CharGen at no additional cost.&lt;br /&gt;
&lt;br /&gt;
=== Linguist ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Low Pain Threshold ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Major Addiction ===&lt;br /&gt;
You are afflicted with a crippling addiction, whether it is psychological or physical, and can&#039;t seem to break free of it. It may have started as a minor vice which didn&#039;t significantly interfere with your life, but by now it&#039;s a problem. You might not even realize that you have this addiction, but if you don&#039;t feed it regularly you will suffer the ill-effects of withdrawl.&lt;br /&gt;
&lt;br /&gt;
For every day you go without feeding your addiction, you suffer a 0D+1 penalty to all attributes, up to a maximum of 2D+0, or if your attribute reduces to 1D+0 total. If after one week you are still not able to feed your addiction, you will gain a Wounded injury level which will persist until you have fed your addiction.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for a cost of 30CP, however doing so will also reduce a random attribute by 0D+1, which you may mitigate by spending CP to immediately buy back at the regular cost.&lt;br /&gt;
&lt;br /&gt;
=== Major Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Difficult Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal, but every round following you must overcome a Moderate Willpower check to avoid being frozen for one round.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Minor Addiction ===&lt;br /&gt;
Minor implies that your addiction(s) don’t control your life, if you have to give them up then you are able to do it. Sweets might be hard to forego but if you have to do it, you can - so you don’t have that Corellian pastry everyday. That occasional sniff of spice or extra drink seems to keep you on keel, you are just being social, right?&lt;br /&gt;
&lt;br /&gt;
=== Minor Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Moderate Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Missing Arm ===&lt;br /&gt;
You have one less arm than other members of your species. This makes it more difficult, or even impossible, to do things that require the regular number of arms or hands for someone of your species. You suffer a 1D+0 penalty to any action which is normally performed with the full complement of arms or hands, and at the GM&#039;s discretion certain activities may be impossible for you to attempt.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for 30CP, if you wish to replace your missing arm with a prosthetic, or if you have found a suitable donor and a doctor willing to stitch you and your freshly harvested arm together.&lt;br /&gt;
[[category:systems]] [[Category:Character Creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Traits&amp;diff=495</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Traits&amp;diff=495"/>
		<updated>2021-05-01T02:21:15Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added traits a-m&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expand and define your character. You can choose as many or as few traits as you want, but they all have a point value; traits which provide an advantage cost points, while those which put your character at a disadvantage refund points.&lt;br /&gt;
&lt;br /&gt;
Choose your traits carefully; while they provide bonuses or penalties to your character rolls, they are intended more to add more dimension to your character, and your roleplay. Don&#039;t take a trait you don&#039;t intend to play.&lt;br /&gt;
&lt;br /&gt;
=== Absent Minded ===&lt;br /&gt;
You are the type that forgets things easily; you don&#039;t tend to forget big important things, but relatively small matters often fail to find purchase in your memory for whatever reason. No matter how much you might remind yourself of something ahead of time, some little thing is going to be forgotten, only to be remembered later. Now where did you put your keys?&lt;br /&gt;
&lt;br /&gt;
The GM may randomly decide that you&#039;ve forgotten some small but important detail of an event, campaign, or operation; this could be a fact, a part of a plan, or an item of importance, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Absolute Direction ===&lt;br /&gt;
You have an innate navigational sense, and practically never get lost. You can find your way out of mazes and tunnels better than most, and you always seem to have an accurate sense of where you are, provided you can see the stars, or find some kind of landmark to orient yourself by. You gain a 1D+0 bonus to Survival and Tracking when finding your way in unknown territory. This sense of direction also lends itself to astrogational calculations, to which you gain a 0D+2 bonus.&lt;br /&gt;
&lt;br /&gt;
=== Ambidextrous ===&lt;br /&gt;
You are as comfortable using your right hand as your left, and do not take a penalty for using your off-hand for actions, as you do not in fact have an &#039;off-hand&#039;. Your penalty for dual-wielding weapons is reduced to 0D+1 for the first additional action in a round, but is applied as normal for subsequent actions in that round.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Animal Affinity ===&lt;br /&gt;
You have a natural affinity for animals. Generally speaking, they like you and you like them. Maybe you even prefer the company of animals over that of your own species. Who are we to judge? Whatever the case, you tend to put animals at ease, and at times even have a natural sense for their emotions and needs. You can&#039;t quite &#039;talk with the animals&#039; but you can read them better than most members of your species.&lt;br /&gt;
&lt;br /&gt;
All difficulty levels when training, taming, or calming animals are reduced by one level. Additionally, if commanding a trained animal, the difficulty to do so is reduced by one level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Artistry ===&lt;br /&gt;
You have that touch of genius, creative edge and skill that sets a person apart from others in the same field. It is the difference between competence and a quality that sets the artist’s work above all others in their field.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Attractive ===&lt;br /&gt;
As a specimen of your species you are generally considered to be above-average in the looks department. Those who are attracted to your species and gender (if applicable) will be more attracted to you than the average specimen. Having natural good looks comes with a lot of benefits; you tend to give a better first impression, be more trust-able, less likely to be assumed a villain, and more.&lt;br /&gt;
&lt;br /&gt;
You gain a 0D+2 bonus to social rolls such as con or persuasion where your appearance can be a factor in how others perceive your intentions, when dealing with a being who finds your species and gender attractive.&lt;br /&gt;
&lt;br /&gt;
This trait is primarily intended to be used to gain advantage over non-player characters; any effect your appearance might have on a player character is entirely at their discretion regardless of any rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Blind ===&lt;br /&gt;
You can&#039;t see. Period. You either don&#039;t have eyes, or they don&#039;t work. Maybe you were born with sight, but lost it, or maybe you were born blind. Whatever the case, the visual world is beyond your ability to perceive in all respects.&lt;br /&gt;
&lt;br /&gt;
You take a 3D+0 penalty when performing any action which requires sight under normal circumstances. You cannot read information from a screen or a book unless it has been specially formatted to make use of your other senses.&lt;br /&gt;
&lt;br /&gt;
This is a permanent condition. If you wish to regain your sight (or gain it for the first time) by means of cybernetic implants, optic nerve transplant, or ther means, you must spend a minimum of 15 Character Points per eye. This condition may be overcome by use of the Force Sight power, if your character is eligible to learn it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: -6&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
You have a hard time &#039;cooling off&#039; when you&#039;re in a combat situation. When you start fighting, you will keep fighting until all perceived enemies are eliminated with extreme prejudice. To stop fighting before all enemies are eliminated, you must make a Moderate Self-Control roll. If this roll fails, you must wait one full round before making another attempt. This trait also allows you ignore one stun effect every five rounds of combat, however greater wounds will be treated as normal.&lt;br /&gt;
&lt;br /&gt;
=== Brawl Star ===&lt;br /&gt;
You&#039;re a natural hand-to-hand fighter, with speed, reflexes, and intuition that put most other members of your species to shame. You gain a 1D+0 bonus to all Brawl rolls.&lt;br /&gt;
&lt;br /&gt;
=== Callous ===&lt;br /&gt;
Whether it&#039;s intentional or not, you come across as cold and uncaring. Because of your callous presentation, others are less inclined to trust or confide in you, and tend not to believe that you care about their problems whatsoever. You suffer a 1D+0 penalty to any Con or Persuasion rolls where this might be a factor. Additionally, you suffer a 1D+0 penalty to any Command roll, because people are generally reluctant to be led by someone they think doesn&#039;t care about them.&lt;br /&gt;
&lt;br /&gt;
=== Clumsy ===&lt;br /&gt;
You&#039;re not graceful, and despite all your attempts to be careful, you&#039;re prone to bumping into things, dropping things, tripping on yourself or objects. Not to put too fine a point on it, you&#039;re a klutz. You suffer a 2D+0 penalty to any action where care must be taken to avoid breaking something, tripping an alarm, or making excessive noise.&lt;br /&gt;
&lt;br /&gt;
=== Code of Honor ===&lt;br /&gt;
You live by a very rigid code. It defines not only how you fight, but also how you live. The specifics of this code are individual to you, but these rules inform every action and decision you make. For example, the Jedi live by a code of honor, as do the Mandalorians; very different codes, but the effect is ultimately the same. You are subject to penalties at the GM&#039;s discretion for breaking your code; these penalties might be for a single scene, or reach beyond it at which point staff will become involved.&lt;br /&gt;
&lt;br /&gt;
=== Color Blind ===&lt;br /&gt;
You can&#039;t see color. Everything is in black and white, which makes discerning meaning in certain signals problematic. You suffer a 1D+0 penalty to Awareness skill rolls where color is a factor in how you are able to perceive meaning or activity.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Presence ===&lt;br /&gt;
You have a naturally authoritative presence which makes others more willing to listen to your instructions and obey your orders. You receive a 1D+0 to all Lead rolls.&lt;br /&gt;
&lt;br /&gt;
=== Cowardice ===&lt;br /&gt;
When faced with a dangerous situation, your fight or flight response veers overwhelmingly toward flight; if you&#039;re in danger of being hurt, you run away. It takes some pretty hefty self-control to overcome your cowardly nature, and you must make a Moderate Self-Control roll to act in a combat situation, unless that action is to high-tail it out of there.&lt;br /&gt;
&lt;br /&gt;
=== Deaf ===&lt;br /&gt;
Deafness is total or significant hearing loss. It could be the result of a congenital illness or defect, injury, disease, exposure to loud noise or from age-related wear and tear. Some types of deafness can be compensated for by auditory devices. Many hearing impaired people utilize sign language to communicate.&lt;br /&gt;
&lt;br /&gt;
=== Directionally Challenged ===&lt;br /&gt;
Someone says left and you go right. The moment you look up from a map you are probably lost. Often the directionally challenged won’t ask for directions and even when they do succumb to the need, can’t follow them.&lt;br /&gt;
&lt;br /&gt;
=== Eidectic Memory ===&lt;br /&gt;
Also known as total recall, an image, the written word or something heard once is engraved on the your mind, never to be forgotten. +1D to any knowledge based skill roll.&lt;br /&gt;
&lt;br /&gt;
=== Financial Wizard ===&lt;br /&gt;
Rich and poor want you guiding their personal or company fortune. You understand the market and have a flair for picking out the stock, commodity or company that is going to rise. With a nose for upcoming disaster you keep yourself and those you work for solvent even in the worst crisis.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Value, Bargain, and Persuade when rolled for business or money-related skills; in the event of a disagreement of what this bonus may relate to, defer to your GM.&lt;br /&gt;
&lt;br /&gt;
=== Gadgeteer ===&lt;br /&gt;
The ultimate tinkerer you delight in inventing gadgets out of materials at hand. Endless curiosity leads you up blind avenues but you into innovations that might deserve a patent. You are who people want on hand if lost on a trash dump planet or marooned in a desert with no means of escape except your ingenuity.&lt;br /&gt;
&lt;br /&gt;
At the time of Character Generation, pick one of: Armor Repair, Blaster Repair, Starship Repair, Vehicle Repair, or Tech Repair, and get a permanent 1D+0 bonus to it.&lt;br /&gt;
&lt;br /&gt;
=== Glutton ===&lt;br /&gt;
With an appetite that knows no bounds (a gourmet appreciates the fine side of dining) a glutton is hard to satisfy, needing quantity over quality. You never have enough food.&lt;br /&gt;
&lt;br /&gt;
A glutton receive a 1D+0 penalty to Willpower for the purposes of resisting the temptation or urge to eat, plus an additional 0D+1 penalty for every three hours that pass since he was last able to eat. This penalty is also applied when the glutton is being questioned or interrogated, and the threat of withholding food is being held over him. This penalty cannot lower a character&#039;s Willpower below 1D+0.&lt;br /&gt;
&lt;br /&gt;
=== Gullible ===&lt;br /&gt;
Ready to believe the most unlikely story or ‘fact’, you are every con man’s and crooked politician’s dream. Often associated with the young and innocent, you could be cut off from the mainstream of galactic life in a desert or be brought up away from the latest technology making you more susceptible to believing anything.&lt;br /&gt;
&lt;br /&gt;
A character with this trait receives an automatic 1D+0 penalty to any roll to oppose a Persuade, Con, Bargain, or Intimidate roll.&lt;br /&gt;
&lt;br /&gt;
=== Gunslinger ===&lt;br /&gt;
You have a blaster and will travel. Hired for protecting someone in the guise of a bodyguard or for protecting a community, you are known for being quicker and more ruthless than the average citizen who can use a blaster.&lt;br /&gt;
&lt;br /&gt;
A Gunslinger receives a 2D+0 bonus to any Shoot roll, or a 1D+0 bonus to a specialization of the Shoot skill. They also receive a 0D+2 bonus to their Dodge rolls when evading blaster fire. Finally, the Gunslinger gains a 0D+2 bonus when rolling initiative during a gunfight.&lt;br /&gt;
&lt;br /&gt;
=== Habitual Liar ===&lt;br /&gt;
Why live with the plain truth when you can embellish it? You lie about anything - your origins, education, abilities and intents and are more convincing about it than the average person. +1D to bluff rolls or convincing people that you are something that you aren’t. A very good trait for a Con Man or Woman.&lt;br /&gt;
&lt;br /&gt;
You must roll a moderate or better Willpower in order to resist the urge to lie when asked a question. In addition, you gain a 1D+0 bonus to Persuade or Con when lying. However, when a character doesn&#039;t believe your lie, or catches you in one, you suffer a 1D+0 penalty to Persuade or Con against that character for the duration of the scene.&lt;br /&gt;
&lt;br /&gt;
=== High Pain Threshold ===&lt;br /&gt;
When other people are bent over in agony, you can push through the pain. This is real asset for a spy or shock fighter because you might not break under torture or stay longer in the ring than your adversary. +1D to stamina rolls when under painful duress.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Toughness rolls to resist damage, a 1D+0 bonus to Stamina when exerting yourself past your physical comfort levels, and a 1D+0 bonus to Willpower for the purposes of persevering through pain and over-exertion. These bonuses cannot be applied if the character loses consciousness.&lt;br /&gt;
&lt;br /&gt;
=== Honest To A Fault ===&lt;br /&gt;
You are the person that tells their spouse that their clothes make their backside look fat when they ask how they look in new clothes. Definitely not someone suited to diplomacy or politics, telling the truth is a burning necessity for you, making you simultaneously very trustworthy and a liability. Furthermore, in order to resist the urge tell someone the truth of a situation, regardless of its social implications, you must make a Moderate or better Willpower roll, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
You automatically gain a penalty against any attempt to lie or deceive, regardless of which skill is being used. A penalty of -OD+02 to Con, Persuade, Lead and Intimidate and even Bargain, depending on the situation.&lt;br /&gt;
&lt;br /&gt;
Roll a difficult or better Willpower and you manage to offer an acceptable platitude. Fail the roll, and you must flatly inform your spouse that she has an ass the size of Coruscant and the pants don&#039;t make a difference.&lt;br /&gt;
&lt;br /&gt;
=== Illiterate ===&lt;br /&gt;
Being illiterate puts you at a disadvantage in many situations in modern life from operating a space craft to voting in a local election. Tasks requiring reading and writing in one’s language will necessitate help from people are literate. Many illiterate people find work arounds such as memorizing the positions on a control panel or relying on someone to tell them which switch to turn on. Not being able to read caution signs and instructions will put you and others in serious danger at times.&lt;br /&gt;
&lt;br /&gt;
Penalties for this trait will be applied as deemed appropriate by the GM on a case by case basis.&lt;br /&gt;
&lt;br /&gt;
=== Impulsive ===&lt;br /&gt;
Spur of the moment decisions can either land you in trouble or help you take advantage of opportunities. You might try to plan your next move but you feel more alive swimming in the moment and acting on your feelings. Some people would call that uninhibited others might call it rash. You prefer to rely on luck than on the well-laid plan.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to initiative rolls, however you also take a 1D+0 penalty for the first action taken in combat or other spontaneous situations which would otherwise require forethought, planning, and tactical consideration, at the GM&#039;s discretion. After the first round of combat, you roll normally. For example, a fight breaks out in a bar. You roll initiative with a 1D+0 bonus, but you take a 1D+0 penalty to Brawl when you throw your first punch, because you didn&#039;t take any time to plan your attack.&lt;br /&gt;
&lt;br /&gt;
=== Indecisive ===&lt;br /&gt;
Making up your mind is agonizing. At your worst, you’d rather stay in bed than decide what to do when you get up. You start things and don’t finish them. Committing yourself to a course of action takes you much longer than the average person, causing you to miss opportunities. You suffer a 1D+0 penalty to rolls for initiative, and a 0D+2 penalty for all Presence skills where the ability to make a decision may be a factor, at the GM&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
=== Iron Will ===&lt;br /&gt;
You are an indomitable spirit. Nothing will deter you from following a decision or accomplishing a goal. Implacable in the face of all obstacles, you stick to the course, sometimes to the harm of others if they get in your way. You are difficult to scare at the best of times, and do not crack easily under intimidation, threat, or pressure.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to all Willpower rolls.&lt;br /&gt;
&lt;br /&gt;
=== Keen Eyesight ===&lt;br /&gt;
Whether through natural or artificial means, your powers of sight are considerably better than others of your species. Though you do not necessarily see in ways they cannot, you possess overall better visual acuity, range, depth perception, and ability to see detail. A handy trait for pilots, hunters, trackers, and investigators.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search, and a 0D+1 bonus to any Awareness or Coordination skill roll where sight may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Hearing ===&lt;br /&gt;
Whether through natural or artificial means, your powers of hearing are considerably better than others of your species. Though you do not necessarily hear in a range outside of what is normal for your species, you are able to hear sounds which are quieter or further away than the average. You are also able to better differentiate individual sounds among a cacaphony, and identify beings more easily by their voice.&lt;br /&gt;
&lt;br /&gt;
You gain a 1D+0 bonus to Search when listening for clues, and a 0D+1 bonus to any Awareness or Coordination skill roll where hearing may be a determining factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Keen Smell ===&lt;br /&gt;
Whether through natural or artificial means, your sense of smell is considerably more acute than others of your species. You are able to detect faint odors more easily, and identify individual components of a smell among a bouquet. You may even be able to identify others by their unique odor.&lt;br /&gt;
&lt;br /&gt;
Your keen sense of smell grants you a 0D+2 bonus to any Awareness roll in which smell may be a relevant factor, at the discretion of the GM.&lt;br /&gt;
&lt;br /&gt;
=== Kleptomaniac ===&lt;br /&gt;
You are a compulsive thief, and it&#039;s kind of a problem. When you are presented with the opportunity to steal something, you must succeed in a Willpower roll to resist the urge to take it (if you even want to resist). The difficulty level of the roll is determined by the apparent ease of the theft, at the discretion of the GM. If you fail to resist, you must take the item, but you gain a 0D+1 bonus to Steal to do so. If you&#039;re caught, well, that&#039;s the problem.&lt;br /&gt;
&lt;br /&gt;
=== Learning Disability ===&lt;br /&gt;
You suffer from some mental or physiological condition which makes learning new skills difficult; this could be either some kind of dyslexia, dysnumia.&lt;br /&gt;
&lt;br /&gt;
You may have difficulties learning to read or using math. Your experience in school may have been unpleasant because of a stutter that made you the object of derision.&lt;br /&gt;
&lt;br /&gt;
=== Light Footed ===&lt;br /&gt;
You are lighter on your feet than other members of your species, which makes you quicker and more nimble than average. You can move more quietly, and with greater finesse than others. You gain a 1D+0 bonus to Sneak in situations where moving silently is a relevant factor. You may choose one of Acrobatics, Dodge, or Leap to increase by 0D+1 in CharGen at no additional cost.&lt;br /&gt;
&lt;br /&gt;
=== Linguist ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Low Pain Threshold ===&lt;br /&gt;
Languages seem to come easily to you. You know that unless you have an eidetic memory it takes an investment in time and energy to master a new language especially if it comes from a group of languages that has no relationship to your own. You also know that learning to learn a language is the real secret. +02 advantage to Alien Cultures rolls if you speak the language.&lt;br /&gt;
&lt;br /&gt;
=== Major Addiction ===&lt;br /&gt;
You are afflicted with a crippling addiction, whether it is psychological or physical, and can&#039;t seem to break free of it. It may have started as a minor vice which didn&#039;t significantly interfere with your life, but by now it&#039;s a problem. You might not even realize that you have this addiction, but if you don&#039;t feed it regularly you will suffer the ill-effects of withdrawl.&lt;br /&gt;
&lt;br /&gt;
For every day you go without feeding your addiction, you suffer a 0D+1 penalty to all attributes, up to a maximum of 2D+0, or if your attribute reduces to 1D+0 total. If after one week you are still not able to feed your addiction, you will gain a Wounded injury level which will persist until you have fed your addiction.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for a cost of 30CP, however doing so will also reduce a random attribute by 0D+1, which you may mitigate by spending CP to immediately buy back at the regular cost.&lt;br /&gt;
&lt;br /&gt;
=== Major Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Difficult Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal, but every round following you must overcome a Moderate Willpower check to avoid being frozen for one round.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Minor Addiction ===&lt;br /&gt;
Minor implies that your addiction(s) don’t control your life, if you have to give them up then you are able to do it. Sweets might be hard to forego but if you have to do it, you can - so you don’t have that Corellian pastry everyday. That occasional sniff of spice or extra drink seems to keep you on keel, you are just being social, right?&lt;br /&gt;
&lt;br /&gt;
=== Minor Phobia ===&lt;br /&gt;
You have an irrational and lasting fear of certain situations, activities, or objects which can send you into paroxysms of fear. When exposed to the source of your phobia, you must overcome a Moderate Willpower check or suffer a kind of mental and physical paralysis, which prevents you from acting in the current round. If your roll is successful, you may act as normal for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
You must specify the source of your phobia when selecting this trait. Common phobias include insects, serpents, wild animals, domestic animals, heights, storms, loneliness, aliens, heights, water, and fire.&lt;br /&gt;
&lt;br /&gt;
=== Missing Arm ===&lt;br /&gt;
You have one less arm than other members of your species. This makes it more difficult, or even impossible, to do things that require the regular number of arms or hands for someone of your species. You suffer a 1D+0 penalty to any action which is normally performed with the full complement of arms or hands, and at the GM&#039;s discretion certain activities may be impossible for you to attempt.&lt;br /&gt;
&lt;br /&gt;
You may buy out this disadvantage for 30CP, if you wish to replace your missing arm with a prosthetic, or if you have found a suitable donor and a doctor willing to stitch you and your freshly harvested arm together.&lt;br /&gt;
[[category:systems]] [[Category:character creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Traits&amp;diff=488</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Traits&amp;diff=488"/>
		<updated>2021-04-30T23:25:51Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Traits are character advantages or flaws which go beyond what skills and attributes can easily define. They allow you to choose quirks, talents, and conditions to further expand and define your character. You can choose as many or as few traits as you want, but they all have a point value; traits which provide an advantage cost points, while those which put your character at a disadvantage refund points.&lt;br /&gt;
&lt;br /&gt;
Choose your traits carefully; while they provide bonuses or penalties to your character rolls, they are intended more to add more dimension to your character, and your roleplay. Don&#039;t take a trait you don&#039;t intend to play.&lt;br /&gt;
&lt;br /&gt;
[[category:systems]] [[Category:character creation]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Winning&amp;diff=482</id>
		<title>Winning</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Winning&amp;diff=482"/>
		<updated>2021-04-29T03:17:25Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;As players, we generally like it when our characters succeed at what they set out to do. We, as staff, recognize that. But please understand that in these IC times, the Galact...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As players, we generally like it when our characters succeed at what they set out to do. We, as staff, recognize that. But please understand that in these IC times, the Galactic Republic has been in control of most of the civilized galaxy for many, many years, and that is not slated to change any time soon. So don&#039;t expect any massive game-changing &amp;quot;victories&amp;quot; to be occurring. Most of all victories and defeats will be small-scale. Think criminals buying and selling illegally procured goods while evading the law, Republic scouts charting new hyperlanes, judicials tracking down a murderer, a dark side adept escaping the Jedi Order&#039;s notice for the time being, etc.&lt;br /&gt;
&lt;br /&gt;
Please keep these things in mind when creating a character, choosing a faction, and when roleplaying. We&#039;re all here to create stories and develop characters together. We are not keeping scores of &amp;quot;wins&amp;quot; and &amp;quot;losses&amp;quot;. There is nothing wrong with a bit of friendly competition during PvP-oriented situations, but do not complain about your character or your &amp;quot;side&amp;quot; losing most of the time or not winning all of the time. If winning or losing is critically important to you, you may want to choose another game.&lt;br /&gt;
&lt;br /&gt;
[[Category:News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Travel&amp;diff=481</id>
		<title>Travel</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Travel&amp;diff=481"/>
		<updated>2021-04-29T03:02:38Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;There are no enforced travel time restrictions in our space system, allowing players to move from system to system very quickly; the intention is to facilitate RP by not forci...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are no enforced travel time restrictions in our space system, allowing players to move from system to system very quickly; the intention is to facilitate RP by not forcing players to remain in OOC limbo for extended periods. If there&#039;s a scene in another system to need to get to, you can do so easily using the space system at no penalty.&lt;br /&gt;
&lt;br /&gt;
That being said however, Pax Republica is set in a time period where hyperspace travel is not yet at the level we see in the movies; a journey from the Core Worlds to the Outer Rim is not a short trip; it can take weeks, or even months depending how far off the beaten path your destination might be, and several stops along the way to refuel, re-align your jump trajectory, or unexpected exits to avoid collisions with realspace mass shadows not on the known astrogation charts. We expect you as players to take these IC travel times into account, and RP accordingly; if you&#039;re in the Outer Rim for one plot, you&#039;re not realistically going to be able to get to Coruscant for another plot happening roughly at the same time. Allowances can be made for back-dating scenes, but we ask that you take a reasonable approach to just how quickly your character can get from one end of the galaxy to another.&lt;br /&gt;
&lt;br /&gt;
[[Category:News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Staff&amp;diff=480</id>
		<title>Staff</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Staff&amp;diff=480"/>
		<updated>2021-04-29T03:00:55Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Our game staff is here to help players as much as reasonably possible, with regard to theme, plots, and day-to-day administrative matters. Staff is responsible for managing th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Our game staff is here to help players as much as reasonably possible, with regard to theme, plots, and day-to-day administrative matters. Staff is responsible for managing the overall direction of the game, as well as handling any issues that may arise, from code to balance to problems between players.&lt;br /&gt;
&lt;br /&gt;
Please keep in mind that staffing is a volunteer job, and generally a thankless one, which we take on because we love to help players tell their stories. We&#039;re human, and humans are bound to make mistakes. We&#039;re not going to be perfect, but we&#039;ll do the best job we can do.&lt;br /&gt;
&lt;br /&gt;
To make our jobs a little easier, we ask that players respect our decisions; this doesn&#039;t mean you can&#039;t question us or make suggestions, but know that any decisions made aren&#039;t made on a whim. Everything is discussed and debated, and everything we decide is, in our view, in the best interest of the game as a whole.&lt;br /&gt;
&lt;br /&gt;
We ask that players keep official communication through the +request system, or @mail if the +request system is impractical. This allows us to have a record of discussions, and include all staff members instead of going back and forth between one staffer and a player, and others getting information second-hand.&lt;br /&gt;
&lt;br /&gt;
Please remember that we&#039;re players too, and while we&#039;re happy to help when you need it, it can be frustrating to not be able to play the game because we can&#039;t take a break from staff duties. We won&#039;t hide our alts, we&#039;ll be as open and honest, and approachable as we can be, but it&#039;s a two-way street.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Plots&amp;diff=478</id>
		<title>Plots</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Plots&amp;diff=478"/>
		<updated>2021-04-29T02:57:06Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;While staff is responsible for the overall direction of the game, and the over-arcing plot driving the theme forward, players are encouraged to plan and run their own stories,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While staff is responsible for the overall direction of the game, and the over-arcing plot driving the theme forward, players are encouraged to plan and run their own stories, plots, and adventures. If you have an idea, we&#039;ll do everything we can to help you bring it to fruition, within the practical scope of the game&#039;s theme. We&#039;ll work with you to get your idea polished, if need be, or re-worked into a form that is suitable for the game.&lt;br /&gt;
&lt;br /&gt;
There are a few things to consider about plots. Nothing we do here, including staff-led plots, should change the overall timeline of the Star Wars Universe. Minor details are one thing, but the major plot points in Star Wars canon are still going to occur as they do. Spoiler Alert: Luke will grow up and destroy the Death Star. Han and Leia will eventually fall in love and have a son. Yoda will die of old age on Dagobah. Nothing we do on this game, plot-wise, will change those events.&lt;br /&gt;
&lt;br /&gt;
Player plots should not have consequences that make waves across the Galaxy, but be fairly localized. Attack an outpost, raid for supplies, smuggle some weapons to a backwater planet, double-cross your Hutt employer, these things are all just fine. But you&#039;re not going to assassinate Grand Moff Tarkin, or rescue Princess Leia from being taken prisoner by Darth Vader, or blow up Endor because you don&#039;t like Ewoks.&lt;br /&gt;
&lt;br /&gt;
Small, one-shot scenes don&#039;t need to be approved as plots. Plots are events that span multiple scenes, and potentially have consequences beyond those involved. If you have a question about whether or not your idea needs plot approval, drop a +request and a staffer will let you know.&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve gotten your plot approved, you might be eligible for some in-game rewards for your players, and to you for running it. Staff will let you know what we feel is appropriate, but you should include your thoughts on potential rewards (payment for IC actions, loot from bosses, etcetera) in your initial +request.&lt;br /&gt;
&lt;br /&gt;
One-shot scenes may also warrant some IC reward, in which case please submit a log or a summary for staff to review, and we&#039;ll dole out rewards as appropriate.&lt;br /&gt;
&lt;br /&gt;
[[Category:News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Disclamer&amp;diff=475</id>
		<title>Disclamer</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Disclamer&amp;diff=475"/>
		<updated>2021-04-29T02:51:53Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;We acknowledge that we do not in any way have any kind of an ownership stake in Star Wars, and that right belongs to Disney and LucasArts, LucasFilm, whatever they&amp;#039;re calling...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We acknowledge that we do not in any way have any kind of an ownership stake in Star Wars, and that right belongs to Disney and LucasArts, LucasFilm, whatever they&#039;re calling themselves these days. Don&#039;t sue us.&lt;br /&gt;
&lt;br /&gt;
[[Category: News]] [[Category:Policy]] [[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=General_Policy&amp;diff=474</id>
		<title>General Policy</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=General_Policy&amp;diff=474"/>
		<updated>2021-04-29T02:50:02Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Pax Republica is a consent-based game, and players are required to respect the consent of other players.  What is consent? Consent means that a player has the right to refuse...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pax Republica is a consent-based game, and players are required to respect the consent of other players.&lt;br /&gt;
&lt;br /&gt;
What is consent? Consent means that a player has the right to refuse certain actions and activities based on their wishes and comfort level in the context of a given situation. No player is required to play out scenes which they are not comfortable with, or simply do not wish to play. Consent also means that players must be able to make informed decisions about their character&#039;s actions and consequences, though it does not mean that they are able to outright refuse the consequences of their actions.&lt;br /&gt;
&lt;br /&gt;
For example, if a wanted criminal PC approaches a Republic officer, the GM will inform the player that this may result in their character either coming to harm, being taken prisoner, or possibly even death. The player can then make an informed decision about whether or not to follow through with that action. If they choose to do so, they accept the consequences of that action, and cannot avoid being shot at, taken prisoner, or even killed depending on how the scene unfolds, though they may choose not to play out the specifics of those consequences on-screen. Nevertheless, the character will still suffer whatever consequences the GM decides are appropriate. Consent cannot be used to save your character from the consequences of situations you knowingly and willfully entered into.&lt;br /&gt;
&lt;br /&gt;
If a scene is not being actively GM&#039;d by a staffer or a staff-designated GM, it is up to the players to determine when consent is needed, and what consequences are appropriate for a given action. Staff will not enforce consequences for non-GM&#039;d scenes, however be aware that consistently flouting the spirit of ICA = ICC (in-character actions equal in-character consequences) will likely result in other players not including you in scenes, and potentially, your being asked to find another game to join.&lt;br /&gt;
&lt;br /&gt;
[[Category:News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Characters_%26_Alternates&amp;diff=472</id>
		<title>Characters &amp; Alternates</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Characters_%26_Alternates&amp;diff=472"/>
		<updated>2021-04-29T02:46:23Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Players are permitted to have as many characters as they wish, with few restrictions. Players are required to register all of their alternate characters in the same Alt Group...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Players are permitted to have as many characters as they wish, with few restrictions. Players are required to register all of their alternate characters in the same Alt Group upon character creation. Anyone caught purposely avoiding this risks removal from the game.&lt;br /&gt;
&lt;br /&gt;
Players may only have one Force Sensitive character at a time.&lt;br /&gt;
&lt;br /&gt;
The most important rule to follow when it comes to alternate characters is that your characters may not interact in any way, nor share information with one another even indirectly. Avoid alt path-crossing entirely.&lt;br /&gt;
&lt;br /&gt;
To create an alternate character, simply create it at the game login screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:News]] [[Category:Policy]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Policy&amp;diff=470</id>
		<title>Category:Policy</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Policy&amp;diff=470"/>
		<updated>2021-04-29T02:40:40Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;The following files explain our game policies, which we expect all players to adhere to. Ignorance of the rules is not an excuse for breaking them.  Category: News Categ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following files explain our game policies, which we expect all players to adhere to. Ignorance of the rules is not an excuse for breaking them.&lt;br /&gt;
&lt;br /&gt;
[[Category: News]] [[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Drive&amp;diff=467</id>
		<title>Drive</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Drive&amp;diff=467"/>
		<updated>2021-04-29T01:24:32Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* Tracked Driving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Drive represents your character&#039;s ability to operate ground-based vehicles (wheeled, tracked, legged, or hover), or boats, with precision and finesse. This does not apply to vehicles which operate in a three-dimensional plane, such as a starship, aerospace fighter, or submarine. This skill applies only to the driving operation, not necessarily the onboard equipment of the vehicle, which would be covered by Tech Operation or another more specific skill.&lt;br /&gt;
== Specializatons ==&lt;br /&gt;
=== Hover Driving ===&lt;br /&gt;
Hover craft such as landspeeders and swoop bikes.&lt;br /&gt;
=== Tracked Driving ===&lt;br /&gt;
This specialization applies to any vehicle propelled by endless metal belts, i.e. tanks or earth moving equipment.&lt;br /&gt;
&lt;br /&gt;
=== Walker Driving ===&lt;br /&gt;
Controlling vehicles with legs instead of wheels, such as walkers.&lt;br /&gt;
=== Wheeled Driving ===&lt;br /&gt;
This specialization applies to any vehicle that moves with wheels on the ground.&lt;br /&gt;
[[Category:Skills]][[Category:Coordination]][[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Ride&amp;diff=466</id>
		<title>Ride</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Ride&amp;diff=466"/>
		<updated>2021-04-29T01:21:45Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Reflex]] [[Category:Systems]] [[Category:Skills]]&lt;br /&gt;
Your ability to mount a wild or domestic animal as a means of transportation.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Disguise&amp;diff=465</id>
		<title>Disguise</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Disguise&amp;diff=465"/>
		<updated>2021-04-29T01:20:07Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: /* Prosthetics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your ability to make yourself look like something, or someone, that you&#039;re not.&lt;br /&gt;
&lt;br /&gt;
== Specializations ==&lt;br /&gt;
=== Costuming ===&lt;br /&gt;
Costuming is the art of designing and creating clothing, makeup, and other props with the intent of making someone look like something or or someone they&#039;re not. It is a very useful skill in the entertainment sector, and other, more subtle industries.&lt;br /&gt;
=== Prosthetics ===&lt;br /&gt;
Your skill at applying temporary artificial features to the face or body to conceal your identity.&lt;br /&gt;
[[Category:Awareness]][[Category:Skills]][[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Melee&amp;diff=464</id>
		<title>Melee</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Melee&amp;diff=464"/>
		<updated>2021-04-29T01:17:10Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added definitions for melee, knife combat, lightsaber combat, staff combat, sword combat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;br /&gt;
The baseline skill for hand-to-hand fighting.&lt;br /&gt;
&lt;br /&gt;
=== Knife Combat ===&lt;br /&gt;
Your ability to wield a knife in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
=== Lightsaber Combat ===&lt;br /&gt;
Your ability to wield and control a lightsaber in combat.&lt;br /&gt;
&lt;br /&gt;
=== Staff Combat ===&lt;br /&gt;
The ability to use a staff in hand-to-hand combat.&lt;br /&gt;
&lt;br /&gt;
=== Sword Combat ===&lt;br /&gt;
Your skill at using a sword (a long, usually metal blade with a hand guard) in combat.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Ride&amp;diff=462</id>
		<title>Ride</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Ride&amp;diff=462"/>
		<updated>2021-04-29T00:46:15Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Reflex]] [[Category:Systems]] [[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=457</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=457"/>
		<updated>2021-04-29T00:36:31Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added definitions to Acrobatics and its subheadings: aerials, balance and tumbling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
== Acrobatics is the baseline skill for performing feats of balance, gymnastics and coordination used in martial arts, performing arts and sporting events. ==&lt;br /&gt;
&lt;br /&gt;
=== Aerials ===&lt;br /&gt;
Your skill at performing freestyle jumps or somersaults in the air.&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
Your skill at maintaining your physical equilibrium in difficult positions, i.e. the edge of a building or cliff or a balance beam.&lt;br /&gt;
&lt;br /&gt;
=== Tumbling ===&lt;br /&gt;
Your skill at performing gymnastics such as somersaults or flips, especially useful in martial arts.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Grip&amp;diff=456</id>
		<title>Grip</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Grip&amp;diff=456"/>
		<updated>2021-04-29T00:16:52Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This skill corresponds to the physical prowess required to maintain a strong hold on something or someone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Physique]] [[Category:Skills]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Ride&amp;diff=446</id>
		<title>Ride</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Ride&amp;diff=446"/>
		<updated>2021-04-27T03:42:45Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Category:Reflexes Category:Systems Category:Skills&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Melee&amp;diff=445</id>
		<title>Melee</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Melee&amp;diff=445"/>
		<updated>2021-04-27T03:41:08Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added subheadings to Melee. NO DEFINITIONS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=== Knife Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Lightsaber Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Staff Combat ===&lt;br /&gt;
&lt;br /&gt;
=== Sword Combat ===&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Melee&amp;diff=444</id>
		<title>Melee</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Melee&amp;diff=444"/>
		<updated>2021-04-27T03:38:34Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Category: Reflexes Category:Systems Category:Skills&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Jump&amp;diff=443</id>
		<title>Jump</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Jump&amp;diff=443"/>
		<updated>2021-04-27T03:35:33Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jump determines how far you can leap or how high you can propel yourself upward.&lt;br /&gt;
&lt;br /&gt;
[[Category: Reflexes]] [[Category: Skills]] [[Category:Systems]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Dodge&amp;diff=442</id>
		<title>Dodge</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Dodge&amp;diff=442"/>
		<updated>2021-04-27T03:33:52Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;Your skill at avoiding something or someone with a sudden quick move. This skill is integral for avoiding blows, bullets, blasts and thrown objects.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your skill at avoiding something or someone with a sudden quick move. This skill is integral for avoiding blows, bullets, blasts and thrown objects.&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Contort&amp;diff=441</id>
		<title>Contort</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Contort&amp;diff=441"/>
		<updated>2021-04-27T03:25:48Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Climb&amp;diff=440</id>
		<title>Climb</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Climb&amp;diff=440"/>
		<updated>2021-04-27T03:25:02Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Brawl&amp;diff=439</id>
		<title>Brawl</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Brawl&amp;diff=439"/>
		<updated>2021-04-27T03:24:12Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added Grappling and Striking to Brawls, NO DEFINITIONS yet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Grappling ===&lt;br /&gt;
&lt;br /&gt;
=== Striking ===&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Brawl&amp;diff=438</id>
		<title>Brawl</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Brawl&amp;diff=438"/>
		<updated>2021-04-27T03:22:51Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=437</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=437"/>
		<updated>2021-04-27T03:21:02Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added subheadings to Acrobatics, currently there are NO definitions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;br /&gt;
&lt;br /&gt;
=== Aerials ===&lt;br /&gt;
&lt;br /&gt;
=== Balance ===&lt;br /&gt;
&lt;br /&gt;
=== Tumbling ===&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Category:Reflexes&amp;diff=436</id>
		<title>Category:Reflexes</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Category:Reflexes&amp;diff=436"/>
		<updated>2021-04-27T03:18:59Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=435</id>
		<title>Acrobatics</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Acrobatics&amp;diff=435"/>
		<updated>2021-04-27T03:18:06Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Created page with &amp;quot;   Category:Reflexes Category:Systems Category:Skills&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Reflexes]] [[Category:Systems]] [[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
	<entry>
		<id>https://paxrepublica.net/index.php?title=Lead&amp;diff=428</id>
		<title>Lead</title>
		<link rel="alternate" type="text/html" href="https://paxrepublica.net/index.php?title=Lead&amp;diff=428"/>
		<updated>2021-04-27T01:51:20Z</updated>

		<summary type="html">&lt;p&gt;Artemis108: Added Lead to Presence Category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your skill at setting an example for people to follow or taking the initiative in an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category: Presence]]&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;[[Category:Systems]]&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;[[Category:Skills]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Artemis108</name></author>
	</entry>
</feed>