<?xml version="1.0"?>
<?xml-stylesheet type="text/css" href="http://72.14.177.54/skins/common/feed.css?207"?>
<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title>Egs Mayhem - User contributions [en]</title>
		<link>http://72.14.177.54/EGS_Mayhem/Special:Contributions/SethSara</link>
		<description>From Egs Mayhem</description>
		<language>en</language>
		<generator>MediaWiki 1.15.1</generator>
		<lastBuildDate>Sat, 03 Oct 2026 19:24:38 GMT</lastBuildDate>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time. A Grenade Launcher can only be attached to a Rifle or Assault Rifle.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They do not get the Attack bonus granted by Burst Fire.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally (allies within the same Hex) a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;br /&gt;
&lt;br /&gt;
===Terrain Features===&lt;br /&gt;
Terrain is important for figuring out what kind of effects apply to a character.&lt;br /&gt;
*Normal - Normal terrain has no penalties or bonuses.&lt;br /&gt;
*Grassland - This terrain feature applies to areas with tall grass and soft ground. It grants a -1 to Attack, but a +1 to Defense.&lt;br /&gt;
*Hills - Hills are a little more difficult to navigate. They require 2 actions to move through, but are treated as Small Cover.&lt;br /&gt;
*Rocks - Rocks are difficult to navigate. They require 2 actions to move through, and are treated as Medium Cover.&lt;br /&gt;
*Sand - Considered normal terrain for the most part, but in Windy weather causes Obscured Vision.&lt;br /&gt;
*Water - For any Hex that is mostly water, it costs 2 actions to move through.&lt;br /&gt;
*Trees - Trees are a terrain feature with special rules. For anyone inside a Hex or within firing range of the Hex, Trees are Small Cover. For people on opposite sides of a Trees Hex, they provide Medium Cover. Trees may be climbed as an action and grant all the bonuses of a Sniper Tower.&lt;br /&gt;
*Wall - A wall provides Large Cover, a player cannot move over a wall, but can go around.&lt;br /&gt;
*Sniper Tower - A Sniper tower requires an action to climb. When in a sniper tower, the player ignores 2 points of cover and gains a +1 to Defense.&lt;br /&gt;
*Fort - Fort applies to the starting bases. Any number of allies may occupy a fort (ignoring the 6 person limit on Hexes). A player may spend 3 actions inside a fort to completely restock on ammo and health (if using a hit point system). Enemy teams cannot enter each other's forts.&lt;/div&gt;</description>
			<pubDate>Sat, 24 Apr 2010 04:07:18 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Ability System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time. A Grenade Launcher can only be attached to a Rifle or Assault Rifle.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally (allies within the same Hex) a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;br /&gt;
&lt;br /&gt;
===Terrain Features===&lt;br /&gt;
Terrain is important for figuring out what kind of effects apply to a character.&lt;br /&gt;
*Normal - Normal terrain has no penalties or bonuses.&lt;br /&gt;
*Grassland - This terrain feature applies to areas with tall grass and soft ground. It grants a -1 to Attack, but a +1 to Defense.&lt;br /&gt;
*Hills - Hills are a little more difficult to navigate. They require 2 actions to move through, but are treated as Small Cover.&lt;br /&gt;
*Rocks - Rocks are difficult to navigate. They require 2 actions to move through, and are treated as Medium Cover.&lt;br /&gt;
*Sand - Considered normal terrain for the most part, but in Windy weather causes Obscured Vision.&lt;br /&gt;
*Water - For any Hex that is mostly water, it costs 2 actions to move through.&lt;br /&gt;
*Trees - Trees are a terrain feature with special rules. For anyone inside a Hex or within firing range of the Hex, Trees are Small Cover. For people on opposite sides of a Trees Hex, they provide Medium Cover. Trees may be climbed as an action and grant all the bonuses of a Sniper Tower.&lt;br /&gt;
*Wall - A wall provides Large Cover, a player cannot move over a wall, but can go around.&lt;br /&gt;
*Sniper Tower - A Sniper tower requires an action to climb. When in a sniper tower, the player ignores 2 points of cover and gains a +1 to Defense.&lt;br /&gt;
*Fort - Fort applies to the starting bases. Any number of allies may occupy a fort (ignoring the 6 person limit on Hexes). A player may spend 3 actions inside a fort to completely restock on ammo and health (if using a hit point system). Enemy teams cannot enter each other's forts.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 21:30:11 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Terrain Features&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time. A Grenade Launcher can only be attached to a Rifle or Assault Rifle.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;br /&gt;
&lt;br /&gt;
===Terrain Features===&lt;br /&gt;
Terrain is important for figuring out what kind of effects apply to a character.&lt;br /&gt;
*Normal - Normal terrain has no penalties or bonuses.&lt;br /&gt;
*Grassland - This terrain feature applies to areas with tall grass and soft ground. It grants a -1 to Attack, but a +1 to Defense.&lt;br /&gt;
*Hills - Hills are a little more difficult to navigate. They require 2 actions to move through, but are treated as Small Cover.&lt;br /&gt;
*Rocks - Rocks are difficult to navigate. They require 2 actions to move through, and are treated as Medium Cover.&lt;br /&gt;
*Sand - Considered normal terrain for the most part, but in Windy weather causes Obscured Vision.&lt;br /&gt;
*Water - For any Hex that is mostly water, it costs 2 actions to move through.&lt;br /&gt;
*Trees - Trees are a terrain feature with special rules. For anyone inside a Hex or within firing range of the Hex, Trees are Small Cover. For people on opposite sides of a Trees Hex, they provide Medium Cover. Trees may be climbed as an action and grant all the bonuses of a Sniper Tower.&lt;br /&gt;
*Wall - A wall provides Large Cover, a player cannot move over a wall, but can go around.&lt;br /&gt;
*Sniper Tower - A Sniper tower requires an action to climb. When in a sniper tower, the player ignores 2 points of cover and gains a +1 to Defense.&lt;br /&gt;
*Fort - Fort applies to the starting bases. Any number of allies may occupy a fort (ignoring the 6 person limit on Hexes). A player may spend 3 actions inside a fort to completely restock on ammo and health (if using a hit point system). Enemy teams cannot enter each other's forts.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 20:52:47 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time. A Grenade Launcher can only be attached to a Rifle or Assault Rifle.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 20:52:21 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game created by Seth/Sara for the Hex grid. The rules are still in development and as such may not be balanced. It's a start though, right?&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 20:17:47 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Ability System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 20:09:03 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Ability System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action. The Target number is 15.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 08:39:51 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Optional Rules==&lt;br /&gt;
The following rules are in development and are not necessary to play.&lt;br /&gt;
&lt;br /&gt;
===Ability System===&lt;br /&gt;
Games using this mechanic have players begin with 5 points to spend on abilities. An ability may not be raised higher then twice the player's base score, abilities are used to utilize circumstance bonuses. All skill uses require an action except for Perception. Buying an ability costs 5 Points.&lt;br /&gt;
*Strength Abilities&lt;br /&gt;
**Athletics - Used to jump, climb, and swim. Using this ability allows the player to move through difficult terrain with only 1 action. The Target number is 15.&lt;br /&gt;
**Endurance - Endurance is used in games with Hit Points. It allows the player to resist a single hit in a game. The difficulty is equal to the last Attack they took.&lt;br /&gt;
*Speed Abilities&lt;br /&gt;
**Acrobatics - Used for tumbling, sliding, and ducking. This ability is identical to Athletics.&lt;br /&gt;
**Stealth - Stealth is used to sneak around and up on opponents. If you succeed at Stealth, you gain a +1 to Defense. This ability is opposed by Perception.&lt;br /&gt;
*Accuracy Abilities&lt;br /&gt;
**Perception - Perception is used to locate targets. If you succeed at Perception, you gain a +1 to Attack. This ability is opposed by Stealth.&lt;br /&gt;
*Skill Abilities: A player may only train in one of the following abilities.&lt;br /&gt;
**Demolition - Demolition is the setting up of explosives. A player can make a Hex into a Scattershot area with an attack equal to their result.&lt;br /&gt;
**Medical - Medical is the ability to &amp;quot;heal&amp;quot; your allies. A player needs to get to an ally before a round ends to heal an ally. The difficulty is the Attack result that hit them last.&lt;br /&gt;
**Tactics - A player with this ability can direct others on the battlefield, granting each adjacent ally a +1 bonus to Attack and Defense. The bonus also applies to anyone with a Radio. A Perception check by an opponent can negate the benefits in the same way.&lt;br /&gt;
&lt;br /&gt;
===Hit Point Systems===&lt;br /&gt;
In a game that players want to make last, an hit point system may be employed. There are two variants.&lt;br /&gt;
*Hit Points: A game of this type gives each player a decided number of hits they can take before they die. Common numbers are 3 to 10.&lt;br /&gt;
*Injuries: A game with injuries can add penalties if a certain part of the body is hit. A roll of 1d6 usually determines where a round hits, but a player can use an action to aim a shot. A player has 3 hit points which must be torso shot or a head shot before they die.&lt;br /&gt;
** 1: Headshot - The player is immediately killed.&lt;br /&gt;
** 2: Arm shot - The player loses the use of an arm. This results in a -1 penalty to Attack. If both arms are disabled, the player cannot Attack at all.&lt;br /&gt;
** 3: Leg shot - The player loses the use of a leg. This results in a -1 penalty to Defense. If both legs are disabled, the player cannot move (though they may still make Defense rolls at -2 penalty).&lt;br /&gt;
** 4-6: Torso shot - The player takes a hit, no special penalties.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 08:25:44 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 07:47:35 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
##Inaccurate is a drawback to Machine Pistols. They take a -1 penalty to Attack.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 07:42:47 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;i&amp;gt;AIRSOFT!!!&amp;lt;/i&amp;gt; is a skirmish game designed for a Hex map. Currently the rules are being worked with, and the game is in playtesting. &lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: '' Your Defense rating (Speed score plus modifiers).&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: '' Your Attack rating (Accuracy score plus modifiers).&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. A Sidearm costs 1/2 Strength, while a Primary Weapon costs 1 Strength. Special Weapons cost 2 Strength, you can only have one Special Weapon.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols, Machine Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game.&lt;br /&gt;
&lt;br /&gt;
===Starting Equipment===&lt;br /&gt;
A player begins with Standard Airsoft Googles, 1 Sidearm, 1 Primary Weapon, 2 Accessories max per weapon, 3 Grenades, 2 Miscellaneous items, and 4 Magazines. A character can start with 1 Special Weapon, but they do not get a Sidearm or Grenades.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Sidearms&lt;br /&gt;
**Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
**Machine Pistols are another form of sidearm, they have Burst Fire and Inaccurate. They are Short Range.&lt;br /&gt;
*Primary Weapons&lt;br /&gt;
**Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
**SMGs allow Burst Fire and Short Range.&lt;br /&gt;
**Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
**Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
**Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*Special Weapons&lt;br /&gt;
**HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
**Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Machine Pistols have 24 round &lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
*Stock: +1 on Attacks with Machine Pistols, Shotguns, and Rifles.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
##Water is a condition that makes it difficult to move. Hexes marked with water reduce a player to 2 actions a turn instead of 3.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
*A character can spend points to buy new equipment.&lt;br /&gt;
**1 Point buys a Miscellaneous item or 4 Magazines.&lt;br /&gt;
**2 Points buys an Accessory or 4 Extended Magazines.&lt;br /&gt;
**3 Points buys 3 Grenades.&lt;br /&gt;
**5 Points buys a Sidearm.&lt;br /&gt;
**7 Points buys a Primary Weapon.&lt;br /&gt;
**10 Points buys a Special Weapon.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;/div&gt;</description>
			<pubDate>Fri, 23 Apr 2010 07:40:33 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Attack bonus, but they fire 3 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Attack bonus at the cost of 5 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -1 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions as well as a -1 penalty to Speed.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -2 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 25 Apr 2009 18:35:57 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects: Status effects last 1d6 rounds unless they are permanent.&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Attack with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 11 Apr 2009 08:03:49 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Point Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Attack with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
*A character may spend 2 points to make a Normal action into a Free action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 11 Apr 2009 08:00:35 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Defense. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Defense. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Defense. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Defense from cover. They also grant a +1 to Defense for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Attack with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 11 Apr 2009 07:57:38 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Strength */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength unless otherwise noted.&lt;br /&gt;
**FREE ITEMS - Characters can wear Standard Airsoft Goggles, Tactical Vests, and carry Flags without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Attack with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 11 Apr 2009 07:45:09 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added new Combat rules; Changed a few Combat rules; Made changes to Speed and Accuracy modifiers; Added the Speedloader item; Made a few minor changes in wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense and Turn Order.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some Attachments decrease speed.&lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Attack.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Attack, -1 Defense.&lt;br /&gt;
*Reflex Sight: +1 Attack.&lt;br /&gt;
*Magnification Scope: +2 Attack, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Mounted Flashlight: Cause the Light condition. In Dark areas -1 Defense.&lt;br /&gt;
*Bipod: Allows a +1 on Attack, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Attack, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Attack when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Attack.&lt;br /&gt;
*Foregrip: +1 Attack.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Defense, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Defense, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Defense, -1 Attack.&lt;br /&gt;
*Body Armor: +2 Defense, -2 Attack. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Defense. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Speedloader: Allows a player to reload a magazine in the field. This item holds 30 extra rounds. Requires an action to retrieve from its location. Requires an action to reload a magazine.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#An attacker receives a die roll of 1d6 plus the player's Attack score while a target receives a die roll of 1d6 plus the player's Defense score to determine whether an attack hits or misses. The Game Master is the one who makes the check.&lt;br /&gt;
#Turn Order is determined by a roll of 1d6 plus the player's Speed score. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action. (One Hex is 25 feet.)&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
##Normal actions are anything else.&lt;br /&gt;
###Reloading a weapon.&lt;br /&gt;
###Retrieving an item or weapon from its location on your person. (Most Miscellaneous items require this.)&lt;br /&gt;
###Equipping a new attachment, or removing one.&lt;br /&gt;
###Turning in a Hex.&lt;br /&gt;
#Hex Map&lt;br /&gt;
##A character's Forward view is the direction of their last travel unless they turned in their Hex.&lt;br /&gt;
##A character's Flanks are the Hexes on either side of their forward view.&lt;br /&gt;
##A character's Rear are the three squares behind them.&lt;br /&gt;
##One Hex represents 25 feet.&lt;br /&gt;
##6 players may occupy a single Hex.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. Within the same Hex is Close Range. (6 players may occupy a single Hex at a time.)&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is out to one Hex.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is out to two Hexes.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is out to three Hexes.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their Flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Attack.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Attack.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Attack with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Sat, 11 Apr 2009 07:43:16 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>The Universe</title>
			<link>http://72.14.177.54/EGS_Mayhem/The_Universe</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The universe contains everything, and is equal to 42.  Some theorize though on the possibility of there being something that is slightly greater.&lt;br /&gt;
&lt;br /&gt;
Has been destroyed in [[carrot..?]] at least a dozen times. Though nobody gets too worked up about it. I mean, the destruction of the universe isn't the end of the world.&lt;br /&gt;
&lt;br /&gt;
Has also been destroyed four times by [[Small Blue Big Red Buttons]]. and twice by a chemical reaction involving cream soda and a doughnut.&lt;br /&gt;
&lt;br /&gt;
A smaller version of the universe is [[The Puniverse]].&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 05:12:55 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:The_Universe</comments>		</item>
		<item>
			<title>The Puniverse</title>
			<link>http://72.14.177.54/EGS_Mayhem/The_Puniverse</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Puniverse is a smaller version of [[The Universe]]. It rests on Orion's Belt. Do not worry, it is none of your concern. Ignore it. Stop. No, seriously, stop reading. Stop it. Right now. I mean it. DOn't make me hammer you. Okay, so I won't hammer you, but you really should stop reading. Come ON man, are you SERIOUSLY still hear? Don't you have better things to do? I guess not. Fine, be silly, after all, this IS Mayhem. You know what? I'm leaving. I don't care what you think, I'm going now. Bye. *[[Flrrd]]*&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 05:11:47 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:The_Puniverse</comments>		</item>
		<item>
			<title>Bainhart</title>
			<link>http://72.14.177.54/EGS_Mayhem/Bainhart</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* RPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Weasel_Avatar.jpg |thumb|right|Bains current Avatar. A Ermine.]]&lt;br /&gt;
&lt;br /&gt;
'''Bainhart''' (Born November 29, 22992 B.C.) is a bunny normally to be found on EGS Mayhem.&lt;br /&gt;
&lt;br /&gt;
==Bainhart the Character==&lt;br /&gt;
&lt;br /&gt;
Name: Bainhart of the Rushah clan.&lt;br /&gt;
&lt;br /&gt;
Tribal Name: Bäio (Bay-Oh)&lt;br /&gt;
&lt;br /&gt;
Nickname: Bain&lt;br /&gt;
&lt;br /&gt;
Age: 25,000&lt;br /&gt;
&lt;br /&gt;
Sex: Male&lt;br /&gt;
&lt;br /&gt;
Alignment: Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
Class: Fian&lt;br /&gt;
&lt;br /&gt;
Specialties:&lt;br /&gt;
&lt;br /&gt;
               Magic&lt;br /&gt;
                     Meteoromancy (Weather Magic)&lt;br /&gt;
                             Cryromancy (Ice Magic)&lt;br /&gt;
                     Onmyou Magic (Summoning Kami, or Spirits.)&lt;br /&gt;
                     Umbramancy (Shadow magic)&lt;br /&gt;
                     Blue Magic (Time Magic)&lt;br /&gt;
                     Telekinesis&lt;br /&gt;
                     Electromancy (Very little) &lt;br /&gt;
                     Healing Magic&lt;br /&gt;
                     Transformation&lt;br /&gt;
               Bladed Weapons&lt;br /&gt;
                             Plug Bayonets&lt;br /&gt;
                             Nodachi (Named: Sohi)&lt;br /&gt;
                             Scythe or Sickle&lt;br /&gt;
                             Scottish Claymores&lt;br /&gt;
                             Moje Machete (Can only be used on Bains homeworld) [1]&lt;br /&gt;
                             Whip-Sword &lt;br /&gt;
                             Karst Chains (A pair of weapons that are  whips made out of disks, that are also blades. By concealing                           &lt;br /&gt;
                                          these in the long sleeves of his clothes, Bain is able to quickly strike with them before              &lt;br /&gt;
                                          his opponent can see them, serving good confusion. Bain normally doesn't wear these and has&lt;br /&gt;
                                           never used them before, but they are his primary weapon, given to him at his manhood &lt;br /&gt;
                                           ceremony.)&lt;br /&gt;
               Projectile Weapons&lt;br /&gt;
                             H&amp;amp;K MK24 Mod 0 (USSOCOM)&lt;br /&gt;
                             SIG P226&lt;br /&gt;
                             Mateba Revolver&lt;br /&gt;
                             Saiga 12&lt;br /&gt;
                             AMT Hardballer Longslide&lt;br /&gt;
                             Mossberg 500&lt;br /&gt;
                             Mauser 98k&lt;br /&gt;
                             GIAT FAMAS &lt;br /&gt;
                             MP5K&lt;br /&gt;
                             &lt;br /&gt;
               Abilities:&lt;br /&gt;
                             Massive Strength&lt;br /&gt;
                             Accelerated Healing&lt;br /&gt;
                             Bottomless Stomach (To fuel magic)&lt;br /&gt;
                             Enhanced Senses &lt;br /&gt;
                                          &lt;br /&gt;
                Familiars:   &lt;br /&gt;
                             Kamai, a Weasel&lt;br /&gt;
                                          &lt;br /&gt;
                                                &lt;br /&gt;
                                         Level: Unknown&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weaknesses: Loves Scotch, though not alcoholic level.&lt;br /&gt;
&lt;br /&gt;
Religion: Zen Buddhist&lt;br /&gt;
&lt;br /&gt;
Race: Ctarl-Ctarl&lt;br /&gt;
&lt;br /&gt;
Height: 5'9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 156.2 lbs&lt;br /&gt;
&lt;br /&gt;
Blood Tpye: BO(+) (I am includeing the genome)&lt;br /&gt;
&lt;br /&gt;
Build: A bit muscular&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Appearance: He has Scruffy Greyish/White hair, cut short in the front, put into a long ponytail in the back going down to his waist, the ponytail is black tipped. He has red eyes which turn Grey-blue when using high magicks.. His skin is slightly tanned. He still has his prehensile tail which resembles his ponytail. His ears are about six inches long, three inches wide. They are white with black tufts n them. He is 5'8&amp;quot; and 120 pounds in this form. There are blue runes throughout his body, but they only manifest when using some spells, unless he wants them too. These help cover up scars on his back that read &amp;quot;Love, Expose, Delete&amp;quot; that run down from the top to the bottom of his back. On the left side of his neck he has a tattoo signifying his clan. He wears clothing somewhat like the Ainu people of Japan. He also wears Black fingerless gloves.On his right wrist he wears blue Buddhist Beads. Around his neck he wears a string of large blue Buddhist beads, but sometimes he will wear a Deegan Scarf if it's so cold he can't take it, even though Ice is his elemental affinity. For formal wear he will wear robes similar to the Ainu Tribesman of Northern Japan. He will sometimes wear metal bracers, that have a large space under his wrist. which are is Karst Chains. He will also wear, only on his home world a piece of light-cloth or Dizruha [2]. These are essentially two metal disks attached to the belt which produce the cloth in the picture. These are all TF Resistant. In this form he will also wear two claymores on his back in special sheaths which expose most of the blade, so one is able to put the blade into a better position to draw it. Other times he will carry them in a black sack with a cow skull on the opening. They have Celtic Carvings so that they never break, rust, or change in anyway. When he wears his guns he wears his P226 on his right hip, his Revolver on his left, hardballers in shoulder holsters under his hakama and his 500 on his back along with FAMAS. &lt;br /&gt;
&lt;br /&gt;
Personality: His knowledge of magic and such is vast, and he is very resourceful in all forms of combat. He seems to have considerable computer skills. Bain often acts as an adviser in most things, though there are times his judgement and/or advice leaves much to be desired. He is skilful at analyzing dangerous situation and coming up with countermeasure when most others are in state of panic. is also quite good at analyzing individual strength and character. Unfortunately he likes to not use these skills, preferring to watch others struggle. Dislikes warm weather. Considers the idealism of &amp;quot;wanting to save everyone&amp;quot; as nave, impossible, weak, and delusional. Knows far more than any person should without effort. Not entirely willing to share his information. He has a fairly calm, laid back attitude, and seems to prefer self-enjoyment more then actual success. Does not know about this Dimension. He is very good at giving advice, but in a weird way. If advice is needed, expect it to come out rough. Even though Cryomancy specificity that doesn't mean he is not well versed in magic.&lt;br /&gt;
&lt;br /&gt;
Kamai: Every family has a spirit of some sort. The Rosner family's house spirit was a C'rel. Or, in english, Weasel.All members of the family get transformed, using magic, into it. Then the Crystal of Spalatum is used,  In english it is called the Dewitchery Diamond. After the split with it the duplicate becomes the familiar of the Clan Member. His familiar Kamai is the reasult.&lt;br /&gt;
&lt;br /&gt;
==Ctarl==&lt;br /&gt;
&lt;br /&gt;
So far, this is what has been reveled and what I have made up.&lt;br /&gt;
&lt;br /&gt;
All Ctarl-Ctarl display the same lunar based ability's, but on this world, having no moon, that power is of little use. Most of this world join Warrior bands called Fianna, which are composed of about 15 family's going back up to 6 generations active in the bands at the same time. These Fianna (Singular: Fian) act much like tribes in South America or the Native Africans. The Fianna who live in the Rain Forrest act are slightly different from those in the Savanna, with their culture like the South American people, while (strangely enough) act like The Native African tribes.All Fianna, when they reach adulthood, are branded with two tattoos. One being the runes. These runes allow a finer control over one element, but a small determent to the opposite. The other is a clan marking. Bains is on the left side of his neck. (Will upload picture of it later.) Unlike the tribes in real life however, these have technology called Moje. This Moje is technology powered by magic. The Average lifespan is 85,000&lt;br /&gt;
&lt;br /&gt;
For the geological makeup of Bains world is that it is mostly Savanna, Rain Forrest, and Sea. The Seas make up about 60% of the landscape. 20% is Savanna, and the remaining is Rain Forrest. It has two suns. One larger sun, Which is orbited by the planet; and one smaller one, which orbits the planet.&lt;br /&gt;
&lt;br /&gt;
==Bainhart the Player==&lt;br /&gt;
*Had observed the EGS Board for about for months while waiting for his account to get accepted&lt;br /&gt;
*Will eventually join Fort mayhem Has turned up at Fort Mayhem&lt;br /&gt;
*Has a relative on boards, Not saying who, but his and my pages are very similar.&lt;br /&gt;
*Both me and Bain the Character think other bunnies make up words... &lt;br /&gt;
*Designs Logos. But since none are EGS themed has never posted any on the boards. Why they are not on his deviantART is unknown, even to him.&lt;br /&gt;
&lt;br /&gt;
==Rules for Communicating with Bainhart==&lt;br /&gt;
&lt;br /&gt;
These Rule apply everywhere. OCC, RP, IM. Everywhere. (Only Vampiress_Kat is allowed to Violate these rules because I'm her minion.)&lt;br /&gt;
&lt;br /&gt;
*No Touching (This includes: Hugs,Glomps, poking)&lt;br /&gt;
*No Pink Font. (Really just IM only)&lt;br /&gt;
*No saying &amp;quot;nummy&amp;quot;&lt;br /&gt;
*No small talk&lt;br /&gt;
*If you need to apologize to me, you must give me a picture of a LOL Cat&lt;br /&gt;
*No Seduction Scrolls (See It Takes a Village to Raise a Seyunolu )&lt;br /&gt;
*No puns&lt;br /&gt;
*No licking...Don't ask.&lt;br /&gt;
&lt;br /&gt;
==RPs==&lt;br /&gt;
&lt;br /&gt;
*It Takes a Village to Raise a Seyunolu &lt;br /&gt;
*Chaotic Intentions: (Subtitled as Tach wills it) &lt;br /&gt;
*Fort Mayhem (On assignment in another thread)&lt;br /&gt;
*Last Post Wins!!!!!!! &lt;br /&gt;
*&amp;lt;strike&amp;gt;Nest RP&amp;lt;/strike&amp;gt;&lt;br /&gt;
*MERA RP: (Ever changing Subtitle)&lt;br /&gt;
*Club Mayhem&lt;br /&gt;
&lt;br /&gt;
==Variants and Personifications==&lt;br /&gt;
&lt;br /&gt;
*Bain Mayhem In Fort Mayhem&lt;br /&gt;
*Bain 0907 in It takes a village to raise a Seynolu and Mega-Mall&lt;br /&gt;
*Bain LPW in LPW , does not know he has counterparts&lt;br /&gt;
*Chaotic Bain in Chaotic Intentions, stupidest Bain. Modeled after Hero from RPG World.&lt;br /&gt;
*ChibiBain: The only total OOC character. ChibiBain wears a typical stereotypical college professor outfit and has a pointer. Appears to give information about Bain in OOC.&lt;br /&gt;
*AngelBain: Appears as a Female Variant Five, so Bain will listen to her more. Basically Bains 'Good' Conscious.&lt;br /&gt;
*DevilBain: Also Female Variant Five'd so Bain will listen to her more. Anti-thesis to AngelBain. &lt;br /&gt;
&lt;br /&gt;
==Charactars==&lt;br /&gt;
*[[Grey Howards]] in the [[Nest Rp]]&lt;br /&gt;
*[[Altair]] in the [[Fantasy RP]]&lt;br /&gt;
*[[Baio Bellet]] in [[Yaghes RP]]&lt;br /&gt;
*[[Munin]]&lt;br /&gt;
*[[Hugin]]&lt;br /&gt;
*Kari in Parthenon High&lt;br /&gt;
*Vaniel from Parthenon High&lt;br /&gt;
*Andy in MERA RP.&lt;br /&gt;
&lt;br /&gt;
==Fluff==&lt;br /&gt;
*He has a Slight Scottish Accent.&lt;br /&gt;
*Can turn into a Weasel, particularly a Stoat (Unless its Winter, in which case he is an Ermine). He used to almost exclusively be in this form when he was  a newbie, for it would decrees his chances of getting glomped. Now almost never uses it.&lt;br /&gt;
* He has recently realized that [[Squata]] can't kill him because [[Vampiress kat]] is his master. That would be like killing one of Kats Pets. &lt;br /&gt;
*Theme Song: &amp;quot;What Planet is this?!&amp;quot; by The Seatbelts off Ask DNA&lt;br /&gt;
&lt;br /&gt;
==Inventory of the Player==&lt;br /&gt;
&lt;br /&gt;
*3 TF Guns&lt;br /&gt;
*3 six packs of unlabeled soda&lt;br /&gt;
*3 Squirrel Teddies&lt;br /&gt;
*3 dead fish&lt;br /&gt;
*2 cookie&lt;br /&gt;
*1 cookie wrapped in no-longer-shiny plastic&lt;br /&gt;
*1 Shiny plastic to replace the no-longer-shiny plastic with&lt;br /&gt;
*Improved Ball of Ekiness(Given by EkiEki)&lt;br /&gt;
*Infinite Scroll O' Doom-Ish from LittleBeast&lt;br /&gt;
*Yarn Ball o' Distraction from Kalga&lt;br /&gt;
*1 TF Shield from mind-controlled-bunny@_@&lt;br /&gt;
*1 30-foot tall, blue-and-white, animate, time-travelling yoshi plushie, told that you are it's master. From the Great Yoshi Rider&lt;br /&gt;
*1 blue-and-white plushie muffin. Feed it to your plushie and he might take you time-travelling! From the Great Yoshi Rider&lt;br /&gt;
*1 blue-and-white yard stick with one blue-and-white inch missing. From the Great Yoshi Rider&lt;br /&gt;
*Some blue-and-white Canada Money, because I think some of their money really is blue and some is white. From the Great Yoshi Rider&lt;br /&gt;
*1 Uryuom Work Suit, given by Shadowwing&lt;br /&gt;
*1 Enchanted Diamond Katana (includes matching sheath), given by Shadowwing&lt;br /&gt;
*a can of mackerel from Cheez&lt;br /&gt;
*shiny hubcap from Cheez&lt;br /&gt;
*bag of salt-n-glass cookies from Cheez&lt;br /&gt;
*a (weasel sized) hat saying (literally. It speaks.) [loop]&amp;quot;Weasely, weasely weasely&amp;quot;[/loop] (Which he will never wear) from Cheez&lt;br /&gt;
*1 Evolution Gun given to be Ankhareon for a OOC Key. &lt;br /&gt;
&lt;br /&gt;
===Inventory of the Character===&lt;br /&gt;
*Snow White Mantle&lt;br /&gt;
     *Protection from Cold&lt;br /&gt;
     *Time-Space Teleportation &lt;br /&gt;
&lt;br /&gt;
*Blue and White Ikupasi &lt;br /&gt;
     *Sheathes upper chest and arms into a bone-like armor complete with bone like wing structure. When flight is wanted pale blue     folds of 'skin' appear.&lt;br /&gt;
      *Allows mental communication with anyone Bain has met.&lt;br /&gt;
&lt;br /&gt;
*Tribal Wear [http://img16.onemanga.com/mangas/00000143/00000183/20.jpg] (That is not what Bain looks like.)&lt;br /&gt;
       *Increase magical ability three-fold.&lt;br /&gt;
       *Ideal temperature kept threw magic.&lt;br /&gt;
&lt;br /&gt;
*Magic Tome&lt;br /&gt;
      A journal like book which Bain can write in and them wipe clear sending the information he wrote to a large, 4 foot across, tome. Only accepts Ctarl-Ctarl, but that is just a personal preference of his.&lt;br /&gt;
&lt;br /&gt;
==Stuff Bainhart has Given out==&lt;br /&gt;
&lt;br /&gt;
*1 Newbie pack to Rokk&lt;br /&gt;
*1 Claymore of Scottish-ness to Rokk&lt;br /&gt;
*1 Claymore from the Battle of Killiecrankie to WB's mon-baby...BABY&lt;br /&gt;
*1 Claymore of Scottish-ness to Goimez&lt;br /&gt;
*1 Claymore of Scottish-ness to Kirochi&lt;br /&gt;
*1 Can of Tomatoes to Bokasha&lt;br /&gt;
*1 Can of Tomatoes to ParaDyne&lt;br /&gt;
*1 Can of Tomatoes to Dark Oblivion&lt;br /&gt;
*1 Can of Tomatoes to Sirtalmor &lt;br /&gt;
* 1 Key that locks the realm to OOC to Ankhareon in exchange for a Evolution Gun&lt;br /&gt;
[[Category:Male]]&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Chaotic Neutral]]&lt;br /&gt;
[[Category:Bainhart's Characters]]&lt;br /&gt;
[[Category:Cat-people]]&lt;br /&gt;
[[Category:Bunnies]]&lt;br /&gt;
[[Category:Deviants]]&lt;br /&gt;
[[Category:LPW Characters]]&lt;br /&gt;
[[Category:Insane]]&lt;br /&gt;
[[Category:Crossthread Characters]]&lt;br /&gt;
[[Category:Anti-Sock Activists]]&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 05:02:38 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Bainhart</comments>		</item>
		<item>
			<title>Socks</title>
			<link>http://72.14.177.54/EGS_Mayhem/Socks</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;messagebox&amp;quot; style=&amp;quot;max-width: 28em; background: #FFF0D9;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Unbalanced scales.png|none|40px]]&lt;br /&gt;
|&amp;lt;center&amp;gt;'''The [[Wikipedia:Neutral point of view|neutrality]] of this article is [[Wikipedia:NPOV dispute|disputed]].''' &lt;br /&gt;
|}&lt;br /&gt;
Mod's Note: From now on, please only edit the subsection that most describes yourself. Feel free to put up subsections which defend the views of one of the groups below, but don't sabotage the other sides' expression of their own ideology, you filthy sock-loving heathens.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Their only goal is to hold your soul, and be crushed beneath your heel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Invention:==&lt;br /&gt;
Socks were invented when primitive men living in climes too cold for them decided to go outside in the snow. They killed animals, skinned them, and wrapped them around their feet. This was in the [[bad old days]], before anyone knew how to [[TF]] themselves into a [[catkin]] to keep warm. &lt;br /&gt;
&lt;br /&gt;
==Also, they're evil.==&lt;br /&gt;
&lt;br /&gt;
You read it. Socks are bad. Don't wear 'em, or the [[Owl]] will use you for legwarmers.&lt;br /&gt;
&lt;br /&gt;
Few notice that if their feet are pale and stunted, it is because they have not been exposed to light and air and hot and cold. Few notice that if their feet are smelly, it is because they have been trapped and forced to bathe in their own sweat for hours upon end. Few realize that if their feet hurt when walking barefoot across an icy gravel road it is because they have had the ability to function normally slowly leeched out of them by years of captivity. The [[Sock Empire]] will make its next move soon. It will be slow, it will be subtle, it will be widely unremarked-upon. But it will weaken humanity just a little bit more. And the next move will weaken us further, and the next, and finally the day will come when we are too weak to do anything at all. Except, of course, manufacture socks.&lt;br /&gt;
&lt;br /&gt;
==But, Some people say they're good.==&lt;br /&gt;
*A spokesman for the completely nonexistent [[Sock Empire]] is quoted as saying that when in shoes, feet will get sweaty whether or not socks are worn, but only without socks will the shoes truly stink to high heaven. When shoes are not worn, socks can still help with the wicking away of sweat, preventing [[yucky]] clamminess.&lt;br /&gt;
:*This &amp;quot;spokesman&amp;quot; was, of course, taken in by the Sock-planted idea that shoes should be worn at all. The fact that shoes are unpleasant without socks is entirely by design of the [[Sock Empire]], for shoes are their creation.&lt;br /&gt;
::*So, at least, replied a spokesman for the anti-sock faction, who refused to take questions on broken glass, pointy rocks, or his shares in foot deodorant manufacturers.&lt;br /&gt;
&lt;br /&gt;
If they had any REASONING to back that up, it might go here. IF, that is, they had it. Nyah.&lt;br /&gt;
:Mm, toasty-warm toes and no hairballs necessary. Plus, did you ever try going hiking without proper socks and boots?&lt;br /&gt;
:Have you ever attempted to walk across a cold stone floor in the middle of winter in a basement in bare feet? Or loose gravel, regardless of temperature? Hurts like hell, in my opinion. Socks deserve the utmost respect, they won't take over the world. Verizon Wireless, on the other hand....&lt;br /&gt;
::I frequently walk on loose (well, somewhat loose) gravel in bare feet, including hot gravel under the blazing sun at the height of summer.  It isn't precisely comfortable, but feet are quite capable of handling it ''if'' used to going about unprotected.&lt;br /&gt;
&lt;br /&gt;
==Sock Supporters==&lt;br /&gt;
These fellows support the great, movable feet warmers. The truth of the socks awesomeness shall reign down from the heavens!&lt;br /&gt;
*[[TeddVerres]]&lt;br /&gt;
*[[Kiloku]]&lt;br /&gt;
*[[Jonixlord]]&lt;br /&gt;
&lt;br /&gt;
==Anti-Sock Activists==&lt;br /&gt;
These poor fools fight an uphill battle against overwhelming odds. They strive for a day when all the world shall let their toesie-wosies breathe, finally escaping the prison imposed by the oppressive tyranny of archaic foot-coverings which have (for far, far too long) kept them from feeling the cool grass that is FREEDOM!&lt;br /&gt;
&lt;br /&gt;
*[[VOR]]&lt;br /&gt;
*[[catldr24]]&lt;br /&gt;
*[[Kraggi]]&lt;br /&gt;
*[[CPUX]]&lt;br /&gt;
*[[Drayco]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies Who Don't Like Wearing Socks All The Time, Preferring to Go Barefoot When The Opportunity Presents Itself, But Who Don't Actively Oppose Them (BWDLWSATTPtGBWTOPIBWDAOT)==&lt;br /&gt;
&amp;lt;s&amp;gt;These poor fools are fully aware that socks are evil, but aren't willing to go to the lengths of battling them, preferring to &amp;quot;live and let live&amp;quot;, and even occasionally allowing the cloying taint of the [[Sock Empire]] to cling to their own feet in the name of &amp;quot;[[peace]]&amp;quot;.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rather than cling foolishly to a simplistic ideology, the '''Bunnies Who Don't Like Wearing Socks All The Time, Preferring to Go Barefoot When The Opportunity Presents Itself, But Who Don't Actively Oppose Them''' recognise the advantages of both air and warmth to the &amp;quot;Toesie-wosie&amp;quot; regions, as well as the dangers of frostbite, cheesy feet, calluses and fashion-police hit-squads. They are cynical about the existence of the so-called [[Sock Empire]], and openly mock proponents of the [[Toasty-warm Comfy New World]].&lt;br /&gt;
&lt;br /&gt;
*[[Cameo]]&lt;br /&gt;
*[[AlmostReadytoFly]]&lt;br /&gt;
*[[ChroniclerC]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies Who Wear Socks When They Wear Shoes, But Otherwise Prefer Barefoot When Wearing Sandals Or Not Wearing Shoes (BWWSWTWSBOPBWWSONWS)==&lt;br /&gt;
It should be noted that to wear socks with sandals is a capital crime whose sentence may be carried out by the fashion police, without need for fair trial, military tribunal or chance to plea for mercy. The following list is therefore mostly notable for its barefoot aspect.&lt;br /&gt;
&lt;br /&gt;
*[[Grim Atescu|The Grim]]&lt;br /&gt;
*[[OzLionHeart]]&lt;br /&gt;
*[[Piebunny]]&lt;br /&gt;
*[[Cameo]] (again)&lt;br /&gt;
*[[ChroniclerC]] (I'm with Cameo on this one)&lt;br /&gt;
*[[IceTigerLily]]&lt;br /&gt;
*[[Dekupower]]&lt;br /&gt;
*[[Ankhareon]]&lt;br /&gt;
*[[Cheez]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies Who Face Derision, Exile, or Worse From Both Sides For Their Habit of Wearing Socks with Both Shoes and Sandals, but Going Barefoot Often For a Specific Purpose (BWFDEOWFBSFTHOWSWBSASBGBOFASP)==&lt;br /&gt;
These bunnies take no stand in the Sock Wars, for good reason. Their habit of routinely wearing socks earns them no love from the Anti-Sock activists, their tendency to often go barefoot gets no friends among the sock supporters, and their habit of wearing sandals and socks together (especially in the cold) drives even the centrists into a witch-hunting frenzy ([[Frenzy]] claims no responsibility). These bunnies, however, tend to be left alone, as they are practitioners of the Iron Sole martial art, where the practitioner gets callused feet through all-terrain barefoot walking. An uneasy truce was established with the Fashion Police after a SWAT force became the recipients of an array of devastating snap-kicks and limped back to station.&lt;br /&gt;
&lt;br /&gt;
*[[Drow Bunny]]&lt;br /&gt;
*[[Clawlikedragon]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies Who Wear Only One Sock, And Not Two (BWWOOSANT)==&lt;br /&gt;
These bunnies, having short attention spans, will put on one sock but forget to put the other on.&lt;br /&gt;
...What was I talking about? I forgot.&lt;br /&gt;
&lt;br /&gt;
Oh, yes. Most of them have at one point or another been aware of the Sock Wars, but have forgotten, due to their short attention span. They are easily distr  ooh, shiny! Shiny shiny shiny! *chase*&lt;br /&gt;
&lt;br /&gt;
*[[MOOMANiBE]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies Who Don't Really Think Much About Socks, Taking A Neutral, Almost Apathetic Point Of View (BWDRTMASTANAAPOV)==&lt;br /&gt;
&lt;br /&gt;
These bunnies view socks as socks, and are pretty much apathetic about this so-called Sock Empire.&lt;br /&gt;
&lt;br /&gt;
*[[Piebunny]] again&lt;br /&gt;
*[[Sanchay]]&lt;br /&gt;
*[[A Fan]]&lt;br /&gt;
&lt;br /&gt;
==Bunnies That Don't Like Wearing Socks But Really Should Because Their Feet Are Nasty And Grody (BTDLWSBRSBTFANAG)==&lt;br /&gt;
&lt;br /&gt;
The bunnies despise socks, mainly because they have already nearly destroyed their feet.&lt;br /&gt;
&lt;br /&gt;
*[[User:Seth/Sara]]&lt;br /&gt;
&lt;br /&gt;
==Related Topics==&lt;br /&gt;
*[[№➃➂]]: Yes, he's a related topic.&lt;br /&gt;
*[[The Sock Empire]]&lt;br /&gt;
*[[Shoes]]&lt;br /&gt;
*The [[Iron Sole]] Discipline&lt;br /&gt;
&lt;br /&gt;
[[Category:Evil]]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
[[Category:Secret Organizations]]&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 04:43:26 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Socks</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Characters and RPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Seth and Sara have these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 Mercury Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
&lt;br /&gt;
===Experience Pool===&lt;br /&gt;
TBE (Total Bunny Experience): 808.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 5 (Hyper Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level05.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*15 Experience awarded for their 3rd, 4th, and 5th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*150 Experience awarded for their 3rd and 4th half-years as a registered Bunny.&lt;br /&gt;
*60 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin, thebigfrogg.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*75 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin, thebigfrogg)&lt;br /&gt;
*100 Experience for inviting someone to post on the forums. (People invited: Daniela_Joplin, thebigfrogg)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth has been banned from joining Zerras latest RP. *grumbles...*&lt;br /&gt;
&lt;br /&gt;
===UNSUNG HEROES OF K-SITE===&lt;br /&gt;
NAME: &amp;quot;Scrounge&amp;quot; (Real name is Amilia Playwrite)&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Rammstein&amp;quot; Rammstein.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 17&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Expendable, XP1C&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON: Knife, M-4 Carbine&lt;br /&gt;
&amp;lt;br&amp;gt;SPECIAL: Knowledgeable about ancient mechanic systems. She can study any mechanical object and mentally dissect it before anything else.&lt;br /&gt;
&lt;br /&gt;
APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/d02/7/070802f56a74.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge has short, choppy brown hair that looks like she took her own knife to it. Her eyes are greenish hazel, but she keeps a pair of goggles over them most of the time, so not many people see them. Her skin is ruddy and always covered with dirt, it's obvious she hasn't taken a true bath for some years, but she does apparently try to keep somewhat clean. She is about 5'4&amp;quot; and weighs about 145 pounds, and she sports a slim build. Her outfit is a black form fitting t-shirt, baggy denim shorts, and sneakers that at one point in time might have been white. Around her right arm is a bloodied bandage, the wound that she covered with it is healed up but she doesn't want to risk taking it off because of how much blood came out of the wound originally. In the K-Site she still wears her bandage, but it is covered up by her issued uniform.&lt;br /&gt;
&lt;br /&gt;
BIO: &amp;quot;Scrounge&amp;quot; is not her real name obviously, but she took it up to reflect her specialization in a post apocalyptic world. She used to live in L-Site with her mother and father, both of which are dead now. Throughout her school days she was picked on constantly, this caused her to retreat into her own little shell. So she mostly spent the rest of her time at school observing the other students and staying away from people she didn't like. She joined the gymnastics team and had trained a lot when Lima made their mistakes. Lima had a few problems, the first being they opened their doors way too early and a large amount of the population died, the comrades in charge of Lima decided in an attempt to get farming ops started sooner and more established, they would make a perimeter farm by spreading the chemical fertilizers around the bunker, luckily plants started growing but so did the bugs. Bugs raided the bunker and killed a lot of people she was picked up by one of the Lima fire teams and they helped her get to safe place taught her what they could they went back to the site to try and re-take it. They never returned and the scavenger part can take over from there. She had made a stronghold on the roof of the an abandoned parking structure and has fortified it over the years with cars, slabs of concrete, and any other material strong enough to deter bug attacks. While she was scrounging the local department store she came across a good knife that had ended up saving her life, as a bug had found her. She had gotten a good amount of blood spilled from a wound in her arm before she shoved the knife into the bug's skull. She kept the knife and continued fortifying her defenses. She's been returning to raid the library of l-site, plenty to salvage there, along with motor pools and destroyed vehicles, it was a Bonanza of scrap! She has been training for the past years with K-Site's 13th XPIS.&lt;br /&gt;
&lt;br /&gt;
PERSONAL ITEMS: Scrounge has her shelter on the roof of an abandoned parking structure, which has been fortified against bug attacks (She hasn't been there since she became an expendable for K-Site). She also has an old crotch rocket that she has been tinkering on, but it is currently not &amp;quot;Battle Tested&amp;quot; yet, though it does run. Mk. I Gear and Forest Camo BDUs, both of which were issued to her when she joined K-Site.&lt;br /&gt;
&lt;br /&gt;
COMBAT NOTES:&lt;br /&gt;
--- Operation Black Flag: One of the few survivors. No combat info.&lt;br /&gt;
--- Operation Vorpal: Went in with motorcycle. Discovered a conspiracy within K-Site.&lt;br /&gt;
--- Operation Dalor: Not in this Operation. Motorcycle retrieved by Kerrigan's team.&lt;br /&gt;
--- Operation Zenith: Part of a team sent to retrieve unknown materials from a JS-2 that was shot down. Shot in the upper right arm with a biochemical round. &lt;br /&gt;
&lt;br /&gt;
===ZEALOTS IMPASSE===&lt;br /&gt;
Name: Lieutenant Jather Marches&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: &amp;quot;Rosenrot (3AM at Cosy Remix by Jagz Kooner)&amp;quot; By Rammstein&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Brown with black streaks&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Dark yellow&lt;br /&gt;
&amp;lt;br&amp;gt;Off Duty Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d14/7/fe8c56.png&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Officer&lt;br /&gt;
&amp;lt;br&amp;gt;Weapon Type: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;Weapons: T-47 9mm Carbine, field medicine kit.&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Good Athlete (General)&lt;br /&gt;
&amp;lt;br&amp;gt;Character's History: Jather was raised by his parents to know that it was his duty to serve the Elders in any way shape or form. He took this to mean that he was to lead his charges in a way that would bring back home those that were worthy of coming back, to defend those that deserved to be defended. All for the glory of the Elders and the Colony. It made a slightly awkward childhood, but he managed through it. He agreed to serve as an officer and has recently graduated from the Red-Line portion of his OTC and is now a commissioned Medical Officer. Jather and Kitlira had been friends long before he went to training, it wasn't until after he got out of training that they agreed to start a family.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Notes: Jather is set to marry Kitlira Janus in April.&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d15/6/88ef23.png&lt;br /&gt;
&amp;lt;br&amp;gt;Image of Kitlira.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Item: A pendant he received from Kit.&lt;br /&gt;
&lt;br /&gt;
===STARING DOWN THE BARREL===&lt;br /&gt;
NAME: Cpl. Will Aust&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Good Enough&amp;quot; Evanescence&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 21&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Good reflexes&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/19/61a641.png&lt;br /&gt;
&amp;lt;br&amp;gt;Will is about 4'10&amp;quot; and 125 lbs., and her build is very thin. She has short cropped hair which is black naturally, but she dies it green. Her eyes are brown. Her skin is very pale, and gets sunburned very easily. Her off duty clothing typically consists of cotton shirts, denim skirts, and sneakers, as well as some glasses. Her military attire is mostly standard, she wears the armband and green beret of a medic, and has padding on her right shoulder. Her bag carries her medical equipment mostly, and she has a special eyepiece for her vision (as well as HUD).&lt;br /&gt;
&amp;lt;br&amp;gt;BIO: When Will was born her parents wanted a boy, but instead got a girl, as such they choose a semi-ambiguous name for her. Her last name isn't the same as her parents, who gave her a surname reflecting the month in which she was born. When she turned 5 it was discovered that she was near-sighted in her right eye, so her parents got her some glasses and popped out the left lens. Will got ridiculed much through school because of this. She was never very strong, and couldn't take a punch very well, but she got used to relying on her reflexes to get out of trouble. Most of her grades in school were only average, but she did very well at life sciences, and later in medical training. During firearms training she injured her shoulder from the kickback of a rifle, but continued anyway. She wears padding on her right shoulder now to prevent further injury, though it's not necessary. She has an undieing will to prove herself as a good enough person for her parents to accept.&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: HUD Eyepiece, Medical Kit, Shoulder Padding, a modded T-13 SMG and a T-3 Pistol, and Mk. III armor with a medical band communications package.&lt;br /&gt;
&lt;br /&gt;
===THE BLACK ROSE WAR===&lt;br /&gt;
&amp;lt;br&amp;gt;NAME: Amilia Playwrite AKA &amp;quot;Scrounge&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Killer Inside&amp;quot; Hydrovibe feat. Shawnee Smith.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 19&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Explosives/Sub-Machine Guns&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Knowledgeable about mechanical and technological systems. She's gained a pretty good idea of how to properly build many things, mostly weapons and computer systems, and she's used this knowledge to great effect with her traps. She's also fair at Mounted Combat.&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/3/777541.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge sports long brown hair and bright green eyes, her skin is ruddy, but it's by no means dirty. Her right arm has a scar that makes it look akin to ground meat, though that doesn't seem to hamper her any. She now stands about 5'11&amp;quot; after a growth spurt, and weighs about the same she did during USHKS at 143 lb. Her clothing consists mainly of her old K-Site clothing. Her shirt is in rags and seems like it would fall apart if she ever took off her chest belts, her old BDU's have stood up well to a year of wear and tear, and they are held up by a complex belt which hold extra clips of ammo for her T-49 SMG. Her boots are still in usable condition, though they've taken a bit of a beating. She wears her old Hell's Pixies pin and a necklace, and has a pair of fingerless, padded gloves.&lt;br /&gt;
&amp;lt;br&amp;gt;HISTORY: After the events of USHKS Scrounge had left back to L-Site, where she fortified it against all intruders, bug and human alike. Most of these traps were computer controlled, as Scrounge took some time to learn the systems. These traps were mostly mundane, but there were some that required thought (such as her Sniper Array Decoy, which was mainly a bunch of laser sights set to an semi erratic loop). After a while Myka and Mika came to her to ask for her assistance, after launching a few of her traps at them, she agreed to join their ranks.&lt;br /&gt;
&amp;lt;br&amp;gt;PERSONAL ITEMS: Her old Hell's Pixies pin. &amp;quot;Steed&amp;quot; (has been fitted with light armor, a mounted SMG, and turbo.)&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: Scrounge has a few weapons at her disposal, including a backpack full of Fragmentation and Flash Bang grenades (mostly homemade, but just as effective), an old T-49 SMG 9mm (fitted with a custom Grenade launcher), and her old Knife and M-4 Carbine. She has a separate pack with ammo for her guns. &lt;br /&gt;
&lt;br /&gt;
===THE ELDERAI SAGA===&lt;br /&gt;
Name: Sgt. Amilia &amp;quot;Scrounge&amp;quot; Playwrite&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song:&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Light Brown&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Bright Green&lt;br /&gt;
&lt;br /&gt;
Off duty appearence:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d20/2354/8dcb8.png&lt;br /&gt;
&lt;br /&gt;
Bio: Beat a girl in the school bathroom for picking on one of her friends and was chosen for the Child Soldier program for it. Veteran of the Child Soldier Program, continued her enlisted at 18. Snagged Sgt. at 21 due to previous experience. Earned her HW cert as a CS and can proudly wear a Black Beret [signifies HW Certification]. earned her nickname due to her time as a CS during a field exercise she dug up an old motor cycle and has been working since then trying to get it running.&lt;br /&gt;
&lt;br /&gt;
Weapon Type: Heavy&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Engineer&lt;br /&gt;
&amp;lt;br&amp;gt;Any special Notes about the character:&lt;br /&gt;
*Served with Kerrigan in the Child Soldier Program&lt;br /&gt;
*Despite being a heavy weapons specialist, she is surprisingly lean (only about 110 lb.), though she is very tall (6'3&amp;quot;).&lt;br /&gt;
*A very loyal friend.&lt;br /&gt;
*Leader of Foxtrot Team.&lt;br /&gt;
*Tends to refer to others as &amp;quot;Mutts&amp;quot;, &amp;quot;Bitches&amp;quot;, or &amp;quot;Pups&amp;quot;. Depending on age or gender.&lt;br /&gt;
&lt;br /&gt;
Personal items: Black Beret, Her Child Soldier Badge (same as Kerrigan's).&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: T-11 HMG 7.62mm, T-3 .45 Cal (Sidearm), 2 Extra Ammo Belts for T-11, Bracing Belt, Standard Comm HUD.&lt;br /&gt;
&lt;br /&gt;
===WARSAW THE 42ND===&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Badges==&lt;br /&gt;
These are the badges achieved for various accomplishments.&lt;br /&gt;
*K-Site Original Player: http://i139.photobucket.com/albums/q282/pyrnrd/Ksite-1.jpg&lt;br /&gt;
*K-Site Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/USHKS-banner.gif&lt;br /&gt;
*Staring Down the Barrel Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/sdtb-banner.gif&lt;br /&gt;
*Zealots Impasse Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/iammobileinfantry.jpg&lt;br /&gt;
*Expendable First Class: http://i139.photobucket.com/albums/q282/pyrnrd/XP1C.jpg&lt;br /&gt;
*Lieutenant (Jr. Lt.): http://i139.photobucket.com/albums/q282/pyrnrd/JrLt.jpg&lt;br /&gt;
*Corporal: http://i139.photobucket.com/albums/q282/pyrnrd/Cpl.jpg&lt;br /&gt;
*Sergeant: http://i139.photobucket.com/albums/q282/pyrnrd/Sgt.jpg&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 03:31:40 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Experience Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Seth and Sara have these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 Mercury Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
&lt;br /&gt;
===Experience Pool===&lt;br /&gt;
TBE (Total Bunny Experience): 808.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 5 (Hyper Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level05.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*15 Experience awarded for their 3rd, 4th, and 5th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*150 Experience awarded for their 3rd and 4th half-years as a registered Bunny.&lt;br /&gt;
*60 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin, thebigfrogg.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*75 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin, thebigfrogg)&lt;br /&gt;
*100 Experience for inviting someone to post on the forums. (People invited: Daniela_Joplin, thebigfrogg)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
&lt;br /&gt;
===UNSUNG HEROES OF K-SITE===&lt;br /&gt;
NAME: &amp;quot;Scrounge&amp;quot; (Real name is Amilia Playwrite)&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Rammstein&amp;quot; Rammstein.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 17&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Expendable, XP1C&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON: Knife, M-4 Carbine&lt;br /&gt;
&amp;lt;br&amp;gt;SPECIAL: Knowledgeable about ancient mechanic systems. She can study any mechanical object and mentally dissect it before anything else.&lt;br /&gt;
&lt;br /&gt;
APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/d02/7/070802f56a74.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge has short, choppy brown hair that looks like she took her own knife to it. Her eyes are greenish hazel, but she keeps a pair of goggles over them most of the time, so not many people see them. Her skin is ruddy and always covered with dirt, it's obvious she hasn't taken a true bath for some years, but she does apparently try to keep somewhat clean. She is about 5'4&amp;quot; and weighs about 145 pounds, and she sports a slim build. Her outfit is a black form fitting t-shirt, baggy denim shorts, and sneakers that at one point in time might have been white. Around her right arm is a bloodied bandage, the wound that she covered with it is healed up but she doesn't want to risk taking it off because of how much blood came out of the wound originally. In the K-Site she still wears her bandage, but it is covered up by her issued uniform.&lt;br /&gt;
&lt;br /&gt;
BIO: &amp;quot;Scrounge&amp;quot; is not her real name obviously, but she took it up to reflect her specialization in a post apocalyptic world. She used to live in L-Site with her mother and father, both of which are dead now. Throughout her school days she was picked on constantly, this caused her to retreat into her own little shell. So she mostly spent the rest of her time at school observing the other students and staying away from people she didn't like. She joined the gymnastics team and had trained a lot when Lima made their mistakes. Lima had a few problems, the first being they opened their doors way too early and a large amount of the population died, the comrades in charge of Lima decided in an attempt to get farming ops started sooner and more established, they would make a perimeter farm by spreading the chemical fertilizers around the bunker, luckily plants started growing but so did the bugs. Bugs raided the bunker and killed a lot of people she was picked up by one of the Lima fire teams and they helped her get to safe place taught her what they could they went back to the site to try and re-take it. They never returned and the scavenger part can take over from there. She had made a stronghold on the roof of the an abandoned parking structure and has fortified it over the years with cars, slabs of concrete, and any other material strong enough to deter bug attacks. While she was scrounging the local department store she came across a good knife that had ended up saving her life, as a bug had found her. She had gotten a good amount of blood spilled from a wound in her arm before she shoved the knife into the bug's skull. She kept the knife and continued fortifying her defenses. She's been returning to raid the library of l-site, plenty to salvage there, along with motor pools and destroyed vehicles, it was a Bonanza of scrap! She has been training for the past years with K-Site's 13th XPIS.&lt;br /&gt;
&lt;br /&gt;
PERSONAL ITEMS: Scrounge has her shelter on the roof of an abandoned parking structure, which has been fortified against bug attacks (She hasn't been there since she became an expendable for K-Site). She also has an old crotch rocket that she has been tinkering on, but it is currently not &amp;quot;Battle Tested&amp;quot; yet, though it does run. Mk. I Gear and Forest Camo BDUs, both of which were issued to her when she joined K-Site.&lt;br /&gt;
&lt;br /&gt;
COMBAT NOTES:&lt;br /&gt;
--- Operation Black Flag: One of the few survivors. No combat info.&lt;br /&gt;
--- Operation Vorpal: Went in with motorcycle. Discovered a conspiracy within K-Site.&lt;br /&gt;
--- Operation Dalor: Not in this Operation. Motorcycle retrieved by Kerrigan's team.&lt;br /&gt;
--- Operation Zenith: Part of a team sent to retrieve unknown materials from a JS-2 that was shot down. Shot in the upper right arm with a biochemical round. &lt;br /&gt;
&lt;br /&gt;
===ZEALOTS IMPASSE===&lt;br /&gt;
Name: Lieutenant Jather Marches&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: &amp;quot;Rosenrot (3AM at Cosy Remix by Jagz Kooner)&amp;quot; By Rammstein&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Brown with black streaks&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Dark yellow&lt;br /&gt;
&amp;lt;br&amp;gt;Off Duty Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d14/7/fe8c56.png&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Officer&lt;br /&gt;
&amp;lt;br&amp;gt;Weapon Type: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;Weapons: T-47 9mm Carbine, field medicine kit.&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Good Athlete (General)&lt;br /&gt;
&amp;lt;br&amp;gt;Character's History: Jather was raised by his parents to know that it was his duty to serve the Elders in any way shape or form. He took this to mean that he was to lead his charges in a way that would bring back home those that were worthy of coming back, to defend those that deserved to be defended. All for the glory of the Elders and the Colony. It made a slightly awkward childhood, but he managed through it. He agreed to serve as an officer and has recently graduated from the Red-Line portion of his OTC and is now a commissioned Medical Officer. Jather and Kitlira had been friends long before he went to training, it wasn't until after he got out of training that they agreed to start a family.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Notes: Jather is set to marry Kitlira Janus in April.&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d15/6/88ef23.png&lt;br /&gt;
&amp;lt;br&amp;gt;Image of Kitlira.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Item: A pendant he received from Kit.&lt;br /&gt;
&lt;br /&gt;
===STARING DOWN THE BARREL===&lt;br /&gt;
NAME: Cpl. Will Aust&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Good Enough&amp;quot; Evanescence&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 21&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Good reflexes&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/19/61a641.png&lt;br /&gt;
&amp;lt;br&amp;gt;Will is about 4'10&amp;quot; and 125 lbs., and her build is very thin. She has short cropped hair which is black naturally, but she dies it green. Her eyes are brown. Her skin is very pale, and gets sunburned very easily. Her off duty clothing typically consists of cotton shirts, denim skirts, and sneakers, as well as some glasses. Her military attire is mostly standard, she wears the armband and green beret of a medic, and has padding on her right shoulder. Her bag carries her medical equipment mostly, and she has a special eyepiece for her vision (as well as HUD).&lt;br /&gt;
&amp;lt;br&amp;gt;BIO: When Will was born her parents wanted a boy, but instead got a girl, as such they choose a semi-ambiguous name for her. Her last name isn't the same as her parents, who gave her a surname reflecting the month in which she was born. When she turned 5 it was discovered that she was near-sighted in her right eye, so her parents got her some glasses and popped out the left lens. Will got ridiculed much through school because of this. She was never very strong, and couldn't take a punch very well, but she got used to relying on her reflexes to get out of trouble. Most of her grades in school were only average, but she did very well at life sciences, and later in medical training. During firearms training she injured her shoulder from the kickback of a rifle, but continued anyway. She wears padding on her right shoulder now to prevent further injury, though it's not necessary. She has an undieing will to prove herself as a good enough person for her parents to accept.&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: HUD Eyepiece, Medical Kit, Shoulder Padding, a modded T-13 SMG and a T-3 Pistol, and Mk. III armor with a medical band communications package.&lt;br /&gt;
&lt;br /&gt;
===THE BLACK ROSE WAR===&lt;br /&gt;
&amp;lt;br&amp;gt;NAME: Amilia Playwrite AKA &amp;quot;Scrounge&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Killer Inside&amp;quot; Hydrovibe feat. Shawnee Smith.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 19&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Explosives/Sub-Machine Guns&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Knowledgeable about mechanical and technological systems. She's gained a pretty good idea of how to properly build many things, mostly weapons and computer systems, and she's used this knowledge to great effect with her traps. She's also fair at Mounted Combat.&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/3/777541.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge sports long brown hair and bright green eyes, her skin is ruddy, but it's by no means dirty. Her right arm has a scar that makes it look akin to ground meat, though that doesn't seem to hamper her any. She now stands about 5'11&amp;quot; after a growth spurt, and weighs about the same she did during USHKS at 143 lb. Her clothing consists mainly of her old K-Site clothing. Her shirt is in rags and seems like it would fall apart if she ever took off her chest belts, her old BDU's have stood up well to a year of wear and tear, and they are held up by a complex belt which hold extra clips of ammo for her T-49 SMG. Her boots are still in usable condition, though they've taken a bit of a beating. She wears her old Hell's Pixies pin and a necklace, and has a pair of fingerless, padded gloves.&lt;br /&gt;
&amp;lt;br&amp;gt;HISTORY: After the events of USHKS Scrounge had left back to L-Site, where she fortified it against all intruders, bug and human alike. Most of these traps were computer controlled, as Scrounge took some time to learn the systems. These traps were mostly mundane, but there were some that required thought (such as her Sniper Array Decoy, which was mainly a bunch of laser sights set to an semi erratic loop). After a while Myka and Mika came to her to ask for her assistance, after launching a few of her traps at them, she agreed to join their ranks.&lt;br /&gt;
&amp;lt;br&amp;gt;PERSONAL ITEMS: Her old Hell's Pixies pin. &amp;quot;Steed&amp;quot; (has been fitted with light armor, a mounted SMG, and turbo.)&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: Scrounge has a few weapons at her disposal, including a backpack full of Fragmentation and Flash Bang grenades (mostly homemade, but just as effective), an old T-49 SMG 9mm (fitted with a custom Grenade launcher), and her old Knife and M-4 Carbine. She has a separate pack with ammo for her guns. &lt;br /&gt;
&lt;br /&gt;
===THE ELDERAI SAGA===&lt;br /&gt;
Name: Sgt. Amilia &amp;quot;Scrounge&amp;quot; Playwrite&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song:&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Light Brown&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Bright Green&lt;br /&gt;
&lt;br /&gt;
Off duty appearence:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d20/2354/8dcb8.png&lt;br /&gt;
&lt;br /&gt;
Bio: Beat a girl in the school bathroom for picking on one of her friends and was chosen for the Child Soldier program for it. Veteran of the Child Soldier Program, continued her enlisted at 18. Snagged Sgt. at 21 due to previous experience. Earned her HW cert as a CS and can proudly wear a Black Beret [signifies HW Certification]. earned her nickname due to her time as a CS during a field exercise she dug up an old motor cycle and has been working since then trying to get it running.&lt;br /&gt;
&lt;br /&gt;
Weapon Type: Heavy&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Engineer&lt;br /&gt;
&amp;lt;br&amp;gt;Any special Notes about the character:&lt;br /&gt;
*Served with Kerrigan in the Child Soldier Program&lt;br /&gt;
*Despite being a heavy weapons specialist, she is surprisingly lean (only about 110 lb.), though she is very tall (6'3&amp;quot;).&lt;br /&gt;
*A very loyal friend.&lt;br /&gt;
*Leader of Foxtrot Team.&lt;br /&gt;
*Tends to refer to others as &amp;quot;Mutts&amp;quot;, &amp;quot;Bitches&amp;quot;, or &amp;quot;Pups&amp;quot;. Depending on age or gender.&lt;br /&gt;
&lt;br /&gt;
Personal items: Black Beret, Her Child Soldier Badge (same as Kerrigan's).&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: T-11 HMG 7.62mm, T-3 .45 Cal (Sidearm), 2 Extra Ammo Belts for T-11, Bracing Belt, Standard Comm HUD.&lt;br /&gt;
&lt;br /&gt;
===WARSAW THE 42ND===&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Badges==&lt;br /&gt;
These are the badges achieved for various accomplishments.&lt;br /&gt;
*K-Site Original Player: http://i139.photobucket.com/albums/q282/pyrnrd/Ksite-1.jpg&lt;br /&gt;
*K-Site Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/USHKS-banner.gif&lt;br /&gt;
*Staring Down the Barrel Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/sdtb-banner.gif&lt;br /&gt;
*Zealots Impasse Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/iammobileinfantry.jpg&lt;br /&gt;
*Expendable First Class: http://i139.photobucket.com/albums/q282/pyrnrd/XP1C.jpg&lt;br /&gt;
*Lieutenant (Jr. Lt.): http://i139.photobucket.com/albums/q282/pyrnrd/JrLt.jpg&lt;br /&gt;
*Corporal: http://i139.photobucket.com/albums/q282/pyrnrd/Cpl.jpg&lt;br /&gt;
*Sergeant: http://i139.photobucket.com/albums/q282/pyrnrd/Sgt.jpg&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 03:30:12 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Red Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; 2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 02:40:26 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Red Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife. (Total Weight: 5)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 02:12:29 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Blue Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades&amp;lt;!--See the Grenades information--&amp;gt;; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife.&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 02:08:50 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Flash-Bang Grenades; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
'''Name: '''Jeremiah &amp;quot;Frogg&amp;quot; Granbull&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''19&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''male&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Frogg always go for the ripped blue jeans and the tee shirts with logos on them, but on the field its all black. He has green hair and brown eyes. His hair is styled in a messy look, like he has bed head. On his wrist he sports a dragon tribal tattoo. His eyes also have a tint of grey in them, like that of a wolf. He got the name frogg from the fact that he can jump pretty far and actually croak like a frog. He stands five foot seven and weighs about one-hundred-and-ninety-two pounds.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''4 (5 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2 &lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''2 Pistols with 4 extra magazines; A Rifle with 8 extra magazines, a Reflex Sight, a Silencer, and a Foregrip; Safety Pads; and a Knife.&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''1, 4 (With Rifle)&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''3&lt;/div&gt;</description>
			<pubDate>Wed, 08 Apr 2009 02:00:14 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Specified Grenade rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
Grenades come in packs of three, players must select either 3 Fragmentation grenades, or 3 Flash-bang grenades. They cannot mix and match.&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 1 Frag Grenade and 2 Flash-Bang Grenades; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
None at this time.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 23:33:19 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Clarrified Heightened Hearing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent. It negates the Deafened Status.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 1 Frag Grenade and 2 Flash-Bang Grenades; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
None at this time.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 23:22:45 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added Point Improvement system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Point Improvement System==&lt;br /&gt;
The Point Improvement system allows a character to improve their stats as they become more experienced through Airsoft games.&lt;br /&gt;
&lt;br /&gt;
===Point Usage===&lt;br /&gt;
Points may be used in a few ways.&lt;br /&gt;
*Earning 10 points, a character can increase one stat by 1 point.&lt;br /&gt;
*A character may spend 1 point in game to increase their Attack or Defense by 1 point for one turn as an Action. This effect may only be used once per turn.&lt;br /&gt;
*A character to spend 2 points to recover from a negative Status as an Action.&lt;br /&gt;
&lt;br /&gt;
===Earning Points===&lt;br /&gt;
Points may be earned a number of ways.&lt;br /&gt;
*Each time the character &amp;quot;kills&amp;quot; an opponent, they earn 1 point.&lt;br /&gt;
*If the character is defeated themselves, they gain 1 point.&lt;br /&gt;
*When a Mission is completed, all characters on the winning team recieve 5 points.&lt;br /&gt;
**Additionally, if a single player succeeds after all their teammates have been taken out, they receive an additional point.&lt;br /&gt;
*At the end of combat, each team may choose to award a point to the player they felt did the best job, majority rule.&lt;br /&gt;
&lt;br /&gt;
===Losing Points===&lt;br /&gt;
Points can be lost as well.&lt;br /&gt;
*Killing a friendly results in the loss of 2 points.&lt;br /&gt;
*Camping a site to win by kills negates all points that would have been acquired.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 1 Frag Grenade and 2 Flash-Bang Grenades; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
None at this time.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 22:59:44 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
The following characters have been accepted to play.&lt;br /&gt;
&lt;br /&gt;
===Blue Team===&lt;br /&gt;
'''Name: '''Ashley Greene&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''12&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''Female&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''Quite short, even for her age, at 4'6&amp;quot;. She keeps her brown hair in a neat braid down her back, down a good ways past her shoulders. Her eyes are a soft green, and her skin almost chocolate-brown. Despite her small stature, she is quite tough, and makes it well known.&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''3 (4 with Tactical Vest)&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''4&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''2&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''1&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''Standard Airsoft Goggles; Tactical Vest; Pistol with 4 extra magazines, a Reflex Sight, Mounted Flashlight, and Silencer; 3 Grenades; a Knife; A Radio; Night Vision Goggles; and Safety Pads. (Total Weight: 4)&lt;br /&gt;
&amp;lt;br&amp;gt;''Attack: ''2&lt;br /&gt;
&amp;lt;br&amp;gt;''Defense: ''5&lt;br /&gt;
&lt;br /&gt;
===Red Team===&lt;br /&gt;
None at this time.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 21:57:25 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added Link to disc thread&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master. The discussion thread is located at [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=104783 AIRSOFT!!! on Keenspot].&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 21:15:18 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added Actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master.&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Actions&lt;br /&gt;
##Characters get three actions during a turn.&lt;br /&gt;
##Move actions are when the characters advance through the field, characters can generally move around 25 feet an action.&lt;br /&gt;
##Normal actions are anything the character does that isn't moving or attacking, this includes retrieving an item from its safe location, reloading a weapon, putting on a new attachment, or activating an items power capability.&lt;br /&gt;
##Attack actions are firing a weapon or attacking with a knife.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 21:12:14 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>AIRSOFT!!!</title>
			<link>http://72.14.177.54/EGS_Mayhem/AIRSOFT!!!</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Recently, the AIRSOFT!!! disc thread was started. This game will focus on Airsoft combat, using a simplistic combat and stat system. Seth hasn't made a character for this game, and may not even try as he plans on being the Game Master.&lt;br /&gt;
&lt;br /&gt;
The rules for this RP follow the standard rules for freeform RPs, and the system rules are detailed below, though subject to change.&lt;br /&gt;
&lt;br /&gt;
==Character Sheets==&lt;br /&gt;
'''Name: '''The Character's name.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Age: '''The character's age (under 18 requires adult supervision when using Airsoft guns).&lt;br /&gt;
&amp;lt;br&amp;gt;'''Gender: '''What gender your character is.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Appearance: '''What does your character look like?&lt;br /&gt;
&amp;lt;br&amp;gt;'''STR: '''Your Strength Score. This governs how much you can carry.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SPD: '''Your Speed Score. This affects your Defense.&lt;br /&gt;
&amp;lt;br&amp;gt;'''ACC: '''Your Accuracy Score. This affects your Attack.&lt;br /&gt;
&amp;lt;br&amp;gt;'''SKI: '''Your Skill Score. This defines what weapons you are capable of using.&lt;br /&gt;
&amp;lt;br&amp;gt;'''Inventory: '''What Airsoft gear your character carries.&lt;br /&gt;
&lt;br /&gt;
==Stat System==&lt;br /&gt;
Each character begins with 10 points to spread out among the stats, this allows an average spread of two scores at 3, and two scores at 2, though other combinations are allowed of course. Seth has made it clear that he plans on creating a point system to allow characters to advance their stats.&lt;br /&gt;
&lt;br /&gt;
===Strength===&lt;br /&gt;
Strength determines how much gear you can carry. Gear is split into a few groups. Carrying more gear then your strength allows gives a -1 penalty for each point above your Strength capacity to Speed.&lt;br /&gt;
*Weapons: No matter what someone's Strength is, they can only carry a maximum of three weapons. 1 weapon costs 1/2 Strength.&lt;br /&gt;
**SPECIAL WEAPONS - HMGs, Grenade Launchers (Not attached to a weapon), and Rocket Launchers cost 2 Strength to carry. You can only have one of the above.&lt;br /&gt;
*Ammo: Players can carry 4, 8, or 12 extra magazines for their weapons (Total). 4 mags cost 1/2 Strength.&lt;br /&gt;
The following gear is optional.&lt;br /&gt;
*Grenades: Players can carry 3 or 6 grenades. 3 grenades cost 1 Strength, 6 cost 2.&lt;br /&gt;
*Attachments: Attachments for your weapons. 1 attachment costs 1/3 Strength.&lt;br /&gt;
*Miscellaneous: Any other gear, these can include full-face masks, helmets, safety pads (knee, elbow, wrist), knives, flashlights, night vision goggles, etc. Each extra item costs 1/4 Strength.&lt;br /&gt;
**FREE ITEMS - Characters can wear standard Airsoft goggles and tactical vests without a cost to strength.&lt;br /&gt;
&lt;br /&gt;
===Speed===&lt;br /&gt;
Speed determines how fast you can run and react. Each point of Speed you have grants a +1 to your Defense. Some miscellaneous items increase your Speed. &lt;br /&gt;
&lt;br /&gt;
===Accuracy===&lt;br /&gt;
Accuracy determines how easy it is for you to hit an opponent. Each point grants a +1 to your Attack. Many attachments increase your Accuracy.&lt;br /&gt;
&lt;br /&gt;
===Skill===&lt;br /&gt;
Skill determines what class of weapon you can use without penalty. Using a weapon of a classification you are not capable of using yields a -1 penalty to attack per point value the weapon is above your skill.&lt;br /&gt;
# Allows you to use Pistols and Shotguns.&lt;br /&gt;
# Allows you to use SMGs and Rifles.&lt;br /&gt;
# Allows you to use Assault and Sniper Rifles.&lt;br /&gt;
# Allows the use of HMGs with a mount.&lt;br /&gt;
# Allows the use of Grenade and Rocket Launchers. Requires a Strength of 3.&lt;br /&gt;
# Allows the use of HMGs without a mount. Requires a Strength of at least 4.&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
The following gear has been allowed into the game. As of yet, there is no system to limit what kind of gear a player uses.&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
*Pistols are usually sidearms, most people carry one in case they run out of ammo for their primary weapon. They are Short Range.&lt;br /&gt;
*Shotguns fire a single round, but they are simple to use (as a Pistol is) and have Medium Range.&lt;br /&gt;
*SMGs allow Burst Fire and Short Range.&lt;br /&gt;
*Rifles are Medium Range, and have a +1 on Accuracy.&lt;br /&gt;
*Assault Rifles have Burst Fire and Medium Range.&lt;br /&gt;
*Sniper Rifles have Long Range, but require the use of a sight (Typically a Magnification sight).&lt;br /&gt;
*HMGs have Strong Burst Fire which cannot be canceled and Medium Range. At Skill 4, they have a Bipod or Tripod attachment, but do not gain the benefits (though they do keep the penalties).&lt;br /&gt;
*Grenade and Rocket Launchers have Scattershot and Long Range.&lt;br /&gt;
&lt;br /&gt;
===Ammunition===&lt;br /&gt;
All weapons carry one magazine to start (beyond any extra magazines carried).&lt;br /&gt;
*Pistols have 12 round magazines.&lt;br /&gt;
*Shotguns have 6 round magazines.&lt;br /&gt;
*SMGs have 30 round magazines.&lt;br /&gt;
*Rifles have 15 round magazines.&lt;br /&gt;
*Assault Rifles have 20 round magazines.&lt;br /&gt;
*Sniper Rifles have 5 round magazines.&lt;br /&gt;
*HMGs use 30 round &amp;quot;chain&amp;quot; magazines, meaning they can continue fire as long as someone continues to attach new magazines to the end of the chain.&lt;br /&gt;
*Grenade and Rocket Launchers have 4 shots before they need to be reloaded manually.&lt;br /&gt;
**Extended magazines hold twice the normal amount of rounds, these cost 2/3 Strength instead of 1/2.&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
*Fragmentation Grenades have Scattershot.&lt;br /&gt;
*Flash-Bang Grenades cause all in the target area to become Dazzled and Deafened.&lt;br /&gt;
&lt;br /&gt;
===Attachments===&lt;br /&gt;
*Laser Sight: +1 Accuracy, -1 Speed.&lt;br /&gt;
*Reflex Sight: +1 on Accuracy.&lt;br /&gt;
*Magnification Scope: +2 Accuracy, gives the user Tunnel Vision.&lt;br /&gt;
*Night Vision Scope: Allows sight in Dark areas, but the user has Tunnel Vision. If used in Light conditions, the user becomes Dazzled.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed.&lt;br /&gt;
*Bipod: Allows a +1 on Accuracy, but -1 on Speed.&lt;br /&gt;
*Tripod: Allows a +2 on Accuracy, but -2 on Speed.&lt;br /&gt;
*Grenade Launcher: Adds +1 to Accuracy when using a grenade. Can hold only one grenade at a time.&lt;br /&gt;
*Silencer: All opponents are treated as Deafened in regards to the weapon with this attachment.&lt;br /&gt;
*Bayonet: A Close Range weapon with a -1 penalty to Accuracy.&lt;br /&gt;
*Foregrip: +1 Accuracy.&lt;br /&gt;
*Sling: -1/4 Strength cost to the weapon, -1 Speed.&lt;br /&gt;
&lt;br /&gt;
===Miscelaneous===&lt;br /&gt;
*Standard Airsoft Goggles: You cannot play without these or a suitable replacement (Full-Face mask). This item does not cost Strength.&lt;br /&gt;
*Tactical Vest: This allows you to carry gear as if your Strength were 1 point higher. This item does not cost Strength.&lt;br /&gt;
*Full-Face Mask: +1 Speed, Causes Blind Spots.&lt;br /&gt;
*Helmet: +1 Speed, causes the user to be Deafened.&lt;br /&gt;
*Safety Pads: +1 Speed, -1 Accuracy.&lt;br /&gt;
*Body Armor: +2 Speed, -2 Accuracy. Cannot use a Tactical Vest while wearing Body Armor.&lt;br /&gt;
*Knife: A Close Range weapon. Requires an action to retrieve from its location.&lt;br /&gt;
*Flashlight: Cause the Light condition. In Dark areas -1 Speed. Requires an action to retrieve from its location.&lt;br /&gt;
*Night Vision Goggles/Monocle: Allows the user to see in Dark areas. If used in Light conditions, the user becomes Dazzled. Requires an action to put on/remove. The Goggles cause Blind Spots, the monocle causes Tunnel Vision.&lt;br /&gt;
*Radio: Allows conversation between team-mates. May give away user's location if opponent is not deafened.&lt;br /&gt;
*Flag: Used in Capture the Flag games. The flag is on a telescoping pole and carries the user's team color. Requires an action to retrieve from its location.&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
Few Rules have been created in regards to actual combat, but the following have been made.&lt;br /&gt;
#A die roll of 1d6 determines whether an attack hits or misses an opponent. The Game Master is the one who makes the check.&lt;br /&gt;
#Cover&lt;br /&gt;
##Small Cover grants a +1 bonus to Speed. This would be bushes and small boulders.&lt;br /&gt;
##Medium Cover grants a +2 bonus to Speed. This included vehicles and large boulders.&lt;br /&gt;
##Large Cover grants a +3 bonus to Speed. This mostly falls into the category of buildings, trenches, and foxholes.&lt;br /&gt;
##Total Cover is the result of when a character has moved into an area where the only chance of targeting them is to extract them. This would be hiding inside of buildings.&lt;br /&gt;
#Sniper Towers deny an opponent 2 points to Speed from cover. They also grant a +1 to Speed for the Sniper.&lt;br /&gt;
#Range&lt;br /&gt;
##Close Range is the classification of melee weapons, as is, only the knife and bayonet fall into this category. This range is used when a player wishes to conserve ammo.&lt;br /&gt;
##Short Range is the classification of Pistols and SMGs. This is generally in the area of 10 to 20 feet.&lt;br /&gt;
##Medium Range is the classification of Shotguns, Rifles, Assault Rifles, and HMGs. This is from 20 feet to 70 feet.&lt;br /&gt;
##Long Range weapons are Sniper Rifles, Grenade Launchers, and Rocket Launchers. This is anything beyond 70 feet.&lt;br /&gt;
#Firing Modes&lt;br /&gt;
##Single Shot is the standard firing mode for most weapons.&lt;br /&gt;
##Burst Fire allows a user of certain weapons a +1 Accuracy bonus, but they fire 5 rounds instead of one, causing them to have to reload more often.&lt;br /&gt;
##Strong Burst Fire is the only firing mode of the HMG. This allows a +2 Accuracy bonus at the cost of 10 rounds. As the HMG has a Chain magazine, this only matters if there is no one with the user to clip on new belts.&lt;br /&gt;
##Scattershot is the classification of Grenades and Rockets. Scattershot has a chance of affecting all characters in an area, including friendlies.&lt;br /&gt;
#Status Effects&lt;br /&gt;
##Blind Spots are the effect of wearing an item that prevents full-view vision. This prevents a player from locating targets on their flanks without turning to see them.&lt;br /&gt;
##Dazzled causes a player to become temporarily blinded, this is usually caused by a bright flash of light. It causes a -1 penalty to Speed and Accuracy.&lt;br /&gt;
##Deafened is a status caused by either a loud noise or something nullifying sounds. A deafened character cannot be alerted to an opponents location by sound.&lt;br /&gt;
##Heightened Hearing is a condition that allows a character to more easily hear an opponent.&lt;br /&gt;
##Obscured Vision is the result of some condition causing a character to not be able to see properly. It gives a -1 penalty to Accuracy.&lt;br /&gt;
##Tunnel Vision prevents a character from acquiring a new target without pulling away from whatever is focusing their vision. This is usually caused by magnification or night vision scopes.&lt;br /&gt;
#Area Conditions&lt;br /&gt;
##Light is the standard condition, it allows normal visibility, but may Dazzle characters using night vision gear.&lt;br /&gt;
##Dark is the opposite of light, this condition may occur inside building or at night. A character cannot see without night vision gear.&lt;br /&gt;
##Sunny may cause characters to receive Obscured Vision, especially with the use of certain sights.&lt;br /&gt;
##Cloudy is a &amp;quot;normal&amp;quot; condition and has no negative effects.&lt;br /&gt;
##Rainy causes the Obscured Vision condition and gives a -2 penalty to Speed.&lt;br /&gt;
##Snow causes the Obscured Vision and Heightened Hearing conditions.&lt;br /&gt;
##Wind causes a -3 penalty to Accuracy with Airsoft guns.&lt;br /&gt;
##Heat requires a character to drink water more often, which is to be treated as an action.&lt;br /&gt;
##Cold requires a character to dress in more layers, this restricts movement, giving the character a -1 penalty to Speed.&lt;br /&gt;
##Resonance is an indoor condition that causes the Deafened status to characters as long as they remain in the area. It also renders radios unusable.&lt;/div&gt;</description>
			<pubDate>Tue, 07 Apr 2009 21:00:46 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:AIRSOFT!!!</comments>		</item>
		<item>
			<title>Channel Nine</title>
			<link>http://72.14.177.54/EGS_Mayhem/Channel_Nine</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Description ==&lt;br /&gt;
Channel Nine, the Thread and the IC news group, was founded by Seth/Sara. He gave it to me when he no longer had time for it. Since then, it has become a lot more political and has also fallen on hard times.&lt;br /&gt;
&lt;br /&gt;
This page will detail the known information, both IC and OOC, so that it's interactions with the rest of Mayhem can be smoother. From an OOC point, that is.&lt;br /&gt;
&lt;br /&gt;
Seth: &amp;quot;Don't listen to him! He stole it! HE STOLE IT!!!&amp;quot; *Is dragged away by Channel Nine security guards.* &amp;quot;Hey Bruno, did you cut your hair? Looks good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
KELL: &amp;quot;My legal council has advised me to clarify my position. I am not the owner of Channel Nine, merely it's chief anchorman, executive producer and general stopper of bucks. Ownership lies in the hands of the Board, whose membership I'm uncertain. Any claims at theft by Seth , or any of his family, is the result of financial manoeuvrings among the board. As such, I'm not responsible in any way for it, so there. Now, if you will excuse me, I have some manipulating of my own to do.&amp;quot; *Vanishes*&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Player Characters===&lt;br /&gt;
====Keenspot====&lt;br /&gt;
The following is a list of the PCs under my control that work for C9. As they are PC, you may not control their actions unless Mind Control or some similar IC reason is involved. You also can't one shot them, but that should be obvious.&lt;br /&gt;
*'''KELL:''' An effeminate, and quite fey, looking male Muse. His position is Chief Anchorman and Executive Producer for Channel Nine. Everything about him, from his voice to his looks, has an uncertain quality to it.&lt;br /&gt;
*'''SAMUEL:''' A female Greep. She was made sentient by feasting on Kell's flesh and blood; similar fair is require to maintain said cognizance. She has multiple forms, though use wears a TF collar (her transformation method) in all of them. She is also capable of human speech in all her forms. She works as Co-Anchor and second in command at Channel Five.&lt;br /&gt;
&lt;br /&gt;
====910CMX====&lt;br /&gt;
*'''Seth William Rilea:''' The original anchorman before those in power decided BSNBC would be better governed by someone more capable of bringing in the ratings. He is currently anchor of the 910CMX location.&lt;br /&gt;
*'''Sara Renee Dorris:''' Co-anchor to Seth, she too was fired by BSNBC before the moving.&lt;br /&gt;
*'''Seraphina Williams:''' Chief Meteorologist.&lt;br /&gt;
*'''Rachel Moore:''' Sports reporter.&lt;br /&gt;
*'''Sibyl Cecilia:''' Field Reporter and currently in charge of giving the homeless people direction.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
These are some of the C9 NPCs. As such, everyone is allowed to play them, providing you don't make them act out of character. Therefore, I shall provide plenty of enough detail to there characters.&lt;br /&gt;
&lt;br /&gt;
The Current Location is so they don't break continuity by being in two or more places at once. If it's left blank, then feel free to have them turn up anywhere within reason, provided you note down where they are when you do.&lt;br /&gt;
&lt;br /&gt;
*'''Angela Mary Tilling:''' Short brown hair, hazel eyes, 30 years old human female. She looks a lot like Kell, except she's female and wears glasses (very near sighted) and make-up. But from behind they're identical. Angela is the head of Finance and Administration at C9. She's also the de-facto third in charge, after Kell and Samuel. Personality wise, she's the quiet, bookish type. She's also has Asperger's, a mild obsessive compulsive disorder and a crippling fear of spiders. The first to make her very good at her job, but she has great difficulty dealing with people outside of a structured working environment. Despite this, she's been happily married for several years. Finally, she's bisexual, but doesn't even think about cheating. CURRENT LOCATION: Hugs Hospital.&lt;br /&gt;
&lt;br /&gt;
*'''Maggie Westonbury:''' Dark brown hair worn in a bun, light brown eyes, with small rectangular glasses, female half immortal. Maggie was born to a human mother and a fire spirit. She appears to be early thirties, though is actually a lot older, and her ears are normally obvious as she rarely lets her hair down. She fully awakened, but is not a professional magic user, and the most she can do is conjure a fist sized fireball. However, she's a reasonable lawyer and excellent card player. She also smokes heavily, but is immune to cancer. Her fiancÃ© died during the Raven's Fall incident, leaving her with a grudge against the DF and their cronies. This is the main reason she excepted Kell's offer become C9s legal council. CURRENT LOCATION: House of Law.&lt;br /&gt;
&lt;br /&gt;
*'''Jessica Morton:''' Shoulder length green hair, brown eyed 26 years old human female. An attractive, busty, English born, Caucasian woman, though not too bright, the sort that generally go into modelling or acting. She chose acting. Alas, she wasn't very good at it and in a world where anyone can look how they please, her looks weren't enough to cover. Luckily, she was picked up by Kell to play him when he's not around, at which she's passable. Obviously, TF technology is used for this. CURRENT LOCATION: Newbie Package Factory.&lt;br /&gt;
&lt;br /&gt;
*'''Daniel Green:''' Short dark brown hair, brown eyed 22 years old human male. He's a tall, 6' 9&amp;quot;, and massively built English born black man, the sort that can't help but look intimidating, with a deep booming voice. And like most such men, he's a pussy cat really. He plays Samuel the way Jessica plays Kell, except with a lot more talent. At some point he plans to move on with his acting career, but the money is too good at the moment. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alfred Stone:''' Short brown but greying hair, brown eyes, Caucasian male human. Alfred is 46, he uses TF technology to look half that, but still in good shape. Dedicated to his wife and kids and a generally laid back character, he left the DF after the War and joined the C9 security team because C9 has a better pay to not getting shot ratio. Also, despite being a Niner, he doesn't actually have a grudge against the DF. Finally, he's a lefty. CURRENT LOCATION: &lt;br /&gt;
&lt;br /&gt;
*'''Brian Robson:''' Shoulder length blond hair, dark red eyed 25 years old human male. Brian has worked in security all his life, and as such is good at his job. However, due to a certain flair for the dramatic, expressed through actions, clothes and a well groomed goatee, he has always been passed over for promotions. Despite this, he's an intelligent, educated man, with a sarcastic sense of humour, that knows how to get things done. He joined C9 because of there benefits, however, the recent death of his best friend Paul, also a C9 employee, when the Sky Fire crashed has left him wandering about his choices. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Lisa Winters:''' Short bobbed black hair, black eyed female half immortal. Lisa, originally from Japan, Anglicized her name when she moved to Mayhem City. Of Asian decent, she's fully trained in the Art of Pop Culture Ninjitsu. She's also the strong silent type, though very observant and has a good heart. She's also a Dreamer, who's only spell is a weak blinding attack, and works as security at C9. CURRENT LOCATION: &lt;br /&gt;
&lt;br /&gt;
*'''Niu Kevin:''' Short white hair, grey eyed 50 years old human male. Professor Niu is a little Chinese guy a weathered complexion. After the death of his friends Bob, he became the leading scientist in Channel Nine's R&amp;amp;D department. He is your typical good mad scientist, a maverick of many fields, though his speciality is cybernetics. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alison Milward:''' Long dark brunette hair, grey eyed 46 year old Caucasian human female. An old friend of Professor Niu, Alison joined C9 to help him in the R&amp;amp;D department, bringing her oldest daughter with her. She is a brilliant Neurologist, learn in all things relating to the Brain or the Mind, and possesses an eidetic memory. She is one of a number of employees that disagree with DF rulership, but not enough to violently oppose them. She's also a widow, but lost her husband and another daughter awhile ago in something that has nothing to do with the DF. Currently has a 13 year old son, Terry, from a relationship with Simon Rushmore, founder and sole owner of a R&amp;amp;D company. That relationship is now over, but they are still on speaking terms. Finally, for all her intelligence, Alison is prone to pettiness and childishness. Especially her humour. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alice Milward:''' Short hair, pink eyed 24 year old human female. Alice is an albino, a Christian and asexual. She also an expert at using computers, a lover of webcomics and an avid chatroomer. She also has a very droll sense of humour, liking puns, fart jokes, etc, as well as typical nerd fare. Like her mother, possesses an eidetic memory. Considers C9 to be a career, not a cause. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Michael Graham Bennett:''' With long dark brown hair flowing to his waist (often tied into a ponytail), honey brown eyes a dark complexion of no certain ethnicity, this 22 year old human male is the sort of beauty that only comes from heavily mixed ancestry. He's also an Uke and a Keet, being of average height and build, if he was female, being excitable and feminine in personality, plus a certain sense of naive innocence to things like innuendoes. However, he is a fully qualified pilot and surprising intelligent. His job is main pilot for the Sky-Fire. Finally, he's homosexual and has been married to his childhood sweetheart, Dafydd, for nearly five years. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Dafydd Ollie Bennett:''' Shoulder length blond hair, blue eyes, 21 years old human male. Slightly taller than average, but well built, Dafydd is Michael's husband and the Seme to his Uke. Physically at least, as though he isn't manic like his beau, he is a pretty laid-back kind of guy. Professional, he's a painter, but become the Sky-Fire's co-pilot at the same time Michael came the pilot. Why, well, he doesn't trust the way Kell looks at Michael. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''The Homeless People:''' Men and Women out on their butts after being fired by MNCAN. BSNBC executives lovingly took them in and gave them food, before telling them &amp;quot;You now work for us, you are assigned to this rag tag group.&amp;quot; indicating the 910CMX team. Current Location: 910CMX BSNBC&lt;br /&gt;
&lt;br /&gt;
==Multi-continuity==&lt;br /&gt;
Channel Nine, after the actions of Seth Rilea, Sara Dorris, Rachel Moore, Seraphina Williams, and Sibyl Cecilia (after a raid in which most of [[MNCAN]]'s equipment was...borrowed) set up post in the alleyway behind [[Dr. Germahn]]'s lab as the new location of BSNBC after [[the move to 910CMX]]. While the board of directors of Channel Nine have been tight lipped about this act, they seem to approve at the expansion of BSNBC and their dedication to [[Dan Shive]].&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
*[[MNCAN]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=99538 BSNBC on Keenspot]&lt;br /&gt;
*[http://community.910cmx.com/index.php?showtopic=4701 BSNBC on 910CMX]&lt;br /&gt;
&lt;br /&gt;
[[Category:News]]&lt;/div&gt;</description>
			<pubDate>Sat, 31 Jan 2009 06:28:46 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Channel_Nine</comments>		</item>
		<item>
			<title>MNCAN</title>
			<link>http://72.14.177.54/EGS_Mayhem/MNCAN</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MNCAN (full name Mayhem News and Current Affairs Network) is Mayhem's premier (in fact, only) 24-hour news channel. It reports news from RPs as it breaks, thanks to its dedicated team of ace reporters all over Mayhem.&lt;br /&gt;
It was for a while under [[ChibiMe|ChibiVOR]]'s control, after he defected to the side of the Evil Overlords United, hijacked the signal and nuked the studio from orbit. As of 29 January 2008, the station is now back in the hands of its original owners, and broadcasting all the news that's fit to broadcast.&lt;br /&gt;
[[Image:mncan.png|frame|The logo.]]&lt;br /&gt;
&lt;br /&gt;
==Slogans==&lt;br /&gt;
*WE REPORT. YOU DON'T.&lt;br /&gt;
*TODAY'S HOPE. TOMORROW'S OUTLOOK. YESTERDAY'S NEWS.&lt;br /&gt;
*MORE NEWS THAN EVEN WE KNOW WHAT TO DO WITH.&lt;br /&gt;
*NEWS YOU CAN WRITE HOME ABOUT.&lt;br /&gt;
*WHEN NEWS BREAKS, WE FIX IT.&lt;br /&gt;
*ALL THAT AND A BAG OF NEWS.&lt;br /&gt;
*COUNT YOUR BLESSINGS, AT LEAST WE'RE NOT FOX.&lt;br /&gt;
*BROADCASTING MIND-CONTROL SIGNALS INTO YOUR BRAIN SINCE 2007.&lt;br /&gt;
*IT'S THE NEWS. THAT'S IT. GET USED TO IT.&lt;br /&gt;
*And many more.....&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
*[[Artmoogle]] - Does occasional field reports.&lt;br /&gt;
*[[Benjamin Dover]] - MNCAN's most prolific and probably most famous reporter. Currently filling in for Richard Head until he is rescued.&lt;br /&gt;
*[[Brick Butterwalk]] - MNCAN's man about town.&lt;br /&gt;
*[[Cortanya]] - AI form of Anya. Field reporter.&lt;br /&gt;
*[[Crispy Baines]] - Sports, also hosts a talk show.&lt;br /&gt;
*[[Hugh R. Watching]] - [[Main forum|EGS Main]] correspondent.&lt;br /&gt;
*[[Jack R. Lope]] -  Another man about town.&lt;br /&gt;
*[[James Dandy]] - Field reporter.&lt;br /&gt;
*[[Joel Robertson]] - RL correspondent.&lt;br /&gt;
*[[John Fro]] - Field reporter.&lt;br /&gt;
*[[Justin D. Nickerthyme]] - Outer space correspondent.&lt;br /&gt;
*[[Kate Defoe]] - Field reporter.&lt;br /&gt;
*[[Kenneth Wefixit]] - Portal Central correspondent.&lt;br /&gt;
*[[Miles Sinkau]] - Field reporter.&lt;br /&gt;
*[[Richard Head]] - Anchorman.&lt;br /&gt;
*[[Robert Ferapples]] - Reports on [[Let's Count to a Million!!!]]&lt;br /&gt;
*[[Rodger van Mortis]] - Obituaries.&lt;br /&gt;
*[[Squirt Mudbottom]] - Gossip reporter.&lt;br /&gt;
*[[Stanley Duppanshout]] - Reports on [[MY ROCK!!]]&lt;br /&gt;
*[[Theresa Green]] - [[Fort Mayhem]] correspondent.&lt;br /&gt;
*[[Toni Zerranati]] - Field reporter.&lt;br /&gt;
&lt;br /&gt;
==Programs and Subsidiary Channels==&lt;br /&gt;
*[[Crispy Baines]]' unnamed talk show.&lt;br /&gt;
*The KyGreg Show.&lt;br /&gt;
*Mayhem Tonight - A current-affairs program. &amp;quot;For when you just don't give a damn about real news.&amp;quot;&lt;br /&gt;
*MSN - Mayhem Sports Network. &amp;quot;Not just an IM client anymore!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
*[[Channel Nine]] BSNBC&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[http://forums.keenspot.com/viewtopic.php?t=96303 Tune in!]&lt;br /&gt;
&lt;br /&gt;
[[Category:MNCAN]][[Category:News]]&lt;/div&gt;</description>
			<pubDate>Sat, 31 Jan 2009 06:28:32 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:MNCAN</comments>		</item>
		<item>
			<title>Category:News</title>
			<link>http://72.14.177.54/EGS_Mayhem/Category:News</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The various news channels of Mayhem.&lt;/div&gt;</description>
			<pubDate>Sat, 31 Jan 2009 06:26:52 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Category_talk:News</comments>		</item>
		<item>
			<title>MNCAN</title>
			<link>http://72.14.177.54/EGS_Mayhem/MNCAN</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MNCAN (full name Mayhem News and Current Affairs Network) is Mayhem's premier (in fact, only) 24-hour news channel. It reports news from RPs as it breaks, thanks to its dedicated team of ace reporters all over Mayhem.&lt;br /&gt;
It was for a while under [[ChibiMe|ChibiVOR]]'s control, after he defected to the side of the Evil Overlords United, hijacked the signal and nuked the studio from orbit. As of 29 January 2008, the station is now back in the hands of its original owners, and broadcasting all the news that's fit to broadcast.&lt;br /&gt;
[[Image:mncan.png|frame|The logo.]]&lt;br /&gt;
&lt;br /&gt;
==Slogans==&lt;br /&gt;
*WE REPORT. YOU DON'T.&lt;br /&gt;
*TODAY'S HOPE. TOMORROW'S OUTLOOK. YESTERDAY'S NEWS.&lt;br /&gt;
*MORE NEWS THAN EVEN WE KNOW WHAT TO DO WITH.&lt;br /&gt;
*NEWS YOU CAN WRITE HOME ABOUT.&lt;br /&gt;
*WHEN NEWS BREAKS, WE FIX IT.&lt;br /&gt;
*ALL THAT AND A BAG OF NEWS.&lt;br /&gt;
*COUNT YOUR BLESSINGS, AT LEAST WE'RE NOT FOX.&lt;br /&gt;
*BROADCASTING MIND-CONTROL SIGNALS INTO YOUR BRAIN SINCE 2007.&lt;br /&gt;
*IT'S THE NEWS. THAT'S IT. GET USED TO IT.&lt;br /&gt;
*And many more.....&lt;br /&gt;
&lt;br /&gt;
==Staff==&lt;br /&gt;
*[[Artmoogle]] - Does occasional field reports.&lt;br /&gt;
*[[Benjamin Dover]] - MNCAN's most prolific and probably most famous reporter. Currently filling in for Richard Head until he is rescued.&lt;br /&gt;
*[[Brick Butterwalk]] - MNCAN's man about town.&lt;br /&gt;
*[[Cortanya]] - AI form of Anya. Field reporter.&lt;br /&gt;
*[[Crispy Baines]] - Sports, also hosts a talk show.&lt;br /&gt;
*[[Hugh R. Watching]] - [[Main forum|EGS Main]] correspondent.&lt;br /&gt;
*[[Jack R. Lope]] -  Another man about town.&lt;br /&gt;
*[[James Dandy]] - Field reporter.&lt;br /&gt;
*[[Joel Robertson]] - RL correspondent.&lt;br /&gt;
*[[John Fro]] - Field reporter.&lt;br /&gt;
*[[Justin D. Nickerthyme]] - Outer space correspondent.&lt;br /&gt;
*[[Kate Defoe]] - Field reporter.&lt;br /&gt;
*[[Kenneth Wefixit]] - Portal Central correspondent.&lt;br /&gt;
*[[Miles Sinkau]] - Field reporter.&lt;br /&gt;
*[[Richard Head]] - Anchorman.&lt;br /&gt;
*[[Robert Ferapples]] - Reports on [[Let's Count to a Million!!!]]&lt;br /&gt;
*[[Rodger van Mortis]] - Obituaries.&lt;br /&gt;
*[[Squirt Mudbottom]] - Gossip reporter.&lt;br /&gt;
*[[Stanley Duppanshout]] - Reports on [[MY ROCK!!]]&lt;br /&gt;
*[[Theresa Green]] - [[Fort Mayhem]] correspondent.&lt;br /&gt;
*[[Toni Zerranati]] - Field reporter.&lt;br /&gt;
&lt;br /&gt;
==Programs and Subsidiary Channels==&lt;br /&gt;
*[[Crispy Baines]]' unnamed talk show.&lt;br /&gt;
*The KyGreg Show.&lt;br /&gt;
*Mayhem Tonight - A current-affairs program. &amp;quot;For when you just don't give a damn about real news.&amp;quot;&lt;br /&gt;
*MSN - Mayhem Sports Network. &amp;quot;Not just an IM client anymore!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
*[[Channel Nine]] BSNBC&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
[http://forums.keenspot.com/viewtopic.php?t=96303 Tune in!]&lt;br /&gt;
&lt;br /&gt;
[[Category:MNCAN]]&lt;/div&gt;</description>
			<pubDate>Sat, 31 Jan 2009 06:12:32 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:MNCAN</comments>		</item>
		<item>
			<title>Channel Nine</title>
			<link>http://72.14.177.54/EGS_Mayhem/Channel_Nine</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added 910CMX crew and links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Basic Description ==&lt;br /&gt;
Channel Nine, the Thread and the IC news group, was founded by Seth/Sara. He gave it to me when he no longer had time for it. Since then, it has become a lot more political and has also fallen on hard times.&lt;br /&gt;
&lt;br /&gt;
This page will detail the known information, both IC and OOC, so that it's interactions with the rest of Mayhem can be smoother. From an OOC point, that is.&lt;br /&gt;
&lt;br /&gt;
Seth: &amp;quot;Don't listen to him! He stole it! HE STOLE IT!!!&amp;quot; *Is dragged away by Channel Nine security guards.* &amp;quot;Hey Bruno, did you cut your hair? Looks good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
KELL: &amp;quot;My legal council has advised me to clarify my position. I am not the owner of Channel Nine, merely it's chief anchorman, executive producer and general stopper of bucks. Ownership lies in the hands of the Board, whose membership I'm uncertain. Any claims at theft by Seth , or any of his family, is the result of financial manoeuvrings among the board. As such, I'm not responsible in any way for it, so there. Now, if you will excuse me, I have some manipulating of my own to do.&amp;quot; *Vanishes*&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Player Characters===&lt;br /&gt;
====Keenspot====&lt;br /&gt;
The following is a list of the PCs under my control that work for C9. As they are PC, you may not control their actions unless Mind Control or some similar IC reason is involved. You also can't one shot them, but that should be obvious.&lt;br /&gt;
*'''KELL:''' An effeminate, and quite fey, looking male Muse. His position is Chief Anchorman and Executive Producer for Channel Nine. Everything about him, from his voice to his looks, has an uncertain quality to it.&lt;br /&gt;
*'''SAMUEL:''' A female Greep. She was made sentient by feasting on Kell's flesh and blood; similar fair is require to maintain said cognizance. She has multiple forms, though use wears a TF collar (her transformation method) in all of them. She is also capable of human speech in all her forms. She works as Co-Anchor and second in command at Channel Five.&lt;br /&gt;
&lt;br /&gt;
====910CMX====&lt;br /&gt;
*'''Seth William Rilea:''' The original anchorman before those in power decided BSNBC would be better governed by someone more capable of bringing in the ratings. He is currently anchor of the 910CMX location.&lt;br /&gt;
*'''Sara Renee Dorris:''' Co-anchor to Seth, she too was fired by BSNBC before the moving.&lt;br /&gt;
*'''Seraphina Williams:''' Chief Meteorologist.&lt;br /&gt;
*'''Rachel Moore:''' Sports reporter.&lt;br /&gt;
*'''Sibyl Cecilia:''' Field Reporter and currently in charge of giving the homeless people direction.&lt;br /&gt;
&lt;br /&gt;
===Non-Player Characters===&lt;br /&gt;
These are some of the C9 NPCs. As such, everyone is allowed to play them, providing you don't make them act out of character. Therefore, I shall provide plenty of enough detail to there characters.&lt;br /&gt;
&lt;br /&gt;
The Current Location is so they don't break continuity by being in two or more places at once. If it's left blank, then feel free to have them turn up anywhere within reason, provided you note down where they are when you do.&lt;br /&gt;
&lt;br /&gt;
*'''Angela Mary Tilling:''' Short brown hair, hazel eyes, 30 years old human female. She looks a lot like Kell, except she's female and wears glasses (very near sighted) and make-up. But from behind they're identical. Angela is the head of Finance and Administration at C9. She's also the de-facto third in charge, after Kell and Samuel. Personality wise, she's the quiet, bookish type. She's also has Asperger's, a mild obsessive compulsive disorder and a crippling fear of spiders. The first to make her very good at her job, but she has great difficulty dealing with people outside of a structured working environment. Despite this, she's been happily married for several years. Finally, she's bisexual, but doesn't even think about cheating. CURRENT LOCATION: Hugs Hospital.&lt;br /&gt;
&lt;br /&gt;
*'''Maggie Westonbury:''' Dark brown hair worn in a bun, light brown eyes, with small rectangular glasses, female half immortal. Maggie was born to a human mother and a fire spirit. She appears to be early thirties, though is actually a lot older, and her ears are normally obvious as she rarely lets her hair down. She fully awakened, but is not a professional magic user, and the most she can do is conjure a fist sized fireball. However, she's a reasonable lawyer and excellent card player. She also smokes heavily, but is immune to cancer. Her fiancÃ© died during the Raven's Fall incident, leaving her with a grudge against the DF and their cronies. This is the main reason she excepted Kell's offer become C9s legal council. CURRENT LOCATION: House of Law.&lt;br /&gt;
&lt;br /&gt;
*'''Jessica Morton:''' Shoulder length green hair, brown eyed 26 years old human female. An attractive, busty, English born, Caucasian woman, though not too bright, the sort that generally go into modelling or acting. She chose acting. Alas, she wasn't very good at it and in a world where anyone can look how they please, her looks weren't enough to cover. Luckily, she was picked up by Kell to play him when he's not around, at which she's passable. Obviously, TF technology is used for this. CURRENT LOCATION: Newbie Package Factory.&lt;br /&gt;
&lt;br /&gt;
*'''Daniel Green:''' Short dark brown hair, brown eyed 22 years old human male. He's a tall, 6' 9&amp;quot;, and massively built English born black man, the sort that can't help but look intimidating, with a deep booming voice. And like most such men, he's a pussy cat really. He plays Samuel the way Jessica plays Kell, except with a lot more talent. At some point he plans to move on with his acting career, but the money is too good at the moment. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alfred Stone:''' Short brown but greying hair, brown eyes, Caucasian male human. Alfred is 46, he uses TF technology to look half that, but still in good shape. Dedicated to his wife and kids and a generally laid back character, he left the DF after the War and joined the C9 security team because C9 has a better pay to not getting shot ratio. Also, despite being a Niner, he doesn't actually have a grudge against the DF. Finally, he's a lefty. CURRENT LOCATION: &lt;br /&gt;
&lt;br /&gt;
*'''Brian Robson:''' Shoulder length blond hair, dark red eyed 25 years old human male. Brian has worked in security all his life, and as such is good at his job. However, due to a certain flair for the dramatic, expressed through actions, clothes and a well groomed goatee, he has always been passed over for promotions. Despite this, he's an intelligent, educated man, with a sarcastic sense of humour, that knows how to get things done. He joined C9 because of there benefits, however, the recent death of his best friend Paul, also a C9 employee, when the Sky Fire crashed has left him wandering about his choices. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Lisa Winters:''' Short bobbed black hair, black eyed female half immortal. Lisa, originally from Japan, Anglicized her name when she moved to Mayhem City. Of Asian decent, she's fully trained in the Art of Pop Culture Ninjitsu. She's also the strong silent type, though very observant and has a good heart. She's also a Dreamer, who's only spell is a weak blinding attack, and works as security at C9. CURRENT LOCATION: &lt;br /&gt;
&lt;br /&gt;
*'''Niu Kevin:''' Short white hair, grey eyed 50 years old human male. Professor Niu is a little Chinese guy a weathered complexion. After the death of his friends Bob, he became the leading scientist in Channel Nine's R&amp;amp;D department. He is your typical good mad scientist, a maverick of many fields, though his speciality is cybernetics. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alison Milward:''' Long dark brunette hair, grey eyed 46 year old Caucasian human female. An old friend of Professor Niu, Alison joined C9 to help him in the R&amp;amp;D department, bringing her oldest daughter with her. She is a brilliant Neurologist, learn in all things relating to the Brain or the Mind, and possesses an eidetic memory. She is one of a number of employees that disagree with DF rulership, but not enough to violently oppose them. She's also a widow, but lost her husband and another daughter awhile ago in something that has nothing to do with the DF. Currently has a 13 year old son, Terry, from a relationship with Simon Rushmore, founder and sole owner of a R&amp;amp;D company. That relationship is now over, but they are still on speaking terms. Finally, for all her intelligence, Alison is prone to pettiness and childishness. Especially her humour. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Alice Milward:''' Short hair, pink eyed 24 year old human female. Alice is an albino, a Christian and asexual. She also an expert at using computers, a lover of webcomics and an avid chatroomer. She also has a very droll sense of humour, liking puns, fart jokes, etc, as well as typical nerd fare. Like her mother, possesses an eidetic memory. Considers C9 to be a career, not a cause. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Michael Graham Bennett:''' With long dark brown hair flowing to his waist (often tied into a ponytail), honey brown eyes a dark complexion of no certain ethnicity, this 22 year old human male is the sort of beauty that only comes from heavily mixed ancestry. He's also an Uke and a Keet, being of average height and build, if he was female, being excitable and feminine in personality, plus a certain sense of naive innocence to things like innuendoes. However, he is a fully qualified pilot and surprising intelligent. His job is main pilot for the Sky-Fire. Finally, he's homosexual and has been married to his childhood sweetheart, Dafydd, for nearly five years. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''Dafydd Ollie Bennett:''' Shoulder length blond hair, blue eyes, 21 years old human male. Slightly taller than average, but well built, Dafydd is Michael's husband and the Seme to his Uke. Physically at least, as though he isn't manic like his beau, he is a pretty laid-back kind of guy. Professional, he's a painter, but become the Sky-Fire's co-pilot at the same time Michael came the pilot. Why, well, he doesn't trust the way Kell looks at Michael. CURRENT LOCATION:&lt;br /&gt;
&lt;br /&gt;
*'''The Homeless People:''' Men and Women out on their butts after being fired by MNCAN. BSNBC executives lovingly took them in and gave them food, before telling them &amp;quot;You now work for us, you are assigned to this rag tag group.&amp;quot; indicating the 910CMX team. Current Location: 910CMX BSNBC&lt;br /&gt;
&lt;br /&gt;
==Multi-continuity==&lt;br /&gt;
Channel Nine, after the actions of Seth Rilea, Sara Dorris, Rachel Moore, Seraphina Williams, and Sibyl Cecilia (after a raid in which most of [[MNCAN]]'s equipment was...borrowed) set up post in the alleyway behind [[Dr. Germahn]]'s lab as the new location of BSNBC after [[the move to 910CMX]]. While the board of directors of Channel Nine have been tight lipped about this act, they seem to approve at the expansion of BSNBC and their dedication to [[Dan Shive]].&lt;br /&gt;
&lt;br /&gt;
==Rivals==&lt;br /&gt;
*[[MNCAN]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=99538 BSNBC on Keenspot]&lt;br /&gt;
*[http://community.910cmx.com/index.php?showtopic=4701 BSNBC on 910CMX]&lt;/div&gt;</description>
			<pubDate>Sat, 31 Jan 2009 06:10:00 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Channel_Nine</comments>		</item>
		<item>
			<title>MOOMANiBE</title>
			<link>http://72.14.177.54/EGS_Mayhem/MOOMANiBE</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MOOMANiBE''' Is a kittycat... But he is also a cow superhero! Not to be confused with SuperCow from Cow &amp;amp; Chicken, don't want them crazy lawyers after us with copyright infringement issues!&lt;br /&gt;
&lt;br /&gt;
This page used to be really long, but someone named &amp;quot;As0Srd&amp;quot; deleted the entire thing. What a brick.&lt;br /&gt;
Anyway, add stuff here.&lt;br /&gt;
&lt;br /&gt;
== Edit this page! ==  &lt;br /&gt;
The Moom declares this page open for [[abuse]]. If thou can think of an amusing and/or silly addition, thou shouldst add it. [[Truth]] and/or [[accuracy]] not required. &lt;br /&gt;
  &lt;br /&gt;
== ArtStuffs ==  &lt;br /&gt;
Moom does Artstuffs. &lt;br /&gt;
He has a page at http://moomanibe.deviantart.com/ &lt;br /&gt;
He suffers from two major problems in his art. One is his [[LSE]], the other is rabid Bunnies (Like [[KillerFish]] and [[FerretBob]]) who plague him with cries of [[Make a Comic]]  &lt;br /&gt;
 &lt;br /&gt;
== Stuffs ==  &lt;br /&gt;
Moom does other stuffs too. It's exciting. For instance, Moom designed the statue of liberty, the Berlin wall, and the buildings containing the legislature of 23 different nations.  &lt;br /&gt;
   &lt;br /&gt;
== RPs and Stuffs == &lt;br /&gt;
*Moom participates (badly) in [[MKRP]] as Aura, a telekinetic girl from another dimension. Or, at least, he used to, but he got lazy and forgot to post for about a year. Whoops.&lt;br /&gt;
*Also, was in [[LPW]] for a while but [[dissapeared]]. [[Mysteriously]]. [[OooooOooOOoO]]. &lt;br /&gt;
&lt;br /&gt;
== Real True Facts®! ==&lt;br /&gt;
* Has met [[Dan Shive]] in [[real life]].&lt;br /&gt;
* Also, [[HomerNet]] and [[KillerFish]] and [[WMS]] and [[Drow Bunny]] and [[Anti-Paragon]] and [[User:SethSara]].&lt;br /&gt;
* Beat Homernet at a game of DDR.&lt;br /&gt;
* Eats lots of pasta.&lt;br /&gt;
&lt;br /&gt;
==[[Fluff]]== &lt;br /&gt;
* Is actually 1/16 penguin due to a mad scientist around the beginning of the 20th century. &lt;br /&gt;
* According to rumors, may have used a TFG to transform someone into &amp;quot;Living Cream Cheese&amp;quot; &lt;br /&gt;
* Subsists on only 15 minutes of sleep a week, due to a caffeinated skin patch. &lt;br /&gt;
* Never blinks. &lt;br /&gt;
* Eats rusted chunks of scrap iron for breakfast. &lt;br /&gt;
* Can lift large trucks with one hand. &lt;br /&gt;
* Once played a perfect golf game of 18 holes in one. &lt;br /&gt;
* Invented ninjas. &lt;br /&gt;
* Has learned and memorized all 11 Secret Herbs &amp;amp; Spices. &lt;br /&gt;
* Has a not-so-secret admirer &lt;br /&gt;
* Owns a magic flying motorcycle, used primarily to tailgate passenger jets and to freak people out by reenacting the &amp;quot;man on the wing&amp;quot; episode of The Twilight Zone &lt;br /&gt;
* Lives by the motto &amp;quot;I put the laughter in manslaughter!&amp;quot;. &lt;br /&gt;
* It is said that a bracelet made from a lock of his hair on the night of a full moon will grant incredible powers to its possessor, but nobody seems to know exactly ''what'' powers... &lt;br /&gt;
* It is now known that these bracelets do nothing more then irritate the skin.&lt;br /&gt;
* Once challenged [[Satan]] to a game of [[Dance Dance Revolution]], but it ended prematurely when a power failure shut down the game. &lt;br /&gt;
* When he ran into Vin Diesel, Chuck Norris and Mr T, all he could do was laugh at them.  &lt;br /&gt;
* Is actually a waffle eating lesbian, or was that a lesbian eating waffle? &lt;br /&gt;
  &lt;br /&gt;
==Same Fluff, but poorly translated into [[German]]== &lt;br /&gt;
* Wirklich ist der Penguin 1/16 wegen eines wütenden Wissenschaftlers um den Anfang des 20. Jahrhunderts.  &lt;br /&gt;
* Subsists auf nur 15 Minuten Schlaf ein Woche, wegen a caffeinated Hautflecken.  &lt;br /&gt;
* Blinkt nie.  &lt;br /&gt;
* Ißt verrostete Klumpen des Alteisens zum Frühstück.  &lt;br /&gt;
* Kann große LKWas mit einer Hand anheben. &lt;br /&gt;
* Spielte einmal ein vollkommenes Golfspiel von 18 Bohrungen in einer.  &lt;br /&gt;
* Erfundene ninjas. &lt;br /&gt;
* Hat alle 11 sich geheimen Kräuter u. Gewürze erlernt und gemerkt.  &lt;br /&gt;
* Hat einen Nicht-sogeheimnis Bewunderer &lt;br /&gt;
* Besitzt ein magisches Fliegenmotorrad, heraus benutzt hauptsächlich zu den Hinterverkleidung Passagierstrahlen und zu den ungewöhnlichen Leuten, indem reenacting die „Mann auf dem Flügel“ Episode der Dämmerung-Zone &lt;br /&gt;
* Leben durch das Motto „ich setzte das Gelächter in Manslaughter!“ ein.  &lt;br /&gt;
* Es wird gesagt, daß ein Bracelet, der von einer Verriegelung seines Haares auf der Nacht eines Vollmonds gebildet wird, unglaubliche Energien seinem Besitzer bewilligt, aber niemand scheint, '' genau zu kennen, welches ''… antreibt   &lt;br /&gt;
* Es wird jetzt gewusst, dass diese Armbänder nichts reizen dann die Haut tun.&lt;br /&gt;
* Einmal herausgefordertes Satan zu einem Spiel der Tanz-Tanz-Revolution, aber er beendeten vorzeitig, als ein Stromausfall das Spiel schloß. &lt;br /&gt;
* Als er Vin Diesel, Klemme Norris und Herrn T traf, sollte aller, den er tun könnte, an ihnen lachen. &lt;br /&gt;
 &lt;br /&gt;
==Same Fluff, but translated back into what is believed to be English== &lt;br /&gt;
* The Penguin 1/16 is real because of a furious scientist around the at the beginning 20. Century. &lt;br /&gt;
* Subsists on only 15 minutes sleep week, because of A caffeinated skin marks. &lt;br /&gt;
* Never flashes.  &lt;br /&gt;
* Rusty lumps of the scrap iron eat to the breakfast. &lt;br /&gt;
* Can large process card which with a hand raise. &lt;br /&gt;
* Once a perfect gulf play of 18 drillings in one played. &lt;br /&gt;
* Invented one ninjas. &lt;br /&gt;
* All 11 secret herbs and spices learned themselves and noticed. &lt;br /&gt;
* Not sogeheimnis Bewunderer has one. &lt;br /&gt;
* A magic fly motorcycle, out used mainly for the Hinterverkleidung and for the unusual people, possesses passenger jets by reenacting the &amp;quot;man on the wing&amp;quot; episode of the dawn zone &lt;br /&gt;
* Life by the slogan &amp;quot;I set the laughter in Manslaughter!&amp;quot;  &lt;br /&gt;
* It is said that a Bracelet, which is formed by a bolting device of its hair on the night of a full moon grants unbelievable energies to its owner, but anybody does not seem to exactly know '' which ''... propels.  &lt;br /&gt;
* It is now known that these bracelets do not provoke anything then the skin do.&lt;br /&gt;
* Once provoked Satan to a play of the dance dance revolution, but it terminated prematurely, when a power failure closed the play. &lt;br /&gt;
* When it met Vin Diesel, clamp Norris and Mr. T, everything, which it could do, should laugh at them. &lt;br /&gt;
  &lt;br /&gt;
==[[☺]][[☻]]== &lt;br /&gt;
===[[♈]]=== &lt;br /&gt;
===[[♉]]=== &lt;br /&gt;
===[[♊]]=== &lt;br /&gt;
===[[♋]]=== &lt;br /&gt;
===[[♌]]=== &lt;br /&gt;
===[[♍]]=== &lt;br /&gt;
===[[♎]]=== &lt;br /&gt;
===[[♏]]=== &lt;br /&gt;
===[[♐]]=== &lt;br /&gt;
===[[♑]]=== &lt;br /&gt;
===[[♒]]=== &lt;br /&gt;
===[[♓]]=== &lt;br /&gt;
 &lt;br /&gt;
[[Category: Bunnies]] &lt;br /&gt;
[[Category: Artbunnies]] &lt;br /&gt;
[[Category: This category does not exist.]]&lt;/div&gt;</description>
			<pubDate>Wed, 28 Jan 2009 13:18:38 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:MOOMANiBE</comments>		</item>
		<item>
			<title>Newbie pack</title>
			<link>http://72.14.177.54/EGS_Mayhem/Newbie_pack</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A pack given to a brand new bunny (usually after their ribcage recovers from the crushing weight of a mass [[glomp]]). It contains the following items at a minimum, although the giver of said pack is free to add in their own unique additions:&lt;br /&gt;
&lt;br /&gt;
*A basic [[TF gun]]&lt;br /&gt;
*A six pack of [[unlabelled soda]]&lt;br /&gt;
*A [[Squirrel Teddy]]&lt;br /&gt;
*A [[dead fish]]&lt;br /&gt;
*A cookie (generally wrapped in shiny plastic)&lt;br /&gt;
&lt;br /&gt;
== Unique Additions ==&lt;br /&gt;
As stated above, a pack giver is free to add their own special piece of equipment along with the N-Pack. Here is a compiled list of such items.&lt;br /&gt;
&lt;br /&gt;
*[[A Fan]] gives Chibification Pistols and instructions on how to combine them with TF Guns.&lt;br /&gt;
*[[agmlego]] gives out a hand-forged pocketknife and a 30m coil of braided Kevlar marine rope. The knife is as sharp as you could possibly want it, and then a little more, while the rope is as strong as you need it plus a lot more.&lt;br /&gt;
*[[Ajac]] usually presents draft cards, but it is unlikely he will continue to do so after the [[Crossover Wars]]&lt;br /&gt;
*[[AlmostReadytoFly]] gives out copies of the pineapple cheesecakes he received, along with a catapult.&lt;br /&gt;
*[[Ankhareon]] gives out gravity levellers. Because down should always be relative.&lt;br /&gt;
*[[Bain]] gives out Claymores of Scottish-ness, to tie into the fact the character Bain has a slight scottish accent. When Bain remembers it.&lt;br /&gt;
*[[broken_hero]] gives out a suit of scavenged and cobbled together armor from the detritus following the Crossover Wars.&lt;br /&gt;
*[[Campsoup1988]] gives out large round nerd glasses that look square when look at the wearer's profile with Tedd features&lt;br /&gt;
*[[catldr24]] gives out beanie babies, which he also gives for birthdays.&lt;br /&gt;
*[[ChronosCat]] gives a catnip mouse and a ball of yarn. If only one Newbie is being greeted, the items will share a color chosen on a whim.&lt;br /&gt;
*[[Drow Bunny]] usually hands out drow-made item sets along with the standard newbie pack.&lt;br /&gt;
*[[Ineluki]] gives out TFG Mod Kits for shooting Portals, useful for escaping mad science laboratories.&lt;br /&gt;
*[[Kalga]] gives out random pieces of trash or junk, with a extravagant suffix. Also gives Yarnballs of Distaction, and Tassels of Clairvoyance, which may or may not be clairvoyant.&lt;br /&gt;
* Mandros gives out an unending cooler of canadian beer that will only open if you are over 18&lt;br /&gt;
*[[MDM]] gives out TFG Mod Kits for shooting tractor beams, useful for acquiring objects out of reach, and jars of Atomic Fireballs.&lt;br /&gt;
*[[mixedintrests]] gives out Shiny Blue Fairy Dolls.&lt;br /&gt;
*[[Piebunny]] gives out [[Small Blue Big Red Buttons]], which are noted for having imploded the universe 4 times so far.&lt;br /&gt;
*[[PixelHead777]] gives out mood rings. High-quality mood rings that are 100% accurate, not those cheap things.&lt;br /&gt;
*[[User:SethSara]] hands out a [[Locke of Sara's Hair]], though they haven't been in the newbie thread for a long time now.&lt;br /&gt;
*Back when he handed out Newbie Packs, [[TeddVerres]] always included a [[TF Gun Kamikazi Add On]].&lt;br /&gt;
*[[Squato]] gives an Emu from an emu farm. This may or may not fit in the bag the rest of the pack comes with.&lt;br /&gt;
*[[The Kool]] hands out an [[Infinite Bag of Dice]], complete with extensive warning labels.&lt;br /&gt;
*[[vampiress_kat]] gives out a random plushie from her collection of EGS cast plushies.&lt;br /&gt;
*[[Zerras]] Will offer the choice of, a copy of [[Cat Chicks Magazine]] or a [[Cup of Living Coffee Goo]]&lt;br /&gt;
(I'm done for now. add your own special things in, as I can't really think of all that many- Ciennas)&lt;br /&gt;
(Added me, and couldn't remember any more-- cat)&lt;br /&gt;
(Added myself — A Fan)&lt;br /&gt;
(Added myself too - v_k)&lt;br /&gt;
(Added me - Anky)&lt;br /&gt;
(Campsoup1988 was here)&lt;br /&gt;
(Slid myself in-Ajac)&lt;br /&gt;
(Added mahself- Kalga)&lt;br /&gt;
(Added Myself- Bain)&lt;br /&gt;
(Added Myself- Seth/Sara)&lt;br /&gt;
(Added Myself- broken_hero)&lt;br /&gt;
(Added Myself because I can- PixelHead777)&lt;br /&gt;
(Ditto to PixelHead777 -- agmlego)&lt;br /&gt;
(Added myself, Ineluki and mixedintrests; put the list in alphabetical order by user-name. -- ChronosCat)&lt;br /&gt;
(Can't forget the bag - Kool)(Added Myself- Mandros)&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</description>
			<pubDate>Wed, 28 Jan 2009 12:29:04 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Newbie_pack</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;Added sub-sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
&lt;br /&gt;
===Inventory===&lt;br /&gt;
Seth and Sara have these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 Mercury Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
&lt;br /&gt;
===Experience Pool===&lt;br /&gt;
TBE (Total Bunny Experience): 638.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 4 (Combie &amp;amp; Conquer Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level04.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*10 Experience awarded for their 3rd and 4th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*75 Experience awarded for their 3rd half-year as a registered Bunny.&lt;br /&gt;
*45 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*50 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*50 Experience for inviting someone to post post on the forums. (People invited: Daniela_Joplin)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
&lt;br /&gt;
===UNSUNG HEROES OF K-SITE===&lt;br /&gt;
NAME: &amp;quot;Scrounge&amp;quot; (Real name is Amilia Playwrite)&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Rammstein&amp;quot; Rammstein.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 17&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Expendable, XP1C&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON: Knife, M-4 Carbine&lt;br /&gt;
&amp;lt;br&amp;gt;SPECIAL: Knowledgeable about ancient mechanic systems. She can study any mechanical object and mentally dissect it before anything else.&lt;br /&gt;
&lt;br /&gt;
APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/d02/7/070802f56a74.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge has short, choppy brown hair that looks like she took her own knife to it. Her eyes are greenish hazel, but she keeps a pair of goggles over them most of the time, so not many people see them. Her skin is ruddy and always covered with dirt, it's obvious she hasn't taken a true bath for some years, but she does apparently try to keep somewhat clean. She is about 5'4&amp;quot; and weighs about 145 pounds, and she sports a slim build. Her outfit is a black form fitting t-shirt, baggy denim shorts, and sneakers that at one point in time might have been white. Around her right arm is a bloodied bandage, the wound that she covered with it is healed up but she doesn't want to risk taking it off because of how much blood came out of the wound originally. In the K-Site she still wears her bandage, but it is covered up by her issued uniform.&lt;br /&gt;
&lt;br /&gt;
BIO: &amp;quot;Scrounge&amp;quot; is not her real name obviously, but she took it up to reflect her specialization in a post apocalyptic world. She used to live in L-Site with her mother and father, both of which are dead now. Throughout her school days she was picked on constantly, this caused her to retreat into her own little shell. So she mostly spent the rest of her time at school observing the other students and staying away from people she didn't like. She joined the gymnastics team and had trained a lot when Lima made their mistakes. Lima had a few problems, the first being they opened their doors way too early and a large amount of the population died, the comrades in charge of Lima decided in an attempt to get farming ops started sooner and more established, they would make a perimeter farm by spreading the chemical fertilizers around the bunker, luckily plants started growing but so did the bugs. Bugs raided the bunker and killed a lot of people she was picked up by one of the Lima fire teams and they helped her get to safe place taught her what they could they went back to the site to try and re-take it. They never returned and the scavenger part can take over from there. She had made a stronghold on the roof of the an abandoned parking structure and has fortified it over the years with cars, slabs of concrete, and any other material strong enough to deter bug attacks. While she was scrounging the local department store she came across a good knife that had ended up saving her life, as a bug had found her. She had gotten a good amount of blood spilled from a wound in her arm before she shoved the knife into the bug's skull. She kept the knife and continued fortifying her defenses. She's been returning to raid the library of l-site, plenty to salvage there, along with motor pools and destroyed vehicles, it was a Bonanza of scrap! She has been training for the past years with K-Site's 13th XPIS.&lt;br /&gt;
&lt;br /&gt;
PERSONAL ITEMS: Scrounge has her shelter on the roof of an abandoned parking structure, which has been fortified against bug attacks (She hasn't been there since she became an expendable for K-Site). She also has an old crotch rocket that she has been tinkering on, but it is currently not &amp;quot;Battle Tested&amp;quot; yet, though it does run. Mk. I Gear and Forest Camo BDUs, both of which were issued to her when she joined K-Site.&lt;br /&gt;
&lt;br /&gt;
COMBAT NOTES:&lt;br /&gt;
--- Operation Black Flag: One of the few survivors. No combat info.&lt;br /&gt;
--- Operation Vorpal: Went in with motorcycle. Discovered a conspiracy within K-Site.&lt;br /&gt;
--- Operation Dalor: Not in this Operation. Motorcycle retrieved by Kerrigan's team.&lt;br /&gt;
--- Operation Zenith: Part of a team sent to retrieve unknown materials from a JS-2 that was shot down. Shot in the upper right arm with a biochemical round. &lt;br /&gt;
&lt;br /&gt;
===ZEALOTS IMPASSE===&lt;br /&gt;
Name: Lieutenant Jather Marches&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: &amp;quot;Rosenrot (3AM at Cosy Remix by Jagz Kooner)&amp;quot; By Rammstein&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Brown with black streaks&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Dark yellow&lt;br /&gt;
&amp;lt;br&amp;gt;Off Duty Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d14/7/fe8c56.png&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Officer&lt;br /&gt;
&amp;lt;br&amp;gt;Weapon Type: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;Weapons: T-47 9mm Carbine, field medicine kit.&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Good Athlete (General)&lt;br /&gt;
&amp;lt;br&amp;gt;Character's History: Jather was raised by his parents to know that it was his duty to serve the Elders in any way shape or form. He took this to mean that he was to lead his charges in a way that would bring back home those that were worthy of coming back, to defend those that deserved to be defended. All for the glory of the Elders and the Colony. It made a slightly awkward childhood, but he managed through it. He agreed to serve as an officer and has recently graduated from the Red-Line portion of his OTC and is now a commissioned Medical Officer. Jather and Kitlira had been friends long before he went to training, it wasn't until after he got out of training that they agreed to start a family.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Notes: Jather is set to marry Kitlira Janus in April.&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d15/6/88ef23.png&lt;br /&gt;
&amp;lt;br&amp;gt;Image of Kitlira.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Item: A pendant he received from Kit.&lt;br /&gt;
&lt;br /&gt;
===STARING DOWN THE BARREL===&lt;br /&gt;
NAME: Cpl. Will Aust&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Good Enough&amp;quot; Evanescence&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 21&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Good reflexes&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/19/61a641.png&lt;br /&gt;
&amp;lt;br&amp;gt;Will is about 4'10&amp;quot; and 125 lbs., and her build is very thin. She has short cropped hair which is black naturally, but she dies it green. Her eyes are brown. Her skin is very pale, and gets sunburned very easily. Her off duty clothing typically consists of cotton shirts, denim skirts, and sneakers, as well as some glasses. Her military attire is mostly standard, she wears the armband and green beret of a medic, and has padding on her right shoulder. Her bag carries her medical equipment mostly, and she has a special eyepiece for her vision (as well as HUD).&lt;br /&gt;
&amp;lt;br&amp;gt;BIO: When Will was born her parents wanted a boy, but instead got a girl, as such they choose a semi-ambiguous name for her. Her last name isn't the same as her parents, who gave her a surname reflecting the month in which she was born. When she turned 5 it was discovered that she was near-sighted in her right eye, so her parents got her some glasses and popped out the left lens. Will got ridiculed much through school because of this. She was never very strong, and couldn't take a punch very well, but she got used to relying on her reflexes to get out of trouble. Most of her grades in school were only average, but she did very well at life sciences, and later in medical training. During firearms training she injured her shoulder from the kickback of a rifle, but continued anyway. She wears padding on her right shoulder now to prevent further injury, though it's not necessary. She has an undieing will to prove herself as a good enough person for her parents to accept.&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: HUD Eyepiece, Medical Kit, Shoulder Padding, a modded T-13 SMG and a T-3 Pistol, and Mk. III armor with a medical band communications package.&lt;br /&gt;
&lt;br /&gt;
===THE BLACK ROSE WAR===&lt;br /&gt;
&amp;lt;br&amp;gt;NAME: Amilia Playwrite AKA &amp;quot;Scrounge&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Killer Inside&amp;quot; Hydrovibe feat. Shawnee Smith.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 19&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Explosives/Sub-Machine Guns&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Knowledgeable about mechanical and technological systems. She's gained a pretty good idea of how to properly build many things, mostly weapons and computer systems, and she's used this knowledge to great effect with her traps. She's also fair at Mounted Combat.&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/3/777541.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge sports long brown hair and bright green eyes, her skin is ruddy, but it's by no means dirty. Her right arm has a scar that makes it look akin to ground meat, though that doesn't seem to hamper her any. She now stands about 5'11&amp;quot; after a growth spurt, and weighs about the same she did during USHKS at 143 lb. Her clothing consists mainly of her old K-Site clothing. Her shirt is in rags and seems like it would fall apart if she ever took off her chest belts, her old BDU's have stood up well to a year of wear and tear, and they are held up by a complex belt which hold extra clips of ammo for her T-49 SMG. Her boots are still in usable condition, though they've taken a bit of a beating. She wears her old Hell's Pixies pin and a necklace, and has a pair of fingerless, padded gloves.&lt;br /&gt;
&amp;lt;br&amp;gt;HISTORY: After the events of USHKS Scrounge had left back to L-Site, where she fortified it against all intruders, bug and human alike. Most of these traps were computer controlled, as Scrounge took some time to learn the systems. These traps were mostly mundane, but there were some that required thought (such as her Sniper Array Decoy, which was mainly a bunch of laser sights set to an semi erratic loop). After a while Myka and Mika came to her to ask for her assistance, after launching a few of her traps at them, she agreed to join their ranks.&lt;br /&gt;
&amp;lt;br&amp;gt;PERSONAL ITEMS: Her old Hell's Pixies pin. &amp;quot;Steed&amp;quot; (has been fitted with light armor, a mounted SMG, and turbo.)&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: Scrounge has a few weapons at her disposal, including a backpack full of Fragmentation and Flash Bang grenades (mostly homemade, but just as effective), an old T-49 SMG 9mm (fitted with a custom Grenade launcher), and her old Knife and M-4 Carbine. She has a separate pack with ammo for her guns. &lt;br /&gt;
&lt;br /&gt;
===THE ELDERAI SAGA===&lt;br /&gt;
Name: Sgt. Amilia &amp;quot;Scrounge&amp;quot; Playwrite&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song:&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Light Brown&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Bright Green&lt;br /&gt;
&lt;br /&gt;
Off duty appearence:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d20/2354/8dcb8.png&lt;br /&gt;
&lt;br /&gt;
Bio: Beat a girl in the school bathroom for picking on one of her friends and was chosen for the Child Soldier program for it. Veteran of the Child Soldier Program, continued her enlisted at 18. Snagged Sgt. at 21 due to previous experience. Earned her HW cert as a CS and can proudly wear a Black Beret [signifies HW Certification]. earned her nickname due to her time as a CS during a field exercise she dug up an old motor cycle and has been working since then trying to get it running.&lt;br /&gt;
&lt;br /&gt;
Weapon Type: Heavy&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Engineer&lt;br /&gt;
&amp;lt;br&amp;gt;Any special Notes about the character:&lt;br /&gt;
*Served with Kerrigan in the Child Soldier Program&lt;br /&gt;
*Despite being a heavy weapons specialist, she is surprisingly lean (only about 110 lb.), though she is very tall (6'3&amp;quot;).&lt;br /&gt;
*A very loyal friend.&lt;br /&gt;
*Leader of Foxtrot Team.&lt;br /&gt;
*Tends to refer to others as &amp;quot;Mutts&amp;quot;, &amp;quot;Bitches&amp;quot;, or &amp;quot;Pups&amp;quot;. Depending on age or gender.&lt;br /&gt;
&lt;br /&gt;
Personal items: Black Beret, Her Child Soldier Badge (same as Kerrigan's).&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: T-11 HMG 7.62mm, T-3 .45 Cal (Sidearm), 2 Extra Ammo Belts for T-11, Bracing Belt, Standard Comm HUD.&lt;br /&gt;
&lt;br /&gt;
===WARSAW THE 42ND===&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Badges==&lt;br /&gt;
These are the badges achieved for various accomplishments.&lt;br /&gt;
*K-Site Original Player: http://i139.photobucket.com/albums/q282/pyrnrd/Ksite-1.jpg&lt;br /&gt;
*K-Site Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/USHKS-banner.gif&lt;br /&gt;
*Staring Down the Barrel Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/sdtb-banner.gif&lt;br /&gt;
*Zealots Impasse Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/iammobileinfantry.jpg&lt;br /&gt;
*Expendable First Class: http://i139.photobucket.com/albums/q282/pyrnrd/XP1C.jpg&lt;br /&gt;
*Lieutenant (Jr. Lt.): http://i139.photobucket.com/albums/q282/pyrnrd/JrLt.jpg&lt;br /&gt;
*Corporal: http://i139.photobucket.com/albums/q282/pyrnrd/Cpl.jpg&lt;br /&gt;
*Sergeant: http://i139.photobucket.com/albums/q282/pyrnrd/Sgt.jpg&lt;/div&gt;</description>
			<pubDate>Wed, 28 Jan 2009 11:49:09 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 Mercury Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
----&lt;br /&gt;
TBE (Total Bunny Experience): 638.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 4 (Combie &amp;amp; Conquer Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level04.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*10 Experience awarded for their 3rd and 4th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*75 Experience awarded for their 3rd half-year as a registered Bunny.&lt;br /&gt;
*45 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*50 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*50 Experience for inviting someone to post post on the forums. (People invited: Daniela_Joplin)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
GAME: UNSUNG HEROES OF K-SITE&lt;br /&gt;
&lt;br /&gt;
NAME: &amp;quot;Scrounge&amp;quot; (Real name is Amilia Playwrite)&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Rammstein&amp;quot; Rammstein.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 17&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Expendable, XP1C&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON: Knife, M-4 Carbine&lt;br /&gt;
&amp;lt;br&amp;gt;SPECIAL: Knowledgeable about ancient mechanic systems. She can study any mechanical object and mentally dissect it before anything else.&lt;br /&gt;
&lt;br /&gt;
APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/d02/7/070802f56a74.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge has short, choppy brown hair that looks like she took her own knife to it. Her eyes are greenish hazel, but she keeps a pair of goggles over them most of the time, so not many people see them. Her skin is ruddy and always covered with dirt, it's obvious she hasn't taken a true bath for some years, but she does apparently try to keep somewhat clean. She is about 5'4&amp;quot; and weighs about 145 pounds, and she sports a slim build. Her outfit is a black form fitting t-shirt, baggy denim shorts, and sneakers that at one point in time might have been white. Around her right arm is a bloodied bandage, the wound that she covered with it is healed up but she doesn't want to risk taking it off because of how much blood came out of the wound originally. In the K-Site she still wears her bandage, but it is covered up by her issued uniform.&lt;br /&gt;
&lt;br /&gt;
BIO: &amp;quot;Scrounge&amp;quot; is not her real name obviously, but she took it up to reflect her specialization in a post apocalyptic world. She used to live in L-Site with her mother and father, both of which are dead now. Throughout her school days she was picked on constantly, this caused her to retreat into her own little shell. So she mostly spent the rest of her time at school observing the other students and staying away from people she didn't like. She joined the gymnastics team and had trained a lot when Lima made their mistakes. Lima had a few problems, the first being they opened their doors way too early and a large amount of the population died, the comrades in charge of Lima decided in an attempt to get farming ops started sooner and more established, they would make a perimeter farm by spreading the chemical fertilizers around the bunker, luckily plants started growing but so did the bugs. Bugs raided the bunker and killed a lot of people she was picked up by one of the Lima fire teams and they helped her get to safe place taught her what they could they went back to the site to try and re-take it. They never returned and the scavenger part can take over from there. She had made a stronghold on the roof of the an abandoned parking structure and has fortified it over the years with cars, slabs of concrete, and any other material strong enough to deter bug attacks. While she was scrounging the local department store she came across a good knife that had ended up saving her life, as a bug had found her. She had gotten a good amount of blood spilled from a wound in her arm before she shoved the knife into the bug's skull. She kept the knife and continued fortifying her defenses. She's been returning to raid the library of l-site, plenty to salvage there, along with motor pools and destroyed vehicles, it was a Bonanza of scrap! She has been training for the past years with K-Site's 13th XPIS.&lt;br /&gt;
&lt;br /&gt;
PERSONAL ITEMS: Scrounge has her shelter on the roof of an abandoned parking structure, which has been fortified against bug attacks (She hasn't been there since she became an expendable for K-Site). She also has an old crotch rocket that she has been tinkering on, but it is currently not &amp;quot;Battle Tested&amp;quot; yet, though it does run. Mk. I Gear and Forest Camo BDUs, both of which were issued to her when she joined K-Site.&lt;br /&gt;
&lt;br /&gt;
COMBAT NOTES:&lt;br /&gt;
--- Operation Black Flag: One of the few survivors. No combat info.&lt;br /&gt;
--- Operation Vorpal: Went in with motorcycle. Discovered a conspiracy within K-Site.&lt;br /&gt;
--- Operation Dalor: Not in this Operation. Motorcycle retrieved by Kerrigan's team.&lt;br /&gt;
--- Operation Zenith: Part of a team sent to retrieve unknown materials from a JS-2 that was shot down. Shot in the upper right arm with a biochemical round. &lt;br /&gt;
----&lt;br /&gt;
GAME: ZEALOTS IMPASSE&lt;br /&gt;
&lt;br /&gt;
Name: Lieutenant Jather Marches&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: &amp;quot;Rosenrot (3AM at Cosy Remix by Jagz Kooner)&amp;quot; By Rammstein&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Brown with black streaks&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Dark yellow&lt;br /&gt;
&amp;lt;br&amp;gt;Off Duty Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d14/7/fe8c56.png&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Officer&lt;br /&gt;
&amp;lt;br&amp;gt;Weapon Type: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;Weapons: T-47 9mm Carbine, field medicine kit.&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Good Athlete (General)&lt;br /&gt;
&amp;lt;br&amp;gt;Character's History: Jather was raised by his parents to know that it was his duty to serve the Elders in any way shape or form. He took this to mean that he was to lead his charges in a way that would bring back home those that were worthy of coming back, to defend those that deserved to be defended. All for the glory of the Elders and the Colony. It made a slightly awkward childhood, but he managed through it. He agreed to serve as an officer and has recently graduated from the Red-Line portion of his OTC and is now a commissioned Medical Officer. Jather and Kitlira had been friends long before he went to training, it wasn't until after he got out of training that they agreed to start a family.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Notes: Jather is set to marry Kitlira Janus in April.&lt;br /&gt;
&amp;lt;br&amp;gt;http://public.tektek.org/img/av/m10/d15/6/88ef23.png&lt;br /&gt;
&amp;lt;br&amp;gt;Image of Kitlira.&lt;br /&gt;
&amp;lt;br&amp;gt;Special Item: A pendant he received from Kit.&lt;br /&gt;
----&lt;br /&gt;
GAME: STARING DOWN THE BARREL&lt;br /&gt;
&lt;br /&gt;
NAME: Cpl. Will Aust&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Good Enough&amp;quot; Evanescence&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 21&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;CLASS: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Medic&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Good reflexes&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/19/61a641.png&lt;br /&gt;
&amp;lt;br&amp;gt;Will is about 4'10&amp;quot; and 125 lbs., and her build is very thin. She has short cropped hair which is black naturally, but she dies it green. Her eyes are brown. Her skin is very pale, and gets sunburned very easily. Her off duty clothing typically consists of cotton shirts, denim skirts, and sneakers, as well as some glasses. Her military attire is mostly standard, she wears the armband and green beret of a medic, and has padding on her right shoulder. Her bag carries her medical equipment mostly, and she has a special eyepiece for her vision (as well as HUD).&lt;br /&gt;
&amp;lt;br&amp;gt;BIO: When Will was born her parents wanted a boy, but instead got a girl, as such they choose a semi-ambiguous name for her. Her last name isn't the same as her parents, who gave her a surname reflecting the month in which she was born. When she turned 5 it was discovered that she was near-sighted in her right eye, so her parents got her some glasses and popped out the left lens. Will got ridiculed much through school because of this. She was never very strong, and couldn't take a punch very well, but she got used to relying on her reflexes to get out of trouble. Most of her grades in school were only average, but she did very well at life sciences, and later in medical training. During firearms training she injured her shoulder from the kickback of a rifle, but continued anyway. She wears padding on her right shoulder now to prevent further injury, though it's not necessary. She has an undieing will to prove herself as a good enough person for her parents to accept.&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: HUD Eyepiece, Medical Kit, Shoulder Padding, a modded T-13 SMG and a T-3 Pistol, and Mk. III armor with a medical band communications package.&lt;br /&gt;
----&lt;br /&gt;
GAME: THE BLACK ROSE WAR&lt;br /&gt;
&amp;lt;br&amp;gt;NAME: Amilia Playwrite AKA &amp;quot;Scrounge&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;THEME SONG: &amp;quot;Killer Inside&amp;quot; Hydrovibe feat. Shawnee Smith.&lt;br /&gt;
&amp;lt;br&amp;gt;AGE: 19&lt;br /&gt;
&amp;lt;br&amp;gt;GENDER: Female&lt;br /&gt;
&amp;lt;br&amp;gt;WEAPON TYPE: Explosives/Sub-Machine Guns&lt;br /&gt;
&amp;lt;br&amp;gt;COMBAT SKILL: Knowledgeable about mechanical and technological systems. She's gained a pretty good idea of how to properly build many things, mostly weapons and computer systems, and she's used this knowledge to great effect with her traps. She's also fair at Mounted Combat.&lt;br /&gt;
&amp;lt;br&amp;gt;APPEARANCE:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/m01/d09/3/777541.png&lt;br /&gt;
&amp;lt;br&amp;gt;Scrounge sports long brown hair and bright green eyes, her skin is ruddy, but it's by no means dirty. Her right arm has a scar that makes it look akin to ground meat, though that doesn't seem to hamper her any. She now stands about 5'11&amp;quot; after a growth spurt, and weighs about the same she did during USHKS at 143 lb. Her clothing consists mainly of her old K-Site clothing. Her shirt is in rags and seems like it would fall apart if she ever took off her chest belts, her old BDU's have stood up well to a year of wear and tear, and they are held up by a complex belt which hold extra clips of ammo for her T-49 SMG. Her boots are still in usable condition, though they've taken a bit of a beating. She wears her old Hell's Pixies pin and a necklace, and has a pair of fingerless, padded gloves.&lt;br /&gt;
&amp;lt;br&amp;gt;HISTORY: After the events of USHKS Scrounge had left back to L-Site, where she fortified it against all intruders, bug and human alike. Most of these traps were computer controlled, as Scrounge took some time to learn the systems. These traps were mostly mundane, but there were some that required thought (such as her Sniper Array Decoy, which was mainly a bunch of laser sights set to an semi erratic loop). After a while Myka and Mika came to her to ask for her assistance, after launching a few of her traps at them, she agreed to join their ranks.&lt;br /&gt;
&amp;lt;br&amp;gt;PERSONAL ITEMS: Her old Hell's Pixies pin. &amp;quot;Steed&amp;quot; (has been fitted with light armor, a mounted SMG, and turbo.)&lt;br /&gt;
&amp;lt;br&amp;gt;INVENTORY: Scrounge has a few weapons at her disposal, including a backpack full of Fragmentation and Flash Bang grenades (mostly homemade, but just as effective), an old T-49 SMG 9mm (fitted with a custom Grenade launcher), and her old Knife and M-4 Carbine. She has a separate pack with ammo for her guns. &lt;br /&gt;
----&lt;br /&gt;
GAME: THE ELDERAI SAGA&lt;br /&gt;
&lt;br /&gt;
Name: Sgt. Amilia &amp;quot;Scrounge&amp;quot; Playwrite&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song:&lt;br /&gt;
&amp;lt;br&amp;gt;Class: Enlisted&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 23&lt;br /&gt;
&amp;lt;br&amp;gt;Hair: Light Brown&lt;br /&gt;
&amp;lt;br&amp;gt;Eyes: Bright Green&lt;br /&gt;
&lt;br /&gt;
Off duty appearence:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d20/2354/8dcb8.png&lt;br /&gt;
&lt;br /&gt;
Bio: Beat a girl in the school bathroom for picking on one of her friends and was chosen for the Child Soldier program for it. Veteran of the Child Soldier Program, continued her enlisted at 18. Snagged Sgt. at 21 due to previous experience. Earned her HW cert as a CS and can proudly wear a Black Beret [signifies HW Certification]. earned her nickname due to her time as a CS during a field exercise she dug up an old motor cycle and has been working since then trying to get it running.&lt;br /&gt;
&lt;br /&gt;
Weapon Type: Heavy&lt;br /&gt;
&amp;lt;br&amp;gt;Combat Skill: Engineer&lt;br /&gt;
&amp;lt;br&amp;gt;Any special Notes about the character:&lt;br /&gt;
*Served with Kerrigan in the Child Soldier Program&lt;br /&gt;
*Despite being a heavy weapons specialist, she is surprisingly lean (only about 110 lb.), though she is very tall (6'3&amp;quot;).&lt;br /&gt;
*A very loyal friend.&lt;br /&gt;
*Leader of Foxtrot Team.&lt;br /&gt;
*Tends to refer to others as &amp;quot;Mutts&amp;quot;, &amp;quot;Bitches&amp;quot;, or &amp;quot;Pups&amp;quot;. Depending on age or gender.&lt;br /&gt;
&lt;br /&gt;
Personal items: Black Beret, Her Child Soldier Badge (same as Kerrigan's).&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: T-11 HMG 7.62mm, T-3 .45 Cal (Sidearm), 2 Extra Ammo Belts for T-11, Bracing Belt, Standard Comm HUD.&lt;br /&gt;
----&lt;br /&gt;
GAME: WARSAW THE 42ND&lt;br /&gt;
&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Badges==&lt;br /&gt;
These are the badges achieved for various accomplishments.&lt;br /&gt;
*K-Site Original Player: http://i139.photobucket.com/albums/q282/pyrnrd/Ksite-1.jpg&lt;br /&gt;
*K-Site Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/USHKS-banner.gif&lt;br /&gt;
*Staring Down the Barrel Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/sdtb-banner.gif&lt;br /&gt;
*Zealots Impasse Veteran: http://i139.photobucket.com/albums/q282/pyrnrd/iammobileinfantry.jpg&lt;br /&gt;
*Expendable First Class: http://i139.photobucket.com/albums/q282/pyrnrd/XP1C.jpg&lt;br /&gt;
*Lieutenant (Jr. Lt.): http://i139.photobucket.com/albums/q282/pyrnrd/JrLt.jpg&lt;br /&gt;
*Corporal: http://i139.photobucket.com/albums/q282/pyrnrd/Cpl.jpg&lt;br /&gt;
*Sergeant: http://i139.photobucket.com/albums/q282/pyrnrd/Sgt.jpg&lt;/div&gt;</description>
			<pubDate>Fri, 21 Nov 2008 06:00:13 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 Mercury Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
----&lt;br /&gt;
TBE (Total Bunny Experience): 638.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 4 (Combie &amp;amp; Conquer Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level04.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*10 Experience awarded for their 3rd and 4th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*75 Experience awarded for their 3rd half-year as a registered Bunny.&lt;br /&gt;
*45 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*50 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*50 Experience for inviting someone to post post on the forums. (People invited: Daniela_Joplin)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
----&lt;/div&gt;</description>
			<pubDate>Fri, 21 Nov 2008 04:29:35 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's Inventory/Experience Pool==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
*1 military-grade flamethrower (Gift from Cheez.)&lt;br /&gt;
*1 â�¿ Symbol. (Awarded after finding the Snowman.)&lt;br /&gt;
----&lt;br /&gt;
TBE (Total Bunny Experience): 638.&lt;br /&gt;
&amp;lt;br&amp;gt;Current Bunny Level: Lvl 4 (Combie &amp;amp; Conquer Bunny).&lt;br /&gt;
&amp;lt;br&amp;gt;http://img.photobucket.com/albums/v510/Uite_Dauphni/levels/level04.gif&lt;br /&gt;
*253 Experience awarded for finding the Snowman.&lt;br /&gt;
*50 Experience awarded for their 1st 100 posts.&lt;br /&gt;
*25 Experience awarded for their 2nd 100 posts.&lt;br /&gt;
*10 Experience awarded for their 3rd and 4th 100 posts.&lt;br /&gt;
*25 Experience awarded for their 1st half-year as a registered Bunny.&lt;br /&gt;
*50 Experience awarded for their 2nd half-year as a registered Bunny.&lt;br /&gt;
*75 Experience awarded for their 3rd half-year as a registered Bunny.&lt;br /&gt;
*45 Experience for being the first to Glomp a Newbie. (First to Glomp: animemangavg, Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*5 Experience for being the 2nd-5th person to glomp a Newbie. (2nd-5th to glomp: yreomyr)&lt;br /&gt;
*50 Experience for being the first to give a Newbie Pack to a Newbie. (Newbie Packs given to: Dirty Dirty Catgirl, Daniela_Joplin.)&lt;br /&gt;
*50 Experience for inviting someone to post post on the forums. (People invited: Daniela_Joplin)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
----&lt;/div&gt;</description>
			<pubDate>Fri, 21 Nov 2008 04:28:45 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>Overly Complex Background Anemia Syndrome</title>
			<link>http://72.14.177.54/EGS_Mayhem/Overly_Complex_Background_Anemia_Syndrome</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* RPs believed to be or have been affected by OCBAS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Overly Complex Background Anemia Syndrome''', or '''OCBAS''', is an unfortunate side effect that frequently, although not always, plagues RPs with particularly developed and/or detailed backgrounds. It causes them to dwindle, sometimes starting out with a normal postrate but other times being slow throughout their lives, usually dying with a page count well below the norm for RPs of the time. In addition to this, they tend to catch fewer players' interest to start with, which puts them in peril when the inevitable handful of dropouts happen.&lt;br /&gt;
&lt;br /&gt;
However, not every RP with a highly developed background has been affected by OCBAS. The [[War]], for example, has one of the most detailed backgrounds and histories on Mayhem; however, it originated in [[Carrot..?]] and has several GMs to help manage it. Other RPs have had detailed backgrounds develop (or, alternately, be revealed) over time, such as the [[Classmates RP]], rather than starting with a fully-fleshed-out concept.&lt;br /&gt;
&lt;br /&gt;
==RPs believed to be or have been affected by OCBAS==&lt;br /&gt;
*The [[Driftersverse]] RPs&lt;br /&gt;
*[[Fade, The Second Age of Man]]&lt;br /&gt;
*Anything by [[Piebunny]], with the exception of [[The Massive Flaming Plane Crash Thread]]&lt;br /&gt;
*Many of Zerras' Elderai Saga either crash and burn halfway through the script, or never leave the ground. His most notable failure in this case happened on a non-Keen forum.&lt;br /&gt;
*Add more if you think the description applies.&lt;br /&gt;
&lt;br /&gt;
[[Category:Afflictions]]&lt;/div&gt;</description>
			<pubDate>Fri, 21 Nov 2008 02:46:36 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/Talk:Overly_Complex_Background_Anemia_Syndrome</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's inventory==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 Standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 Squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 Magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
&lt;br /&gt;
Feat: &amp;quot;Run for it&amp;quot;&lt;br /&gt;
----&lt;/div&gt;</description>
			<pubDate>Thu, 20 Nov 2008 23:24:33 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's inventory==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 Standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 Squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 Magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
&amp;lt;br&amp;gt;Age: 17&lt;br /&gt;
&amp;lt;br&amp;gt;Sex: Female&lt;br /&gt;
&amp;lt;br&amp;gt;Job: Student&lt;br /&gt;
&amp;lt;br&amp;gt;Alignment: Warsaw&lt;br /&gt;
&amp;lt;br&amp;gt;Appearance:&lt;br /&gt;
&amp;lt;br&amp;gt;http://public2.tektek.org/img/av/0811/d15/0410/365627.png&lt;br /&gt;
&amp;lt;br&amp;gt;5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
&amp;lt;br&amp;gt;personality: Hyper (See bio)&lt;br /&gt;
&amp;lt;br&amp;gt;Theme Song: N/A&lt;br /&gt;
&amp;lt;br&amp;gt;Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
&amp;lt;br&amp;gt;Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Defense: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Agility: 13&lt;br /&gt;
&amp;lt;br&amp;gt;Accuracy: 10&lt;br /&gt;
&amp;lt;br&amp;gt;Intelligence: 11&lt;br /&gt;
&amp;lt;br&amp;gt;Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Communications: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Critical Thinking: 2&lt;br /&gt;
&amp;lt;br&amp;gt;Hand-to-Hand: 1&lt;br /&gt;
&amp;lt;br&amp;gt;Marksmanship: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Medical: 0&lt;br /&gt;
&amp;lt;br&amp;gt;Misdirection: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Physical Fitness: 4&lt;br /&gt;
&amp;lt;br&amp;gt;Tactics: 3&lt;br /&gt;
&amp;lt;br&amp;gt;Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
&amp;lt;br&amp;gt;MP: 18/18&lt;br /&gt;
----&lt;/div&gt;</description>
			<pubDate>Thu, 20 Nov 2008 06:52:28 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's inventory==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 Standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 Squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 Magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;br /&gt;
&lt;br /&gt;
==Characters and RPs==&lt;br /&gt;
Has played in many of Zerras' Elderai Saga RPs. Even one on a non-Keen forum. (That RP is a sad reminder of why you should not drink too many energy drinks.)&lt;br /&gt;
&lt;br /&gt;
Currently Seth is involved in Zerras' &amp;quot;Warsaw the 42nd&amp;quot; RP, playing Amy Terrell.&lt;br /&gt;
----&lt;br /&gt;
Name: Amy Terrell&lt;br /&gt;
Age: 17&lt;br /&gt;
Sex: Female&lt;br /&gt;
Job: Student&lt;br /&gt;
Alignment: Warsaw&lt;br /&gt;
Appearance:&lt;br /&gt;
[url=http://tektek.org/avatar/21041049][img]http://public2.tektek.org/img/av/0811/d15/0410/365627.png[/img][/url]&lt;br /&gt;
5'10&amp;quot; and 135 lb., she has a slight build, and long limbs. Her hair is orange-red, and is styled like tomboy haircuts, mostly because this keeps it from hindering her when doing Parkour. Her eyes are wide and blue. Her complexion is Celtic, which is to say that she gets sunburned easily. Her arms and legs have many small cuts in varying stages of healing, and she goes through cloths quickly no matter how tough the material used to create it is. She typically wears form-fitted t-shirts and shorts, and good quality trainers.&lt;br /&gt;
personality: Hyper (See bio)&lt;br /&gt;
Theme Song: N/A&lt;br /&gt;
Bio: Amy is a Detroit native. She has an excellent short-term memory, but without constant reinforcement she forgets a lot of information easily. This qualified her for special education services. She turned down classes in exchange for being allowed to use open notes and a computer on tests. She practiced Parkour in her free-time, and uses it now for practical pursuits (running messages for Warsaw). She was in JROTC, and had above average marks in rifle practice. She's not combative, and is more likely to talk to others. She's not visually hyper (i.e., quick motions for tiny movements), but she does have a lot of energy that seems to come from nowhere. She stole her pistol and knife from her father, who is allied with the U.S. Military. Her mother has not chosen a side.&lt;br /&gt;
Inventory: Messenger bag, 9mm pistol, &amp;quot;standard student gear&amp;quot; (pens, pencils, notepad, binders), laptop, combat knife.&lt;br /&gt;
&lt;br /&gt;
Strength: 4&lt;br /&gt;
Defense: 4&lt;br /&gt;
Agility: 13&lt;br /&gt;
Accuracy: 10&lt;br /&gt;
Intelligence: 11&lt;br /&gt;
Perception: 11&lt;br /&gt;
&lt;br /&gt;
Ad-Hoc Tech: 0&lt;br /&gt;
Communications: 2&lt;br /&gt;
Critical Thinking: 2&lt;br /&gt;
Hand-to-Hand: 1&lt;br /&gt;
Marksmanship: 3&lt;br /&gt;
Medical: 0&lt;br /&gt;
Misdirection: 3&lt;br /&gt;
Physical Fitness: 4&lt;br /&gt;
Tactics: 3&lt;br /&gt;
Tech-Savvy: 2&lt;br /&gt;
&lt;br /&gt;
HP: 17/17&lt;br /&gt;
MP: 18/18&lt;br /&gt;
----&lt;/div&gt;</description>
			<pubDate>Thu, 20 Nov 2008 06:47:59 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;/* Seth/Sara's inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's inventory==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity. Thanks to davecom3 a few items have been recovered.&lt;br /&gt;
*1 Standard TF Gun.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*18 cans of unlabeled soda.&lt;br /&gt;
*3 Squirrel teddies.&lt;br /&gt;
*3 dead fish.&lt;br /&gt;
*3 cookies wrapped in shiny plastic.&lt;br /&gt;
*1 Magic pen, to redraw other people. (Newbie Gift from B.T. Isaac.)&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;/div&gt;</description>
			<pubDate>Thu, 20 Nov 2008 06:34:24 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
		<item>
			<title>User:SethSara</title>
			<link>http://72.14.177.54/EGS_Mayhem/User:SethSara</link>
			<description>&lt;p&gt;SethSara:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sara: &amp;quot;Hey guys, this is just a place holder until me and Seth get all set up.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Seth: &amp;quot;Where's the slash!? We're supposed to have a slash in between our names!&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;Sara: &amp;quot;Wiki stole our slash for it's own devices...&amp;quot; &amp;gt;.&amp;gt; &amp;lt;.&amp;lt; &amp;gt;.&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Seth/Sara's inventory==&lt;br /&gt;
Seth and Sara each have one of these items, they are rolled together for simplicity.&lt;br /&gt;
*2 experimental TF Guns. The exact functions of these guns are unknown, however, Seth was turned into a full Aardvark instead of an Anthro one when he tried using it on himself.&lt;br /&gt;
*12 cans of unlabeled soda.&lt;br /&gt;
*2 Squirrel Teddies.&lt;br /&gt;
*2 dead fish.&lt;br /&gt;
*2 cookies wrapped in shiny plastic.&lt;br /&gt;
&lt;br /&gt;
==Current Plots==&lt;br /&gt;
Recently, Seth and Sara have stolen enough items from the [http://forums.keenspot.com/viewtopic.php?f=81&amp;amp;t=103578&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a Newbie Gear Processing Plant]. Sara believes no one knows of her involvement, but she cannot speak for Seth on that matter.&lt;br /&gt;
&lt;br /&gt;
The two are hiding out on the Interdimensional Space Fish until the investigation settles itself and blames Ajac.&lt;/div&gt;</description>
			<pubDate>Mon, 17 Nov 2008 03:42:51 GMT</pubDate>			<dc:creator>SethSara</dc:creator>			<comments>http://72.14.177.54/EGS_Mayhem/User_talk:SethSara</comments>		</item>
	</channel>
</rss>