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		<id>http://www.masq.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marco262</id>
		<title>Masq - Contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://www.masq.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Marco262"/>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Special:Contributions/Marco262"/>
		<updated>2026-06-29T05:00:14Z</updated>
		<subtitle>Contributions</subtitle>
		<generator>MediaWiki 1.20.6</generator>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex7.jpg</id>
		<title>File:Alex7.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex7.jpg"/>
				<updated>2011-07-16T07:57:35Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-05-20T07:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;Boy, the true test of a man dinnae come down to one moment. Any fucker can overcome an obstacle if trapped in a corner. A real man shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Alex... He's young. And he's kinda dumb. But again, he can be trusted... with your life, if not your sister.&amp;quot;&amp;lt;br&amp;gt;''Trace'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;My manners are poor, sure. But if I'm rough around the edges, it's because these are supposed to be '''cutting''' edges. And they see a lot of use.&amp;quot;&amp;lt;br&amp;gt;''Alex''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Let us toast to animal pleasures, to escapism, to rain on the roof and instant coffee, to unemployment insurance and library cards, to absinthe and good-hearted landlords, to music and warm bodies and contraceptives... and to the ‘good life,’ whatever it is and wherever it happens to be.&amp;quot;&amp;lt;br&amp;gt;''Hunter S. Thompson''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Life should not be a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside in a cloud of smoke, thoroughly used up, totally worn out, and loudly proclaiming &amp;quot;Wow! What a Ride!&amp;quot;&amp;quot;&amp;lt;br&amp;gt;''Hunter S. Thompson''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-05-14T07:40:10Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;Boy, the true test of a man dinnae come down to one moment. Any fucker can overcome an obstacle if trapped in a corner. A real man shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Alex... He's young. And he's kinda dumb. But again, he can be trusted... with your life, if not your sister.&amp;quot;&amp;lt;br&amp;gt;''Trace'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;My manners are poor, sure. But if I'm rough around the edges, it's because these are supposed to be '''cutting''' edges. And they see a lot of use.&amp;quot;&amp;lt;br&amp;gt;''Alex''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Let us toast to animal pleasures, to escapism, to rain on the roof and instant coffee, to unemployment insurance and library cards, to absinthe and good-hearted landlords, to music and warm bodies and contraceptives... and to the ‘good life,’ whatever it is and wherever it happens to be.&amp;quot;&amp;lt;br&amp;gt;''Hunter S. Thompson''&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-05-06T15:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;Boy, the true test of a man dinnae come down to one moment. Any fucker can overcome an obstacle if trapped in a corner. A real man shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Alex... He's young. And he's kinda dumb. But again, he can be trusted... with your life, if not your sister.&amp;quot;&amp;lt;br&amp;gt;''Trace'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;My manners are poor, sure. But if I'm rough around the edges, it's because these are supposed to be '''cutting''' edges. And they see a lot of use.&amp;quot;&amp;lt;br&amp;gt;''Alex''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-04-13T15:55:13Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;Boy, the true test of a man dinnae come down to one moment. Any fucker can overcome an obstacle if trapped in a corner. A real man shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Alex... He's young. And he's kinda dumb. But again, he can be trusted... with your life, if not your sister.&amp;quot;&amp;lt;br&amp;gt;''Trace''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Allies</id>
		<title>Alex/Allies</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Allies"/>
				<updated>2011-03-13T21:14:49Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Weston]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Melissa]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Hayden]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weston.jpg|75px|Stick boy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than he looks.''' Note to self: Don't let him get you in a headlock.'' &lt;br /&gt;
| [[Image:Melissa.jpg|75px|Songbird on Wheels]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than she looks.''' She thinks she deserved this? Bullshit. She deserves so much better.'' &lt;br /&gt;
| [[Image:Hayden.jpg|75px|Protective Older Sister]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Good dancer.''' She's someone I never want to piss off. Not because she'll hurt me, but because then I'll ''know'' I've gone too far.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Fred]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Nieve]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Gareth]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frederick_Iceteeth.png|75px|Nice eyepatch]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''A really hoopy frood''' Definitely was not expecting this guy to have a sense of humor. Nice surprise!'' &lt;br /&gt;
| [[Image:Nieve.jpg|75px|Spooky-Pants!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Nice butt.''' Wish I saw more of you. I believe I could learn a lot from you.'' &lt;br /&gt;
| [[Image:Gareth.jpg|75px|Mysteeeeeerious!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You gotta lot of secrets.''' o/` And I've got one of yours! o/`'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Kiley]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Damian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Soba]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kiley1.jpg|75px|Queen of the Belly Rubs]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You've got Magic Fingers~''' If you weren't taken, I'd jump all over that.''&lt;br /&gt;
| [[Image:Damian.jpg|75px|Drinking Buddy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''By far, the funniest guy in the whole city.''' Just gotta be careful not to get naked around him.'' &lt;br /&gt;
| [[Image:Soba.jpg|75px|Short stack]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You're like a kitten. Trouble wrapped in an adorable, pointy little package.''' I can see why everyone wants to be your protector. Do you really want another?'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Trace]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Deacon]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Wren]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Trace2.jpg|75px|Thing 1]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Awwww...''' They think they're people!''&lt;br /&gt;
| [[Image:Deacon.jpg|75px|Thing 2]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''He opened up more doors for me than he realizes, I think.''' I don't think I'll ever be able to repay him.'' &lt;br /&gt;
| [[Image:Wren.jpg|75px|Red]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''She's got it.''' In all the right places.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Jai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Jai.jpg|75px]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Don't know much about him.''' I think I've still got some repaying to do.''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Allies</id>
		<title>Alex/Allies</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Allies"/>
				<updated>2011-03-13T19:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Weston]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Melissa]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Hayden]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weston.jpg|75px|Stick boy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than he looks.''' Note to self: Don't let him get you in a headlock.'' &lt;br /&gt;
| [[Image:Melissa.jpg|75px|Songbird on Wheels]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than she looks.''' She thinks she deserved this? Bullshit. She deserves so much better.'' &lt;br /&gt;
| [[Image:Hayden.jpg|75px|Protective Older Sister]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Good dancer.''' She's someone I never want to piss off. Not because she'll hurt me, but because then I'll ''know'' I've gone too far.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Fred]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Nieve]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Gareth]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frederick_Iceteeth.png|75px|Nice eyepatch]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''A really hoopy frood''' Definitely was not expecting this guy to have a sense of humor. Nice surprise!'' &lt;br /&gt;
| [[Image:Nieve.jpg|75px|Spooky-Pants!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Nice butt.''' Wish I saw more of you. I believe I could learn a lot from you.'' &lt;br /&gt;
| [[Image:Gareth.jpg|75px|Mysteeeeeerious!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You gotta lot of secrets.''' o/` And I've got one of yours! o/`'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Kiley]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Damian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Soba]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kiley1.jpg|75px|Queen of the Belly Rubs]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You've got Magic Fingers~''' If you weren't taken, I'd jump all over that.''&lt;br /&gt;
| [[Image:Damian.jpg|75px|Drinking Buddy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''By far, the funniest guy in the whole city.''' Just gotta be careful not to get naked around him.'' &lt;br /&gt;
| [[Image:Soba.jpg|75px|Short stack]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You're like a kitten. Trouble wrapped in an adorable, pointy little package.''' I can see why everyone wants to be your protector. Do you really want another?'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Trace]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Deacon]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Wren]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Trace.jpg|75px|Thing 1]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Not a whole lot to say about her.''' She's just...not what I expected.''&lt;br /&gt;
| [[Image:Deacon.jpg|75px|Thing 2]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''He opened up more doors for me than he realizes, I think.''' I don't think I'll ever be able to repay him.'' &lt;br /&gt;
| [[Image:Wren.jpg|75px|Red]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''She's got it.''' In all the right places.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Jai]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Jai.jpg|75px]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Don't know much about him.''' I think I've still got some repaying to do.''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Allies</id>
		<title>Alex/Allies</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Allies"/>
				<updated>2011-03-13T19:58:09Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Weston]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Melissa]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Hayden]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weston.jpg|75px|Stick boy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than he looks.''' Note to self: Don't let him get you in a headlock.'' &lt;br /&gt;
| [[Image:Melissa.jpg|75px|Songbird on Wheels]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than she looks.''' She thinks she deserved this? Bullshit. She deserves so much better.'' &lt;br /&gt;
| [[Image:Hayden.jpg|75px|Protective Older Sister]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Good dancer.''' She's someone I never want to piss off. Not because she'll hurt me, but because then I'll ''know'' I've gone too far.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Fred]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Nieve]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Gareth]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frederick_Iceteeth.png|75px|Nice eyepatch]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''A really hoopy frood''' Definitely was not expecting this guy to have a sense of humor. Nice surprise!'' &lt;br /&gt;
| [[Image:Nieve.jpg|75px|Spooky-Pants!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Nice butt.''' Wish I saw more of you. I believe I could learn a lot from you.'' &lt;br /&gt;
| [[Image:Gareth.jpg|75px|Mysteeeeeerious!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You gotta lot of secrets.''' o/` And I've got one of yours! o/`'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Kiley]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Damian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Soba]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kiley1.jpg|75px|Queen of the Belly Rubs]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You've got Magic Fingers~''' If you weren't taken, I'd jump all over that.''&lt;br /&gt;
| [[Image:Damian.jpg|75px|Drinking Buddy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''By far, the funniest guy in the whole city.''' Just gotta be careful not to get naked around him.'' &lt;br /&gt;
| [[Image:Soba.jpg|75px|Short stack]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You're like a kitten. Trouble wrapped in an adorable, pointy little package.''' I can see why everyone wants to be your protector. Do you really want another?'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Trace]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Deacon]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Wren]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Trace.jpg|75px|Thing 1]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Not a whole lot to say about her.''' She's just...not what I expected.''&lt;br /&gt;
| [[Image:Deacon.jpg|75px|Thing 2]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''He opened up more doors for me than he realizes, I think.''' I don't think I'll ever be able to repay him.'' &lt;br /&gt;
| [[Image:Wren.jpg|75px|Red]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''She's got it.''' In all the right places.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Trace]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Deacon]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [Image:Jai.jpg|75px|]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Don't know much about him.''' I think I've still got some repaying to do.''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Allies</id>
		<title>Alex/Allies</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Allies"/>
				<updated>2011-03-13T19:45:24Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Weston]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Melissa]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Hayden]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weston.jpg|75px|Stick boy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than he looks.''' Note to self: Don't let him get you in a headlock.'' &lt;br /&gt;
| [[Image:Melissa.jpg|75px|Songbird on Wheels]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than she looks.''' She thinks she deserved this? Bullshit. She deserves so much better.'' &lt;br /&gt;
| [[Image:Hayden.jpg|75px|Protective Older Sister]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Good dancer.''' She's someone I never want to piss off. Not because she'll hurt me, but because then I'll ''know'' I've gone too far.'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Fred]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Nieve]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Gareth]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Frederick_Iceteeth.png|75px|Nice eyepatch]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''A really hoopy frood''' Definitely was not expecting this guy to have a sense of humor. Nice surprise!'' &lt;br /&gt;
| [[Image:Nieve.jpg|75px|Spooky-Pants!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Nice butt.''' Wish I saw more of you. I believe I could learn a lot from you.'' &lt;br /&gt;
| [[Image:Gareth.jpg|75px|Mysteeeeeerious!]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You gotta lot of secrets.''' o/` And I've got one of yours! o/`'' &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Kiley]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Damian]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Soba]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Kiley.jpg|75px|Queen of the Belly Rubs]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You've got Magic Fingers~''' If you weren't taken, I'd jump all over that.''&lt;br /&gt;
| [[Image:Damian.jpg|75px|Drinking Buddy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''By far, the funniest guy in the whole city.''' Just gotta be careful not to get naked around you.'' &lt;br /&gt;
| [[Image:Soba.jpg|75px|Short stack]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''You're like a kitten. Trouble wrapped in an adorable, pointy little package.''' I can see why everyone wants to be your protector. Do you really want another?'' &lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Allies</id>
		<title>Alex/Allies</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Allies"/>
				<updated>2011-03-13T19:22:46Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Weston]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Melissa]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Hayden]]&amp;lt;/center&amp;gt;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | &amp;lt;Center&amp;gt;[[Fred]]&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Image:Weston.jpg|75px|Stick boy]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than he looks.''' Note to self: Don't let him get you in a headlock.'' &lt;br /&gt;
| [[Image:Melissa.jpg|75px|Songbird on Wheels]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Stronger than she looks.''' She thinks she deserved this? Bullshit. She deserves so much better.'' &lt;br /&gt;
| [[Image:Hayden.jpg|75px|Protective Older Sister]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''Good dancer.''' She's someone I never want to piss off. Not because she'll hurt me, but because then I'll ''know'' I've gone too far.'' &lt;br /&gt;
| [[Image:Fred.jpg|75px|Nice eyepatch]]&lt;br /&gt;
| width=&amp;quot;250&amp;quot; | '''''A really hoopy frood''' Definitely was not expecting this guy to have a sense of humor. Nice surprise!'' &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Gallery</id>
		<title>Alex/Gallery</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Gallery"/>
				<updated>2011-03-13T18:54:51Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;gallery perrow=4 widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt; &lt;br /&gt;
Image:Alex1.jpg&lt;br /&gt;
Image:Alex2.jpg&lt;br /&gt;
Image:Alex3.jpg&lt;br /&gt;
Image:Alex4.jpg&lt;br /&gt;
Image:Alex5.jpg&lt;br /&gt;
Image:Alex6.jpg&lt;br /&gt;
Image:Alex7.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex4.jpg</id>
		<title>File:Alex4.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex4.jpg"/>
				<updated>2011-03-13T18:54:33Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: uploaded a new version of &amp;quot;File:Alex4.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex8.jpg</id>
		<title>File:Alex8.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex8.jpg"/>
				<updated>2011-03-13T18:49:25Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex6.jpg</id>
		<title>File:Alex6.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex6.jpg"/>
				<updated>2011-03-04T09:00:29Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex5.jpg</id>
		<title>File:Alex5.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex5.jpg"/>
				<updated>2011-03-04T08:59:50Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Gallery</id>
		<title>Alex/Gallery</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Gallery"/>
				<updated>2011-03-04T08:58:36Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;gallery perrow=4 widths=&amp;quot;150px&amp;quot; heights=&amp;quot;150px&amp;quot;&amp;gt; &lt;br /&gt;
Image:Alex1.jpg&lt;br /&gt;
Image:Alex2.jpg&lt;br /&gt;
Image:Alex3.jpg&lt;br /&gt;
Image:Alex4.jpg&lt;br /&gt;
Image:Alex5.jpg&lt;br /&gt;
Image:Alex6.jpg&lt;br /&gt;
Image:Alex7.jpg&lt;br /&gt;
Image:Alex8.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex3.jpg</id>
		<title>File:Alex3.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex3.jpg"/>
				<updated>2011-03-04T08:48:27Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: uploaded a new version of &amp;quot;File:Alex3.jpg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Behind_the_Mask_-_Part_1</id>
		<title>Behind the Mask - Part 1</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Behind_the_Mask_-_Part_1"/>
				<updated>2011-02-22T01:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Because you guys asked for it...I present you FANFICTION. However, not Slash. Slash comes later. Oo baby.  PS: wiki wizzes, feel free to pimp my format...''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Author's Note: I LUV MASQ!!~!! its like the best thing EVER an i wanted to do something fun w/my fave chars. so hers part1 of BEHIND THE MASK. Plz comment n thumbs up!!!1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PART ONE ==&lt;br /&gt;
&lt;br /&gt;
It was 8:00 PM and raining outside so the world was dark (AN: lawl~). Liane was just coming out of class which wasnt fun bcuz even tho she's super smart, smart enuff to be in MENSA shes really shy so she doesnt raise her hand to answer any questions except when some1 answers 1 wrong  and she corrects them bcuz she's the teacher's asistent. Suddenly she heard a scream n went 2 check it out n then she saw something unreall!!!!!&lt;br /&gt;
&lt;br /&gt;
Their was this huge man liek eight feet tall w/o a shirt and covered in hair n he had a head like a dogs! An behind him in the shadows they're was a man dressed in an armani suit with prada shoes. He had black hair and red eyes. All his clothes were black expect for a red hankerchef in his pocket and he was really pale. He had a god watch too that looked real and really pointy teeth sticking out from his lips. The hair guy wore jeans n had on a leather vest.  ''OMG'' Annie thought as she saw them n hid behind a dumpster. ''Wat culd they be?''&lt;br /&gt;
&lt;br /&gt;
'you'd better get out of here u moskweeto this is my territory' the woflman said. His voice was like a dog's growl.&lt;br /&gt;
&lt;br /&gt;
'Out of my way u dont scare me fleabag. i don't have to listen to u!' the vampire said arrogantly in a sexy deep voice and then grew claws!!! They were long and really sharp!!!!&lt;br /&gt;
&lt;br /&gt;
The werewolf growled and the 2 began fighting n both of them went into a Frenzy n it was really dangerous. Liane was scared but to curious to leave bcuz she thought she recognised 1 of the voice so she moved closer. Suddenly both of them heard her n they turned to look at her!!&lt;br /&gt;
&lt;br /&gt;
'I smell lunch' the vampyr sad, licking his lips n his eyes glowed red. &amp;quot;She's mine&amp;quot; growled the werewolf.&amp;quot;&lt;br /&gt;
'let's capture her and then we can decide wat to do with her' the vampire suggested. 'okay'&lt;br /&gt;
&lt;br /&gt;
''OMG have i gone crazy again???'' Liane thought to herself, but no the two things were approaching!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ANNIE GET DOWN&amp;quot; a woman's voice shouted n Liane ducked n bullets flew over her head!! Only they werent bullets they were those dart thinks with the fluffy tips wich r used to make animals fall asleep. They hit the werwolve and he screams n falls 2 the ground n the vampire n Liane looks around and they'res Petra on the rooftop with a crossbow!! Shes wearing a skintight leather jumpsuit with a zipper in the front n some really cool stiletto heels n black sunglasses and a trenchcoat that blows in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh my gosh is that u wat are u doing Petra???&amp;quot; Liane gasps n the vampire says 'Dont shoot or ill drain your blood1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'Quik Annie climb up the fier escape while i handle this bludsukker.' Petra exclaims as she jumps down from the roof. The vampire attacks her with his claw but Petra pulls out a sword n she stabs him!! Hes already injured from the fight with the wherewolf so he runs away. &amp;quot;Annie lets go we.&amp;quot; Petra says, grabing Lianes arm n dragging her out the alley n into a cab.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Jai quick thers a vampire n he's calling his friends we have to get away they attacked Annie.&amp;quot; Petra explains as she kisses Jai hello bcuz their dating. &amp;quot;Okay Mistress&amp;quot; Jai says happily n then he throws some dust on the grrlz. Liane sneezes n when she opens her eyes suddenly evryting is diffrent!!!!!&lt;br /&gt;
&lt;br /&gt;
Jai now has pointy ears n long black hair. He has earrings n studs all over his really long ears. His hair is long silky now, and he looks kind of hot. &amp;quot;OMG wut is goin on???&amp;quot; Liane says n she bursts crying bcuz so much has happened 2day.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sory Annie.&amp;quot; Petra sez you got attacked by a vampire n a wherewulf and jai and i saved u bcuz we're akchully not nromal ppl.&amp;quot; Petra sez.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;im an elf only not like santas lol.&amp;quot; jai seys. &amp;quot;i'm like legolas except I'm an urban elf from teh Dreaming.&amp;quot; &amp;quot;And i'm actually the dotter of 2 russhen spies but i was born here cuz my mom n dad retired n raised me in america n i didnt know until they died.' Petra says and she cried it was only 1 tear but she loocked really sad.&lt;br /&gt;
&lt;br /&gt;
'Its okay petra.' Liane says n she stopped crying bcuz petra's life was so much sadder than hers. 'wut's the dreaming n where r u taking me?&amp;quot; Line asked politely but it wuz obvious she wanted an answer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;2 go see some1 who can keep u safe since I didnt kill the vanpire.&amp;quot; petra explains carefuly. \&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yeah ur weak liane so we have 2 take u somewhere safe. N theres a guy who can do that. Mistress sometimes works 4 him.&amp;quot; Jai explains as they drive thru the dreaming n get 2 a church realy fast.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;sorry for being week.&amp;quot; liane says humbly even tho shes secretly a master of ninjitsu like nartuo but she took a vow of pasificism. &amp;quot;I dont liek hurtin ppl&amp;quot; then they get out of the taxi n are at the church.&lt;br /&gt;
&lt;br /&gt;
Its San filips but its really big and ornate and since its dark it looks a little scary when theywalk in. Then they walk up 2 the altar n theres two boys there w/dark hair n pale skin. The smaller boy was neeling in front of the cross n praying n the moonlit shone right on him. He wore really faded blu jeans n messed up sneakers but a white choir boy's robes over his shirt. The taller boy was in the shadows so u couldnt see him very well but he had black hair with red streaks. He was wearing all black leather with a wilver belt buckle shaped like a cross n he had a black trenchcoat with a red cross on the back. his sleeves had red crosses on them to n the trenchcoat was lined w/fur.&lt;br /&gt;
&lt;br /&gt;
'hey Alex' petra calls out with a smirk and jai looks a little upset but not really. the young guy in the shadows looks liek 18 or 19 n he nods towards petra and jai and looks at liane but she doesnt notice bcuz she's looking at the cross n praying cuz she's catolik. 'this is annie shes our friends n vampires and a werewofl attacked her' Jai explains. 'shes normal n scared so we thought He could protect her.'&lt;br /&gt;
&lt;br /&gt;
&amp;quot;he's busy whyy shuld we help u.&amp;quot; Alex said n he smirked. 'you guys r weak u should have managed to kill them i bet i could.' then the boy who wus praying turned in liane gasped cuz he was really young n innocent looking but his eyes were hazel n changed colors depending on his mood n really keen and smart n filled w/intelligence n secrets. He looked young but his eyes were really old liek he'd seen more thne his 15 yrs let him n hehad an aura of peace around him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Alex we have 2 help them.&amp;quot; the boy said quietly&lt;br /&gt;
&lt;br /&gt;
&amp;quot;but wes,&amp;quot; alex whined with a scowl 'they're outsiders n this will put u in danger'&lt;br /&gt;
&lt;br /&gt;
&amp;quot;thats okay u'll be here 2 save me&amp;quot; the boy says confidentally. 'but we have 2 help her she's in trouble. It's important.' Weston said with a small mystirious smile. 'Liane is very importint n she believes in God.'&lt;br /&gt;
&lt;br /&gt;
'Yes i do its nice to meet you.' Liane finally says. 'who r u plz' &amp;quot;My name is Weston n I live in the church. i think of God as my father n i try to be a good person'. Wes explained, n the moonlite glittered around him n he looked really holy like a picture of n angel except w/o the wings. 'dont worry liane we can help protect u n teach you where you came from.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
jai and petra looked confused n so did Liane. &amp;quot;came from but i came from new york&amp;quot; she says.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;no thats were u wer born.&amp;quot; wes explains &amp;quot;but u r secretly............an incarnae spirit!&amp;quot; he says dramatically. Alex n Jai gasp n petra faints~!!!&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
''&lt;br /&gt;
LOL TY for reding pt1~ &amp;lt;3 &amp;lt;(^_^)&amp;gt; If i get 10 gud revies ill post pt2!!!!''&lt;br /&gt;
&lt;br /&gt;
===Comments/Reviews===&lt;br /&gt;
* OMG OMG OMG this is lyk the BEST story evar i lyk how theirs lyk conflykt and stuff and you shud wryte pat 2 lyk tonyte ok?  Also cn i be in it moar?  OMG i haf 2 no wut happens! Thums lyk way up totly!  -- JDMlol &amp;lt;3 &amp;lt;3 &amp;lt;3&lt;br /&gt;
&lt;br /&gt;
* ogod that wz so kewl!!1 i luv tat u put me in it cuz were liek best frenz n i luv teh partz wiff me in dem da bestest. can i hav a vampyre baby taht wud be so sad cuz she hatez vampz n how wud she tel jai??? also teh baby cud be supr hawt cuz petar is so prety - P&lt;br /&gt;
** OMG yah n then lyk Alex cud fall in luv with her at byrth cuz theyd be lyk made 4 each other thatd b so romantyk lol! - J&lt;br /&gt;
***LOL n then jai cud fall in liv wff preta's baby n its lik a cirlce of luv &amp;lt;3 - K&lt;br /&gt;
****well they cant BOTH fall in luv with the babie, thats just sylly. i mean if its not lyk preordaynd solemats then its kynda creepy lyk pedo or somthin, ew - J&lt;br /&gt;
*****y not? its not jais baby cuz itz vamp and thers no vamp elvs thats just dum LOL they cud fite orve her and wach her gro up n jai wud nevr age cuz hes elf so its olny gross if alex dos it unlss hs specil too OMG mebe hs the vamp!!!1 - K&lt;br /&gt;
******cuz jais alredy in luv with petra duh. i mean its not lyk a vampyres gonna styck around n tk care of a babbie, it prolly lyk hypnotzd petar into geting pregers 2 start with so now she totly nedz some1 she can cont on. but omg if alexs the vamp yah thatd be awsom but way worse if he was in luv with the babie.  also how cum elfs cant be vaps also? i mean if they want 2 - J&lt;br /&gt;
*******OMG u dont red nethng n00b twilgnt sex vmaps can luv n luv 4evr so it cud tlly happen u jes hav a crush on ptera LOL but thz ok cuz sehs wya col - K&lt;br /&gt;
********LOLOLOLOL dun be mean 2 my bf karu lolol cuz i wil use my crosbw n kil u lolololol I LUV U JAI!!!!!!!!!!!!!!!!!!!11 - P&lt;br /&gt;
*********u juz wat perta n jai cuz im tolla gonna shwo up n teh fix an be lik LOL u r so frst caphter - K&lt;br /&gt;
&lt;br /&gt;
* this remnded me so muhc of my lif and vampz nevr com 4 me so I think a vamp shud luv liane becuz that wud be so romantyk and liane is lik evry nrml prson evn tho shes incarnee - K&lt;br /&gt;
&lt;br /&gt;
* i like this alot its writen really good i wish i could write liek u but i cant so i'll just put commments lol but srsly its rly good pls write more ok. also can u write where the vampyrs and werewolf love eachother but their not allowed to. its rly good thx&amp;lt;3 - JBG&lt;br /&gt;
&lt;br /&gt;
* My eyes, they are bleeding! - Ren.&lt;br /&gt;
&lt;br /&gt;
*OMG u put a cliffhngr.  plz plz plz rite moar.  im on th edg ov mah seet.  r u gnna put zombees in it?  - T&lt;br /&gt;
** OH yuz put n zombees cuz zombees are lke vamps cuz thy unded 2!  + thy can haz babeez plzkthx? -D&lt;br /&gt;
&lt;br /&gt;
* when is edwurd gonna sho up????? -booTfulbella&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex4.jpg</id>
		<title>File:Alex4.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex4.jpg"/>
				<updated>2011-02-21T08:46:37Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Dodge</id>
		<title>Dodge</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Dodge"/>
				<updated>2011-02-20T22:09:19Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with '{{Talent |level=Primary |prereqs=None |title=Werewolf: the Apocalypse (Revised) |edition=2nd |booknumber=WW3801 |page=111 |description=A character can't get hit if he's out of th…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Talent&lt;br /&gt;
|level=Primary&lt;br /&gt;
|prereqs=None&lt;br /&gt;
|title=Werewolf: the Apocalypse (Revised)&lt;br /&gt;
|edition=2nd&lt;br /&gt;
|booknumber=WW3801&lt;br /&gt;
|page=111&lt;br /&gt;
|description=A character can't get hit if he's out of the way, can he? Dodge allows a character to do just that: duck, dive for cover or take whatever action necessary to avoid an incoming blow. Players should indicate to the Storyteller in what manner their characters are evading potential hits. The description may give them a bonus, depending on the circumstances.&lt;br /&gt;
|nodots=You may not lock up when the gunfights start, but you have no knack for determining how or where to get out of the way.&lt;br /&gt;
|onedot=You know enough to hit the dirt when bullets fly.&lt;br /&gt;
&lt;br /&gt;
•• Practiced: &lt;br /&gt;
&lt;br /&gt;
••• Competent: &lt;br /&gt;
•••• Expert: &lt;br /&gt;
&lt;br /&gt;
••••• Master: &lt;br /&gt;
|twodots=You're capable of getting under cover in most situations.&lt;br /&gt;
|threedots=Evading thrown objects is pretty darn easy.&lt;br /&gt;
|fourdots=Only the most skilled martial artists can hit you.&lt;br /&gt;
|fivedots=Sometimes, you can actually sidestep bullets. &lt;br /&gt;
|possessedby=Police, Criminals, Martial Artists, Boxers.&lt;br /&gt;
|specialties=Finding Cover, Sidestepping, Drop and Run. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unapproved]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Category:Abilities</id>
		<title>Category:Abilities</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Category:Abilities"/>
				<updated>2011-02-20T21:12:51Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with 'See Abilities for a rundown of all abilities, listed by type and primary/secondary.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Abilities]] for a rundown of all abilities, listed by type and primary/secondary.&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Brawl</id>
		<title>Brawl</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Brawl"/>
				<updated>2011-02-20T21:09:09Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with '{{Talent |level=Primary |prereqs=None |title=Werewolf: the Apocalypse (Revised) |edition=2nd |booknumber=WW3801 |page=111 |description=Brawl represents training in unarmed combat…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Talent&lt;br /&gt;
|level=Primary&lt;br /&gt;
|prereqs=None&lt;br /&gt;
|title=Werewolf: the Apocalypse (Revised)&lt;br /&gt;
|edition=2nd&lt;br /&gt;
|booknumber=WW3801&lt;br /&gt;
|page=111&lt;br /&gt;
|description=Brawl represents training in unarmed combat. It reflects the character's schooling—or real-world experience—with martial arts, street fighting and the like. This Talent calls for real down-and-dirty action; typically, hand-to-hand fighting is ruthless and brutal. The character skilled in Brawl knows how to hit an opponent with all her might and bring him down as quickly as possible, while ignoring her own pain and loose teeth.&lt;br /&gt;
|nodots=Punching is something anyone can do; punching well is another matter entirely. While throwing a fist is not beyond your ability, doing so in an effective manner is beyond your current capacity. &lt;br /&gt;
|onedot=You picked some fights in the schoolyard.&lt;br /&gt;
|twodots=A barroom brawl gets your blood pumping.&lt;br /&gt;
|threedots=You've been in a fair share of fights, more often than not walking away unscathed.&lt;br /&gt;
|fourdots=Professional boxers would have a hard time beating you.&lt;br /&gt;
|fivedots=Your fingers alone are deadly weapons, and when your fists come out, people die.&lt;br /&gt;
|possessedby=Police, Thugs, Soldiers, Werewolves, Self-Defense Instructors&lt;br /&gt;
|specialties=Boxing, Wrestling, Dirty Infighting, Weaponless Martial Arts (Judo, Karate, Tae Kwon Do, etc.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unapproved]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alertness</id>
		<title>Alertness</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alertness"/>
				<updated>2011-02-20T21:02:54Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with '{{Talent |level=Primary |prereqs=None |title=Werewolf: the Apocalypse (Revised) |edition=2nd |booknumber=WW3801 |page=111 |description=Alertness describes how attuned the charact…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Talent&lt;br /&gt;
|level=Primary&lt;br /&gt;
|prereqs=None&lt;br /&gt;
|title=Werewolf: the Apocalypse (Revised)&lt;br /&gt;
|edition=2nd&lt;br /&gt;
|booknumber=WW3801&lt;br /&gt;
|page=111&lt;br /&gt;
|description=Alertness describes how attuned the character is to things he can see, smell, hear or touch, and depending 'on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.&lt;br /&gt;
|nodots=Your ability to stay sharp is mitigated by an inability to keep focused, or pay attention to your surroundings because of distracting thoughts or any other reason that might prevent you from being Vigilant. &lt;br /&gt;
|onedot=You're alert to certain sights and sounds around you.&lt;br /&gt;
|twodots=You know when to eavesdrop and whom to keep an eye on.&lt;br /&gt;
|threedots=You're alert to even subtle changes in the environment.&lt;br /&gt;
|fourdots=Very little gets past your vigilance, even if you're preoccupied.&lt;br /&gt;
|fivedots=Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.&lt;br /&gt;
|possessedby=Bodyguards, Hunters, Thieves, Wild Animals, Security Personnel&lt;br /&gt;
|specialties=Ambushes, Paranoia, Traps, Scents&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Unapproved]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Abilities</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Abilities"/>
				<updated>2011-02-19T23:38:07Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Talents'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Acting            &lt;br /&gt;
|Alertness         &lt;br /&gt;
|Athletics         &lt;br /&gt;
|Awareness*          &lt;br /&gt;
|-&lt;br /&gt;
|Biorhythms*        &lt;br /&gt;
|Brawl             &lt;br /&gt;
|Dodge             &lt;br /&gt;
|Empathy            &lt;br /&gt;
|-&lt;br /&gt;
|Flight            &lt;br /&gt;
|Intimidation      &lt;br /&gt;
|Leadership        &lt;br /&gt;
|Primal Urge*        &lt;br /&gt;
|-&lt;br /&gt;
|Streetwise        &lt;br /&gt;
|Subterfuge                                               &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Secondary talents'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Artistic Expression&lt;br /&gt;
|Bartending        &lt;br /&gt;
|Carousing         &lt;br /&gt;
|Creative Writing   &lt;br /&gt;
|-&lt;br /&gt;
|Diplomacy         &lt;br /&gt;
|Expression        &lt;br /&gt;
|Fortune Telling   &lt;br /&gt;
|Haggling           &lt;br /&gt;
|-&lt;br /&gt;
|Instruction       &lt;br /&gt;
|Interrogation     &lt;br /&gt;
|Intuition         &lt;br /&gt;
|Mimicry            &lt;br /&gt;
|-&lt;br /&gt;
|Panhandling       &lt;br /&gt;
|Poetic Expression &lt;br /&gt;
|Public Speaking   &lt;br /&gt;
|Scan               &lt;br /&gt;
|-&lt;br /&gt;
|Scrounging        &lt;br /&gt;
|Search            &lt;br /&gt;
|Seduction         &lt;br /&gt;
|Sense Deception    &lt;br /&gt;
|-&lt;br /&gt;
|Style             &lt;br /&gt;
|Storytelling      &lt;br /&gt;
|Swimming          &lt;br /&gt;
|Throwing           &lt;br /&gt;
|-&lt;br /&gt;
|Ventriloquism    &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Animal Ken          &lt;br /&gt;
|Crafts              &lt;br /&gt;
|Drive               &lt;br /&gt;
|Etiquette          &lt;br /&gt;
|-&lt;br /&gt;
|Firearms            &lt;br /&gt;
|Melee               &lt;br /&gt;
|Music               &lt;br /&gt;
|Repair             &lt;br /&gt;
|-&lt;br /&gt;
|Security            &lt;br /&gt;
|Stealth             &lt;br /&gt;
|Survival            &lt;br /&gt;
|Technology    &lt;br /&gt;
|}     &lt;br /&gt;
                                                                      &lt;br /&gt;
'''Secondary skills'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Acrobatics        &lt;br /&gt;
|Animal Training   &lt;br /&gt;
|Archery           &lt;br /&gt;
|Blacksmith         &lt;br /&gt;
|-&lt;br /&gt;
|Blind Fighting*    &lt;br /&gt;
|Boat Handling     &lt;br /&gt;
|Boating           &lt;br /&gt;
|Body Alteration    &lt;br /&gt;
|-&lt;br /&gt;
|Brewing/Distilling&lt;br /&gt;
|Bribery           &lt;br /&gt;
|Camouflage        &lt;br /&gt;
|Carpentry          &lt;br /&gt;
|-&lt;br /&gt;
|Climbing          &lt;br /&gt;
|Cooking           &lt;br /&gt;
|Dancing           &lt;br /&gt;
|Debate             &lt;br /&gt;
|-&lt;br /&gt;
|Disguise          &lt;br /&gt;
|Escapology        &lt;br /&gt;
|Falconry          &lt;br /&gt;
|Fast Talk          &lt;br /&gt;
|-&lt;br /&gt;
|First Aid         &lt;br /&gt;
|Fishing           &lt;br /&gt;
|Forgery           &lt;br /&gt;
|Gambling           &lt;br /&gt;
|-&lt;br /&gt;
|Game Playing      &lt;br /&gt;
|Gunsmithing       &lt;br /&gt;
|Herbalism         &lt;br /&gt;
|Hunting*            &lt;br /&gt;
|-&lt;br /&gt;
|Hypnotism*         &lt;br /&gt;
|Jeweler           &lt;br /&gt;
|Journalism        &lt;br /&gt;
|Leatherworking     &lt;br /&gt;
|-&lt;br /&gt;
|Lip Reading       &lt;br /&gt;
|Lock Picking      &lt;br /&gt;
|Massage           &lt;br /&gt;
|Mechanic           &lt;br /&gt;
|-&lt;br /&gt;
|Meditation        &lt;br /&gt;
|Orienteering      &lt;br /&gt;
|Parachuting       &lt;br /&gt;
|Performance        &lt;br /&gt;
|-&lt;br /&gt;
|Photography       &lt;br /&gt;
|Pickpocket        &lt;br /&gt;
|Piloting          &lt;br /&gt;
|Police Procedure   &lt;br /&gt;
|-&lt;br /&gt;
|Pottery           &lt;br /&gt;
|Psychoanalysis    &lt;br /&gt;
|Research          &lt;br /&gt;
|Scuba              &lt;br /&gt;
|-&lt;br /&gt;
|Singing           &lt;br /&gt;
|Skiing            &lt;br /&gt;
|Sleight of Hand   &lt;br /&gt;
|Speed Reading      &lt;br /&gt;
|-&lt;br /&gt;
|Temporal Sense    &lt;br /&gt;
|Tracking          &lt;br /&gt;
|Urban Survival&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knowledges'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Academics         &lt;br /&gt;
|Bastet Lore*       &lt;br /&gt;
|Bureaucracy       &lt;br /&gt;
|Computer           &lt;br /&gt;
|-&lt;br /&gt;
|Corax Lore*        &lt;br /&gt;
|Enigmas*           &lt;br /&gt;
|Finance           &lt;br /&gt;
|Garou Lore*         &lt;br /&gt;
|-&lt;br /&gt;
|Investigation     &lt;br /&gt;
|Law               &lt;br /&gt;
|Linguistics       &lt;br /&gt;
|Medicine           &lt;br /&gt;
|-&lt;br /&gt;
|Mnesis Emulation*  &lt;br /&gt;
|Mokole Lore*       &lt;br /&gt;
|Navigation*        &lt;br /&gt;
|Occult*             &lt;br /&gt;
|-&lt;br /&gt;
|Politics          &lt;br /&gt;
|Psychology        &lt;br /&gt;
|Rituals*           &lt;br /&gt;
|Science            &lt;br /&gt;
|-&lt;br /&gt;
|Spirit Lore*       &lt;br /&gt;
|Weaver Lore* &lt;br /&gt;
|Wyld Lore*      &lt;br /&gt;
|Wyrm Lore*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Secondary knowledges'''&lt;br /&gt;
{| width=&amp;quot;600px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Accounting        &lt;br /&gt;
|Acupuncture       &lt;br /&gt;
|Anthropology      &lt;br /&gt;
|Archaeology        &lt;br /&gt;
|-&lt;br /&gt;
|Architecture      &lt;br /&gt;
|Area Knowledge    &lt;br /&gt;
|Art History       &lt;br /&gt;
|Astrology          &lt;br /&gt;
|-&lt;br /&gt;
|Astronomy         &lt;br /&gt;
|Biology           &lt;br /&gt;
|Botany            &lt;br /&gt;
|Chemistry          &lt;br /&gt;
|-&lt;br /&gt;
|Cosmology         &lt;br /&gt;
|Criminology       &lt;br /&gt;
|Cryptography      &lt;br /&gt;
|Culture            &lt;br /&gt;
|-&lt;br /&gt;
|Economics         &lt;br /&gt;
|Electronics       &lt;br /&gt;
|Engineering       &lt;br /&gt;
|Fashion Design     &lt;br /&gt;
|-&lt;br /&gt;
|Film Culture      &lt;br /&gt;
|Folklore          &lt;br /&gt;
|Forensics         &lt;br /&gt;
|Geology            &lt;br /&gt;
|-&lt;br /&gt;
|Heraldry          &lt;br /&gt;
|History           &lt;br /&gt;
|Literature        &lt;br /&gt;
|Maieusis*           &lt;br /&gt;
|-&lt;br /&gt;
|Mathematics       &lt;br /&gt;
|Metallurgy        &lt;br /&gt;
|Meteorology       &lt;br /&gt;
|Mythology Lore     &lt;br /&gt;
|-&lt;br /&gt;
|Naturalist        &lt;br /&gt;
|Paleography       &lt;br /&gt;
|Philosophy        &lt;br /&gt;
|Physics            &lt;br /&gt;
|-&lt;br /&gt;
|Pop Culture       &lt;br /&gt;
|Saurimancy*        &lt;br /&gt;
|Theology          &lt;br /&gt;
|Toxicology&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stats marked with an asterisk are restricted and require special authorization.&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Abilities</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Abilities"/>
				<updated>2011-02-19T19:40:37Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Talents'''&lt;br /&gt;
Acting              Alertness           Athletics           Awareness          &lt;br /&gt;
Biorhythms          Brawl               Dodge               Empathy            &lt;br /&gt;
Flight              Intimidation        Leadership          Primal Urge        &lt;br /&gt;
Streetwise          Subterfuge                                                 &lt;br /&gt;
&lt;br /&gt;
'''Secondary talents'''&lt;br /&gt;
Artistic Expression Bartending          Carousing           Creative Writing   &lt;br /&gt;
Diplomacy           Expression          Fortune Telling     Haggling           &lt;br /&gt;
Instruction         Interrogation       Intuition           Mimicry            &lt;br /&gt;
Panhandling         Poetic Expression   Public Speaking     Scan               &lt;br /&gt;
Scrounging          Search              Seduction           Sense Deception    &lt;br /&gt;
Style               Storytelling        Swimming            Throwing           &lt;br /&gt;
Ventriloquism    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
{| width=&amp;quot;400px&amp;quot; cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|Animal Ken          &lt;br /&gt;
|Crafts              &lt;br /&gt;
|Drive               &lt;br /&gt;
|Etiquette          &lt;br /&gt;
|-&lt;br /&gt;
|Firearms            &lt;br /&gt;
|Melee               &lt;br /&gt;
|Music               &lt;br /&gt;
|Repair             &lt;br /&gt;
|-&lt;br /&gt;
|Security            &lt;br /&gt;
|Stealth             &lt;br /&gt;
|Survival            &lt;br /&gt;
|Technology    &lt;br /&gt;
|}     &lt;br /&gt;
                                                                      &lt;br /&gt;
'''Secondary skills'''&lt;br /&gt;
Acrobatics          Animal Training     Archery             Blacksmith         &lt;br /&gt;
Blind Fighting      Boat Handling       Boating             Body Alteration    &lt;br /&gt;
Brewing/Distilling  Bribery             Camouflage          Carpentry          &lt;br /&gt;
Climbing            Cooking             Dancing             Debate             &lt;br /&gt;
Disguise            Escapology          Falconry            Fast Talk          &lt;br /&gt;
First Aid           Fishing             Forgery             Gambling           &lt;br /&gt;
Game Playing        Gunsmithing         Herbalism           Hunting            &lt;br /&gt;
Hypnotism           Jeweler             Journalism          Leatherworking     &lt;br /&gt;
Lip Reading         Lock Picking        Massage             Mechanic           &lt;br /&gt;
Meditation          Orienteering        Parachuting         Performance        &lt;br /&gt;
Photography         Pickpocket          Piloting            Police Procedure   &lt;br /&gt;
Pottery             Psychoanalysis      Research            Scuba              &lt;br /&gt;
Singing             Skiing              Sleight of Hand     Speed Reading      &lt;br /&gt;
Temporal Sense      Tracking            Urban Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knowledges'''&lt;br /&gt;
Academics           Bastet Lore         Bureaucracy         Computer           &lt;br /&gt;
Corax Lore          Enigmas             Finance             Garou Lore         &lt;br /&gt;
Investigation       Law                 Linguistics         Medicine           &lt;br /&gt;
Mnesis Emulation    Mokole Lore         Navigation          Occult             &lt;br /&gt;
Politics            Psychology          Rituals             Science            &lt;br /&gt;
Spirit Lore         Weaver Lore         Wyrm Lore                              &lt;br /&gt;
&lt;br /&gt;
'''Secondary knowledges'''&lt;br /&gt;
Accounting          Acupuncture         Anthropology        Archaeology        &lt;br /&gt;
Architecture        Area Knowledge      Art History         Astrology          &lt;br /&gt;
Astronomy           Biology             Botany              Chemistry          &lt;br /&gt;
Cosmology           Criminology         Cryptography        Culture            &lt;br /&gt;
Economics           Electronics         Engineering         Fashion Design     &lt;br /&gt;
Film Culture        Folklore            Forensics           Geology            &lt;br /&gt;
Heraldry            History             Literature          Maieusis           &lt;br /&gt;
Mathematics         Metallurgy          Meteorology         Mythology Lore     &lt;br /&gt;
Naturalist          Paleography         Philosophy          Physics            &lt;br /&gt;
Pop Culture         Saurimancy          Theology            Toxicology&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Abilities</id>
		<title>Abilities</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Abilities"/>
				<updated>2011-02-19T19:38:41Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with ''''Talents''' Acting              Alertness           Athletics           Awareness           Biorhythms          Brawl               Dodge               Empathy             Flig…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Talents'''&lt;br /&gt;
Acting              Alertness           Athletics           Awareness          &lt;br /&gt;
Biorhythms          Brawl               Dodge               Empathy            &lt;br /&gt;
Flight              Intimidation        Leadership          Primal Urge        &lt;br /&gt;
Streetwise          Subterfuge                                                 &lt;br /&gt;
&lt;br /&gt;
'''Secondary talents'''&lt;br /&gt;
Artistic Expression Bartending          Carousing           Creative Writing   &lt;br /&gt;
Diplomacy           Expression          Fortune Telling     Haggling           &lt;br /&gt;
Instruction         Interrogation       Intuition           Mimicry            &lt;br /&gt;
Panhandling         Poetic Expression   Public Speaking     Scan               &lt;br /&gt;
Scrounging          Search              Seduction           Sense Deception    &lt;br /&gt;
Style               Storytelling        Swimming            Throwing           &lt;br /&gt;
Ventriloquism    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
{| width=&amp;quot;400px&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot;&lt;br /&gt;
|Animal Ken          &lt;br /&gt;
|Crafts              &lt;br /&gt;
|Drive               &lt;br /&gt;
|Etiquette          &lt;br /&gt;
|-&lt;br /&gt;
|Firearms            &lt;br /&gt;
|Melee               &lt;br /&gt;
|Music               &lt;br /&gt;
|Repair             &lt;br /&gt;
|-&lt;br /&gt;
|Security            &lt;br /&gt;
|Stealth             &lt;br /&gt;
|Survival            &lt;br /&gt;
|Technology    &lt;br /&gt;
|}     &lt;br /&gt;
                                                                      &lt;br /&gt;
'''Secondary skills'''&lt;br /&gt;
Acrobatics          Animal Training     Archery             Blacksmith         &lt;br /&gt;
Blind Fighting      Boat Handling       Boating             Body Alteration    &lt;br /&gt;
Brewing/Distilling  Bribery             Camouflage          Carpentry          &lt;br /&gt;
Climbing            Cooking             Dancing             Debate             &lt;br /&gt;
Disguise            Escapology          Falconry            Fast Talk          &lt;br /&gt;
First Aid           Fishing             Forgery             Gambling           &lt;br /&gt;
Game Playing        Gunsmithing         Herbalism           Hunting            &lt;br /&gt;
Hypnotism           Jeweler             Journalism          Leatherworking     &lt;br /&gt;
Lip Reading         Lock Picking        Massage             Mechanic           &lt;br /&gt;
Meditation          Orienteering        Parachuting         Performance        &lt;br /&gt;
Photography         Pickpocket          Piloting            Police Procedure   &lt;br /&gt;
Pottery             Psychoanalysis      Research            Scuba              &lt;br /&gt;
Singing             Skiing              Sleight of Hand     Speed Reading      &lt;br /&gt;
Temporal Sense      Tracking            Urban Survival&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Knowledges'''&lt;br /&gt;
Academics           Bastet Lore         Bureaucracy         Computer           &lt;br /&gt;
Corax Lore          Enigmas             Finance             Garou Lore         &lt;br /&gt;
Investigation       Law                 Linguistics         Medicine           &lt;br /&gt;
Mnesis Emulation    Mokole Lore         Navigation          Occult             &lt;br /&gt;
Politics            Psychology          Rituals             Science            &lt;br /&gt;
Spirit Lore         Weaver Lore         Wyrm Lore                              &lt;br /&gt;
&lt;br /&gt;
'''Secondary knowledges'''&lt;br /&gt;
Accounting          Acupuncture         Anthropology        Archaeology        &lt;br /&gt;
Architecture        Area Knowledge      Art History         Astrology          &lt;br /&gt;
Astronomy           Biology             Botany              Chemistry          &lt;br /&gt;
Cosmology           Criminology         Cryptography        Culture            &lt;br /&gt;
Economics           Electronics         Engineering         Fashion Design     &lt;br /&gt;
Film Culture        Folklore            Forensics           Geology            &lt;br /&gt;
Heraldry            History             Literature          Maieusis           &lt;br /&gt;
Mathematics         Metallurgy          Meteorology         Mythology Lore     &lt;br /&gt;
Naturalist          Paleography         Philosophy          Physics            &lt;br /&gt;
Pop Culture         Saurimancy          Theology            Toxicology&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/RP_Hooks</id>
		<title>Alex/RP Hooks</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/RP_Hooks"/>
				<updated>2011-02-14T16:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Subpages]]&lt;br /&gt;
* A passionate performer, Alex has skills in a number of instruments, a crooning tenor voice, but more than anything he loves putting on a good show. In a concert hall, bar, club, or even on a street corner, he's always looking to get some smiles from an audience.&lt;br /&gt;
* The rooftops are more a home to Alex than the ground. Every night he makes a run through the city top levels, or any other place with dangerous heights, jumping and leaping and flipping and climbing to his heart's content. &lt;br /&gt;
* Pretty girls are Alex's weakness. Bump into him at a club or a bar or any place where passions and alcohol might be mixing, and see what happens...&lt;br /&gt;
* Need any buildings or organizations snuck into? Anything sabotaged? Any information gathered, while hidden behind a bush or up in the rafters? Anything sabotaged? Alex is your man, and he has very reasonable rates.&lt;br /&gt;
* Alex doesn't just cause trouble, it seems to follow him around, like some crazy stalkerish ex-girlfriend. Ask Alex's player how you can get in on it today!&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/RP_Hooks</id>
		<title>Alex/RP Hooks</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/RP_Hooks"/>
				<updated>2011-02-13T23:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Subpages]]&lt;br /&gt;
* A passionate performer, Alex has skills in a number of instruments, a crooning tenor voice, but more than anything he loves putting on a good show. In a concert hall, bar, club, or even on a street corner, he's always looking to get some smiles from an audience.&lt;br /&gt;
* The rooftops are more a home to Alex than the ground. Every night he makes a run through the city top levels, or any other place with dangerous heights, jumping and leaping and flipping and climbing to his heart's content. &lt;br /&gt;
* Pretty girls are Alex's weakness. Bump into him at a club or a bar or any place where passions and alcohol might be mixing, and see what happens...&lt;br /&gt;
* Need any buildings or organizations snuck into? Anything sabotaged? Any information gathered, while hidden behind a bush or up in the rafters? Anything sabotaged? Alex is your man, and he has very reasonable rates.&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/RP_Hooks</id>
		<title>Alex/RP Hooks</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/RP_Hooks"/>
				<updated>2011-02-13T03:22:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Subpages]]&lt;br /&gt;
* A passionate performer, Alex has skills in a number of instruments, a crooning tenor voice, but more than anything he loves putting on a good show. In a concert hall, bar, club, or even on a street corner, he's always looking to get some smiles from an audience.&lt;br /&gt;
* The rooftops are more a home to Alex than the ground. Every night he makes a run through the city top levels, or any other place with dangerous heights, jumping and leaping and flipping and climbing to his heart's content. &lt;br /&gt;
* Pretty girls are Alex's weakness. Bump into him at a club or a bar or any place where passions and alcohol might be mixing, and see what happens...&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Introduction</id>
		<title>Alex/Introduction</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Introduction"/>
				<updated>2011-02-13T03:19:12Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alexcomic.jpg|center]]&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alexcomic.jpg</id>
		<title>File:Alexcomic.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alexcomic.jpg"/>
				<updated>2011-02-13T03:18:56Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Combat_Primer</id>
		<title>Combat Primer</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Combat_Primer"/>
				<updated>2011-02-12T22:40:22Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Construction}}&lt;br /&gt;
Basic info for adjudicating combat is listed below. Note that the terms Storyteller and GM or Game Master are interchangeable. Finally, these rules are standard. If, as a GM, you wish to modify these rules for your scene (which you may, within reason), please let your players know.&lt;br /&gt;
&lt;br /&gt;
{{TOC Right}}&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
A character is limited to one standard action (attacking, dodging, power use, etc.) and one move action per turn.&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
&lt;br /&gt;
This is order of Combat.&lt;br /&gt;
&lt;br /&gt;
*Step 1: All PCs roll 1d10 and then adds their Wits rating (not dice) + Dexterity rating (+ Any Bonuses). The GM rolls this for all their NPCs.  Generally, the GM will use the [[+init]] command will be used to determine initiative for everyone in the room.&lt;br /&gt;
*Step 2: In the case of ties, the character with the highest initiative rating (Wits + Dex) goes first. If this continues to result in a tie, roll off.&lt;br /&gt;
*Step 3: The character with the lowest initiative declares their actions first. The person with the highest initiative should declare their actions last (after they've heard everyone else's).&lt;br /&gt;
*Step 4: The character with the highest initiative ''acts'' first; the character with the lowest initiative acts last.&lt;br /&gt;
&lt;br /&gt;
Most of the time, initiative should remain the same throughout the combat for the sake of time and simplicity. However, GMs are free to call for a scenewide reroll if they want to deal with the extra headache.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
&lt;br /&gt;
What dice pool the player uses depends on the nature of the attack. Standard difficulty is 6 unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
* Firearms, roll Dexterity + Firearms.&lt;br /&gt;
* Bows or crossbows, roll Dexterity + Archery; if no Archery, roll Dexterity + Athletics at +1 difficulty.&lt;br /&gt;
* Thrown, roll Dexterity + Athletics.&lt;br /&gt;
* Hand-held weapons, roll Dexterity + Melee.&lt;br /&gt;
* Hand-to-hand attacks, roll Dexterity + Brawl or Martial Arts. Note that Martial Arts can not be used in beast-forms.&lt;br /&gt;
* Kailindo works as Martial Arts with the exception that it ''can'' be used in beast-forms, and draws from its own maneuvers listing.&lt;br /&gt;
&lt;br /&gt;
The numbers below are all pre-calculated and a very brief simplification. Generally, if a combat maneuver lists its difficulty at 7, this is likely because the maneuver adds a +1 difficulty to a normal attack roll, so please keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Standard Combat Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
The table below outlines the general difficulties for attacks from Normal Brawl, Shifters (with Brawl), Vampires (with Brawl), Soft Martial Arts, Hard Martial Arts, and Kailindo. For natural weapons (bite/teeth, claws), use the racial difficulties.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
!Normal &lt;br /&gt;
!Shifters &lt;br /&gt;
!Vampires &lt;br /&gt;
!Soft [[Skill: Martial Arts|MA]] &lt;br /&gt;
!Hard [[Skill: Martial Arts|MA]] &lt;br /&gt;
![[Skill: Kailindo|Kailindo]]{{ref|Kailindo}}&lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bite{{ref|Bite}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5/8&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5/8&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (A)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Body Tackle&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (L/A){{ref|Claw}}&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Disarm&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Grapple&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S/- (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Kick&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (B/L)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Strike&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Sweep&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Weapon Length: A dagger does not have the reach of a sword. In cases where an attacker has less reach than the defender, the attacker loses 1 die to her attack roll.&lt;br /&gt;
&lt;br /&gt;
==== Offsite Charts ====&lt;br /&gt;
&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#54 Melee Weapons Chart]&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#51 Ranged Weapons Chart]&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#52 Thrown Weapons Chart]&lt;br /&gt;
&lt;br /&gt;
=== General Complications ===&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
Some foes possess a protective covering, be it a flak jacket or a slimy carapace. Armor adds dice to a character's soak roll. Some artificial armor also restricts body movement, as is reflected in an increase to Dexterity difficulties. Some armor types are given on the Armor chart. Armor dice (and only the armor dice) can be used to soak lethal damage. Those dice might also be usable to soak damage that might otherwise be unsoakable, at the Storyteller's discretion. It would make sense that a kevlar vest could be used to soak a silver weapon, but a flak jacket is no protection from radiation.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Armor Type &lt;br /&gt;
!Armor Rating &lt;br /&gt;
!Dexterity Penalty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Reinforced Clothing&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Armor T-Shirt&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Kevlar Vest&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flak Jacket&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Full Riot Gear&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blind ====&lt;br /&gt;
&lt;br /&gt;
Blind characters cannot dodge, parry or block attacks, and they take a +2 difficulty penalty on all actions. Some Gifts compensate for sight, but the Storyteller has the final say over what effects these Gifts have in combat.&lt;br /&gt;
&lt;br /&gt;
==== Changing Actions ====&lt;br /&gt;
&lt;br /&gt;
Normally, once a player has declared an action, she may not change it until after the GM's results pose. Please coordinate politely with your GM if a circumstance arises where you feel your pose/action should be modified or change.&lt;br /&gt;
&lt;br /&gt;
==== Immobilization ====&lt;br /&gt;
&lt;br /&gt;
A character who is partially immobilized and is unable to dodge is not in a good position. All attacks on such a character receive a -2 difficulty bonus if she is still able to struggle, and they succeed automatically if she cannot move at all.&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ====&lt;br /&gt;
&lt;br /&gt;
Some attacks are meant to knock an opponent off her feet. If this happens, the character must get back to her feet. If she has no actions left with which to do so, her opponent may treat her as being partially immobilized.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Actions ====&lt;br /&gt;
&lt;br /&gt;
A character may take multiple actions by subtracting the same number of dice from all of her actions. Taking three actions would result in a subtraction of three dice from each of those actions. Spending Rage or dots in Celerity allow for extra actions without this penalty.&lt;br /&gt;
&lt;br /&gt;
==== Stun ====&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, a character loses her next turn when she receives more health levels of damage in one turn than her Stamina rating. She may take no action other than stumbling around a bit, and any attacks against her receive a -2 difficulty bonus.&lt;br /&gt;
&lt;br /&gt;
=== Other Complications ===&lt;br /&gt;
&lt;br /&gt;
The following details basic rules for most combat options.&lt;br /&gt;
&lt;br /&gt;
==== Close ====&lt;br /&gt;
&lt;br /&gt;
===== Body Tackle =====&lt;br /&gt;
&lt;br /&gt;
This dangerous maneuver may potentially damage the attacker more than his opponent. The attacker runs at full speed toward his opponent, hopefully building enough momentum to knock said opponent to the ground. Both combatants must succeed in Dexterity + Athletics rolls (difficulty 7) or be knocked to the ground. Even if they aren't knocked to the ground, both combatants take +1 diff for their next roll.&lt;br /&gt;
&lt;br /&gt;
If the attack roll botches, one of two things happens. The attacker either trips and falls, or he runs headlong into his target and bounces off, leaving his target unharmed but receiving his target's Stamina in damage dice.&lt;br /&gt;
&lt;br /&gt;
All damage caused by this attack is considered bashing. If the attack is used by a Garou in Crinos or Hispo against an unprotected human being, the damage might be considered lethal instead (Storyteller's discretion).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Disarm =====&lt;br /&gt;
&lt;br /&gt;
Similar to a parry, the character attempts to use a weapon to remove his opponent's weapon. The attacker rolls to attack as usual, but with a +1 difficulty penalty. If the attacker's successes equal or exceed his opponent's Strength score, his opponent drops his weapon. If the attacker does not score enough successes, he still inflicts damage as usual. A botch on this roll usually means that the attacker has dropped his weapon.&lt;br /&gt;
&lt;br /&gt;
It is possible, though much more difficult, to perform this maneuver without a weapon. In that case, the roll is Dexterity + Brawl, Kailindo, or Martial Arts, the difficulty is 8, and the character must remove a die from her attack pool as though moving within range of an opponent with a longer weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoid forms&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Melee (or Brawl/Kailindo/Martial Arts as stated above)&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Flank/Rear Attack =====&lt;br /&gt;
&lt;br /&gt;
Attacking an opponent's flank reduces the difficulty by one. Attacking from the rear reduces the attacker's difficulty by two.&lt;br /&gt;
&lt;br /&gt;
===== Flurry =====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt multiple hits with a single action. The first hit always has a penalty equal to the total number of hits, and then the penalty increases by one for each successive hit. Thus, a 3-hit flurry would take a -3/-4/-5 penalty to each attack roll, respectively.&lt;br /&gt;
&lt;br /&gt;
===== Grapple/Clinch =====&lt;br /&gt;
&lt;br /&gt;
Grappling is the act of seizing and holding an opponent with the intent to immobilize or harm him. A grappling attack intended to damage an opponent is called a clinch; an attack meant to immobilize is called a hold.&lt;br /&gt;
&lt;br /&gt;
Either attack begins with the attacker succeeding in a Strength + Brawl or Martial Arts roll. Success indicates that the attacker has grappled his opponent. If the attack is a clinch, the attacker may inflict damage equal to his Strength beginning the turn after he begins the grapple. If the attack is a hold, the target is held until his next action.&lt;br /&gt;
&lt;br /&gt;
When a character is on the receiving end of a grapple, she has two options. The first is to escape, which requires a resisted Strength + Brawl roll. At the Storyteller's option, defenders may roll Dexterity instead of Strength to escape a clinch or hold. If the attacker wins, the grapple continues. If the defender wins, she pulls free. The other option is to reverse the hold. Doing so requires the same roll as escaping, but to reverse the hold successfully, the defender must beat her attacker by at least two successes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoid forms&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Strength + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength or none&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sweep =====&lt;br /&gt;
&lt;br /&gt;
A character uses her legs or a weapon to sweep an opponent's legs out from under her. Only certain weapons can be used this way, of course. Because their arms are disproportionately long for example, werewolves in Crinos form may sweep a smaller opponent using their arms instead of their legs. Likewise, a Garou can try to trip up a foe while in Hispo or Lupus form, although doing so raises the difficulty by one.&lt;br /&gt;
&lt;br /&gt;
A sweep does no damage, but it does leave an opponent prone if successful.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8 (9 for beast forms)&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Two Weapons =====&lt;br /&gt;
&lt;br /&gt;
Attacking with two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action. Additionally, the attacker suffers a +1 difficulty for her off-hand weapon (unless she possesses the [[Merit: Ambidextrous]]).&lt;br /&gt;
&lt;br /&gt;
==== Ranged ====&lt;br /&gt;
&lt;br /&gt;
===== Aim =====&lt;br /&gt;
&lt;br /&gt;
A character who spends time aiming can shoot much more accurately than one who simply snaps off a shot. However, aiming properly requires that the character is not moving faster than a slow walk and that the target stays in the character's field of vision the whole time.&lt;br /&gt;
&lt;br /&gt;
For every turn spent aiming, the player adds one to her Dexterity + Firearms pool, up to a maximum of the character's Perception rating. A scope will add two additional dice to the pool. This bonus applies to only one shot at a time, though. A character with a scope and a Perception rating of 3 could spend three turns aiming and get an additional five dice to the roll (two for the scope and three for aiming). To get the bonus again, he must spend another three turns aiming.&lt;br /&gt;
&lt;br /&gt;
A character must have Firearms 1 to receive this benefit.&lt;br /&gt;
&lt;br /&gt;
===== Automatic Fire =====&lt;br /&gt;
&lt;br /&gt;
Some firearms allow the user to empty an entire clip in a matter of seconds. Firing a gun on full-auto adds 10 dice to the attack roll, but doing so raises the difficulty by two as the recoil throws the character's aim off. This attack is permissible only if the clip is at least half full to begin with. After this attack, of course, the clip is completely empty.&lt;br /&gt;
&lt;br /&gt;
A character may also choose to spray an area instead of emptying a clip at one target. The system is the same as for fully automatic fire, except that successes are distributed evenly among all targets. If the character fires at more targets than the player rolls successes, the Storyteller chooses which targets are hit.&lt;br /&gt;
&lt;br /&gt;
===== Bows =====&lt;br /&gt;
&lt;br /&gt;
Using a bow requires the character to purchase dots in the Archery Skill. The player rolls Dexterity + Archery to fire a bow; difficulties for various types of bows are listed on the Ranged Weapons chart. A player whose character does not have the Archery Skill may roll Dexterity + Athletics, but every such roll has a +1 difficulty penalty.&lt;br /&gt;
&lt;br /&gt;
At close range, an arrow from a short bow hits as hard as a small-caliber bullet, and bows are silent, so their combat potential is obvious. Another common use for bows is driving a sharp wooden shaft into a vampire's heart. To do so, the player must roll five successes to hit the heart, and at least three health levels of damage must be inflicted after soak.&lt;br /&gt;
&lt;br /&gt;
Bows, however, have two main problems. One is that it takes an action (automatic) to nock and draw an arrow, whereas it takes two automatic actions to reload a crossbow. The other problem is that if the player botches the attack roll, the bowstring snaps. If the character happens to have a spare bowstring, he can repair the bow with a Wits + Archery roll (or a Wits + Crafts roll with a +1 difficulty penalty). If not, the bow is just a stick until the character replaces the string.&lt;br /&gt;
&lt;br /&gt;
===== Called Shots =====&lt;br /&gt;
&lt;br /&gt;
Aiming for a specific area (the head, the hand, the chest) raises the difficulty by two. Any special effects such a shot has are up to the Storyteller.&lt;br /&gt;
&lt;br /&gt;
===== Cover =====&lt;br /&gt;
&lt;br /&gt;
When you're the only one with a gun, it is acceptable to stand in plain sight and fire. When engaged in a true firefight, however, finding cover is an intelligent idea. Cover impedes an opponent's attempts to shoot at a character, but it also impedes that character's ability to return fire. Basic cover types and the modifiers they impose on an attacker's difficulty follow. These modifiers are also imposed on return fire, albeit to a lesser degree. A character returning fire subtracts one from these modifiers. Therefore, a character returning fire from behind a wall adds one to his difficulty, while a character lying prone suffers no impediment.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Cover &lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Lying Flat&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Behind Wall&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Only head exposed&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Moving =====&lt;br /&gt;
&lt;br /&gt;
Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, raises the difficulty by one.&lt;br /&gt;
&lt;br /&gt;
===== Multiple Shots =====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt multiple shots with a single action. The first hit always has a penalty equal to the total number of hits, and then the penalty increases by one for each successive hit. Thus, a 3-hit multi-shot action would take a -3/-4/-5 penalty to each attack roll, respectively.&lt;br /&gt;
&lt;br /&gt;
Three-round bursts and automatic fire each count as one &amp;quot;shot&amp;quot; for this purpose. The maximum number of shots that may be fired per turn is equal to the gun's rate of fire (listed on the chart).&lt;br /&gt;
&lt;br /&gt;
===== Range Difficulties =====&lt;br /&gt;
&lt;br /&gt;
Each weapon on the Ranged Weapons chart has a range listed for it. This distance is the weapon's medium range; the difficulty is considered 6 within this range. A weapon may be fired at a target twice as far away, but doing so raises the difficulty to 8. If the target is within two yards, however, the range is considered point-blank, and the difficulty drops to 4.&lt;br /&gt;
&lt;br /&gt;
===== Reloading =====&lt;br /&gt;
&lt;br /&gt;
A gun that takes a clip can be reloaded quickly in combat, assuming that the character has a spare clip ready. The gun can be reloaded and fired in the same turn. The player simply loses two dice from her attack pool to make up for the time spent reloading.&lt;br /&gt;
&lt;br /&gt;
A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip, (actually putting bullets into the clip) however, requires a Dexterity + Firearms roll (difficulty 6). Only one success is necessary, but doing so takes the entire turn.&lt;br /&gt;
&lt;br /&gt;
===== Three-Round Burst =====&lt;br /&gt;
&lt;br /&gt;
Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three dice to the attack roll, but it raises the difficulty by one. Obviously, firing at this rate also empties three bullets from the clip; each bullet is soaked separately and as normal. See the Ranged Weapons chart for which guns are capable of firing a three-round burst.&lt;br /&gt;
&lt;br /&gt;
===== Two Weapons =====&lt;br /&gt;
&lt;br /&gt;
Firing two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action, complete with reduced dice pools for total shots taken and for any recoil. Additionally, the attacker suffers +1 difficulty for her off-hand weapon (unless she's ambidextrous). Te attacker can fire a number of shots up to each weapon's rate of fire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--//==== Martial Arts ====&lt;br /&gt;
&lt;br /&gt;
See: [[Skill: Martial Arts]].&lt;br /&gt;
&lt;br /&gt;
==== Kailindo ====&lt;br /&gt;
&lt;br /&gt;
See: [[Skill: Kailindo]].//--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
The following details basic rules for other available combat maneuvers.&lt;br /&gt;
&lt;br /&gt;
===== Evasive Action =====&lt;br /&gt;
&lt;br /&gt;
Similar to a dodge, evading an opponent involving leaping, twirling and generally staying one step ahead of him. This maneuver inflicts no damage, but each success scored subtracts one success from an opponent's attack roll. If the evading character's player scores more successes than the attacker, not only does the attack miss, but the evading character has moved into a good position to counterattack. The evading character receives a -1 difficulty bonus to attack on his next turn, assuming he acts first.&lt;br /&gt;
&lt;br /&gt;
Unlike a dodge, a character cannot abort to an evasive action. It must be her declared action.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Wits + Dodge&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Hamstring =====&lt;br /&gt;
&lt;br /&gt;
With this vicious attack, the a character may target his opponent's lower leg and rips apart the tendons. If successful, the attack will hamper quadrupedal foes severely and cripple bipedal ones (halve the movement rates of quadrupedal foes).&lt;br /&gt;
&lt;br /&gt;
Damage caused by this attack is aggravated. Typically, a lone character uses this maneuver to slow an opponent down until her friends can join the fray.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoids with weapons, forms with claws/teeth&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts/Melee as appropriate&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength + Cripple&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Jaw Lock =====&lt;br /&gt;
&lt;br /&gt;
A beast (or form with the appropriate parts) clenches his jaws onto a target's neck, not to kill, but to immobilize. This attack can be performed only from behind or atop an opponent, so that the attacker can use his full body weight to best advantage. The attacker must first succeed in a bite maneuver with a +1 difficulty penalty. Instead of rolling for damage, however, the attacker and defender must both make a resisted Strength + Athletics roll. If the attacker wins, he forces his target to the ground and holds him there. If the attacker loses, he fails to immobilize his target, but he may inflict bite damage as usual.&lt;br /&gt;
&lt;br /&gt;
The immobilized character may attempt to escape on his next action. His player must roll Strength + Brawl (difficulty of his opponent's Brawl +4) in a resisted roll against the attacker's Strength + Brawl (difficulty of the defender's Brawl +2). If the defender fails, he remains immobilized. He escapes if he matches the attacker's successes, but he takes damage equal to the attacker's successes (which he may soak). If he scores more successes than the attacker, he escapes without further harm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Crinos/Hispo/Lupus (or form with appropriate parts)&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Leaping Rake =====&lt;br /&gt;
&lt;br /&gt;
A fighting maneuver for somewhat more graceful and lithe Garou (or other shifters), the leaping rake involves jumping past an opponent and slashing him on the way by. If successful, the maneuver lands the Garou out of range of his opponent.&lt;br /&gt;
&lt;br /&gt;
The Storyteller must first check how many successes the player needs on a Dexterity + Athletics roll (difficulty 3; distances are listed on the [[Feats|Jumping]] chart). If the player fails to score enough successes to carry his character past or to his opponent, he lands wherever the chart indicates, and he may still use his Rage action, at a +1 difficulty penalty. If she succeeds, she must then roll the character's Dexterity + Brawl for the claw attack. If the claw attack fails, the character still lands where she planned.&lt;br /&gt;
&lt;br /&gt;
This attack causes aggravated wounds. It can also be attempted using a punch (doing bashing damage) or with a weapon (doing damage according to the weapon, and making the roll Dexterity + Melee).&lt;br /&gt;
&lt;br /&gt;
Characters must normally be in Crinos form to perform this maneuver, but Glabro also works if the character is punching or using a weapon. A character using the Gift: [[Hare's Leap]] could conceivably even use it in Homid form.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Athletics / Dexterity + Brawl/Kailindo/Martial Arts/Melee&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength + 1 (or as weapon)&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|2 (move/jump + attack)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Taunt =====&lt;br /&gt;
&lt;br /&gt;
The character cavorts about her opponent, growling, snarling and hurling insults. This tactic may alarm or distract the target to the point that she hesitates, giving the character an edge. For every two successes the player rolls on a Manipulation + Intimidation or Expression, the opponent loses one die from his next action. Shifters may only use Intimidation against non-shifters in non-homid/glabro forms.&lt;br /&gt;
&lt;br /&gt;
This maneuver may be used by a pack (see Pack Tactics). If so, the effects are cumulative, which means that an opponent's dice pool can be reduced to nothing. If so, he can take no action except dodging.&lt;br /&gt;
&lt;br /&gt;
A shifter subjected to this maneuver, especially by a pack, may frenzy. A Rage roll must be made, and the difficulty decreases by one if a pack is performing the taunt).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Manipulation + Expression/Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|Opponent's Wits + 4&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pack Tactics ===&lt;br /&gt;
&lt;br /&gt;
===== Fur Gnarl =====&lt;br /&gt;
&lt;br /&gt;
Usually performed by two Garou in rapid succession, this attack consists of the first packmate stripping away the natural protection (or even artificial armor) of an opponent, leaving a vulnerable spot for the next packmate to attack.&lt;br /&gt;
&lt;br /&gt;
The first attacker rolls Dexterity + Brawl or Kailindo for a claw attack, shredding the opponent's fur or armor and hopefully taking a good chunk of it along (the difficulty on the roll is 7). For every two damage successes rolled (before soak), the target loses a die from soak rolls for that area. The next packmate may then attack as usual, although his difficulty increases by two because he must target the same area that the first attacker hit. This penalty lasts until the target can heal the damage or get new armor.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone?'''&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Harrying =====&lt;br /&gt;
&lt;br /&gt;
Wolves do not attack prey outright, even in packs. Instead, they chase and harass their intended meal until it collapses from exhaustion. Werewolves use a similar method to attack and confuse enemies.&lt;br /&gt;
&lt;br /&gt;
Harrying requires at least four Garou: one in front of the victim, one in back and one to each side. The rearmost Garou chases the prey either to one of the Garou on the side or to the lead Garou. The rearmost stalker then reassumes his position and the new stalker surprises the prey, growling and snapping, and chases him toward one of the other Garou, and so on until the victim is exhausted. A human victim will lose a Willpower point each time he is &amp;quot;handed off&amp;quot; to another werewolf.&lt;br /&gt;
&lt;br /&gt;
The system for harrying is as follows: Make a Dexterity + Athletics roll (difficulty 5) for both the chasing Garou and the prey. If the Garou scores more successes, he chases the victim successfully to another Garou.&lt;br /&gt;
&lt;br /&gt;
If, however, the prey scores more successes, he has outdistanced his attacker, and he may attempt to escape. Make the same rolls again, but this time the Garou's player adds the prey's excess successes to her difficulty. For example, if the Garou's player rolled one success on the first harrying roll and the Storyteller rolled five for the prey, the Garou's player adds four to her difficulty, making it 9. The Garou must exceed the prey's successes — at the adjusted difficulty — in order to catch up with the prey and begin steering him toward the waiting hunters. If the prey escapes, the Garou must resort to tracking to find the prey.&lt;br /&gt;
&lt;br /&gt;
If the prey chooses to stand and fight, normal combat begins. Unlike normal wolves, werewolves will not back down from their prey. It's their nature to fight, not flee.&lt;br /&gt;
&lt;br /&gt;
Harrying can be performed in any quadrupedal form. Some tribes, notably the Get of Fenris and the Shadow Lords, use this method to kidnap cubs from their human or wolf families. They wear the pup down to exhaustion, which makes her much easier to capture and transport to her new home.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Savage =====&lt;br /&gt;
&lt;br /&gt;
Also called a &amp;quot;dogpile&amp;amp;quot; by the Bone Gnawers, this brutal attack requires at least three packmates, although it can involve five or more for larger opponents. This tactic involves one werewolf hurling herself at an opponent to knock him to the ground, whereupon the rest of the pack rushes him in Lupus or Hispo form to bite him while he's down.&lt;br /&gt;
&lt;br /&gt;
The system is simple; the first Garou executes a body tackle or sweep attack as usual. Then, his packmates surround the fallen foe and bite whatever part of him they can reach. This attack can slay most enemies in seconds, but even opponents who are not killed outright must roll Strength + Athletics (difficulty 4 + 1 for each Garou involved, maximum 10) to stand up.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Wishbone =====&lt;br /&gt;
&lt;br /&gt;
This maneuver consists of one or more Garou grabbing an opponent's extremities and pulling him apart. It's not very subtle, true, but it's a superb way to get an uncooperative foe to talk or to scare the hell out of any remaining enemies.&lt;br /&gt;
&lt;br /&gt;
Each player must roll his character's Dexterity + Brawl or Kailindo (or Martial Arts if applicable) to grab an extremity. The difficulty begins at 6 and drops by one for each Garou thereafter (as the opponent's ability to dodge is gradually reduced). After all possible extremities are restrained, each player rolls Strength for damage. This damage is considered lethal. The Garou involved may choose to either pull slowly as a torture method (in which case the damage is considered bashing) or to simply give a quick jerk, maximizing damage. If any one Garou inflicts more than three health levels of damage after soak, the extremity is broken or severed (Storyteller's discretion).&lt;br /&gt;
&lt;br /&gt;
This maneuver is possible to perform in Lupus or Hispo; it just requires knocking the victim down first.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone?'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Note:''' Some sufficiently large forms (notably a Mokole Archid with [[Archid: Huge Size|Huge Size]]) may be able to perform this maneuver individually, at GM discretion.&lt;br /&gt;
&lt;br /&gt;
===Wound Penalties===&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Damage&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Descriptor&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Penalty&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Bruised&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Hurt&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
|Injured&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
|Wounded&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Mauled&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
|Crippled&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
| -7&lt;br /&gt;
|Incapacitated&lt;br /&gt;
|Unconscious&lt;br /&gt;
|-&lt;br /&gt;
| -8&lt;br /&gt;
|Dead&lt;br /&gt;
|x_x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
&lt;br /&gt;
A character can choose to take one of three defensive actions in a turn instead of attacking. At GM discretion, she may also choose to abort a previously declared action or give up her next turn (or spend Rage) in order to do so. These actions are dodging, blocking and parrying.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
Dodging is simply the act of getting out of the way before an attack lands, and the roll is Dexterity + Dodge. The difficulty depends on how much cover is available and how much space the character has to cross to get to it, as well as the nature of the attack being dodged. A Garou in Lupus form dodging a kick needs only to jump back a few feet, so the difficulty is only 5. However, a Garou in Crinos form trying to dodge a shotgun blast from 15 feet away with no cover should probably just grit her teeth and get ready to get shot — her difficulty should be 9 or even 10. Successes on the dodge roll subtract successes from the attacker's roll to hit the character. So, in order to avoid being hit entirely, the dodging character needs more successes than the attacking character.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
Blocking involves using one's own body to stop an incoming attack. A character cannot block a firearms attack (well, he can, but it isn't very smart), but a character may attempt to block any hand-to-hand or melee attack. The roll is Dexterity + Brawl or Martial Arts (or Kailindo) and the difficulty is determined by the nature of the attack being blocked. (A fist is easier to block than a sword). Otherwise, the system is identical to dodging.&lt;br /&gt;
&lt;br /&gt;
=== Parrying ===&lt;br /&gt;
&lt;br /&gt;
Parrying is the use of a weapon to block an incoming attack. The system is the same as blocking, except that the roll is Dexterity + Melee.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
=== Mortals ===&lt;br /&gt;
&lt;br /&gt;
==== Bashing ====&lt;br /&gt;
&lt;br /&gt;
Mortals heal bashing damage fairly quickly, and doing so requires no medical treatment up to the Wounded level. Wounds just heal naturally by themselves. Past the Wounded health level, however, medical care becomes necessary as wounds take the form of broken bones, concussions or worse.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Health Level &lt;br /&gt;
!Recovery Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bruised to Wounded&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One hour&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Mauled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crippled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Six hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Incapacitated&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Twelve hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a mortal reaches Incapacitated from bashing damage, he falls unconscious but does not die. Instead, any further damage starts at the top of the Health spectrum and is recorded as lethal (and recovery is handled as per lethal damage). Thus, even bashing damage can kill, given enough severity and duration.&lt;br /&gt;
&lt;br /&gt;
==== Lethal ====&lt;br /&gt;
&lt;br /&gt;
Lethal damage is exactly that. Any lethal wound worse than Hurt requires medical treatment before it will heal. Any such wound left untreated worsens by one level per day as wounds re-open or become infected. A mortal who reaches Incapacitated through lethal damage is at death's door; if he takes one more health level of any sort, he dies.&lt;br /&gt;
&lt;br /&gt;
A mortal at Mauled or higher from lethal damage may simply rest and recover his health. A mortal at Crippled or Incapacitated, however, needs constant medical attention over the times listed for any healing to take place.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Health Level &lt;br /&gt;
!Recovery Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bruised to Wounded&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One day&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Hurt&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three days&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Injured&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One week&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Injured&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One month&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Mauled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Two months&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crippled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three months&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Incapacitated&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Five months&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a mortal must heal one health level at a time. That is, she must rest for the full amount of time for each health level in order to begin healing the next one. For example, a mortal who has reached Injured from lethal damage must rest for one week to heal the Injured level, three days to heal the Hurt level and an additional day to heal the Bruised level.&lt;br /&gt;
&lt;br /&gt;
Aggravated damage heals as if it were lethal for humans. The only significant difference is that aggravated damage is harder to heal through supernatural means.&lt;br /&gt;
&lt;br /&gt;
=== Shifters ===&lt;br /&gt;
&lt;br /&gt;
Changing Breeds heal at a frightening pace. They regenerate one bashing or lethal health level every turn. Homid- and lupus-breed (or similar) shifters can regenerate roughly a health level a day while in their natural forms if they are in critical condition, but doing so requires their bodies to work in overdrive. If they are conscious and moving around in their breed form, they heal as humans do. Metis are blessed with full regeneration in all forms. No Garou, regardless of breed, can regenerate aggravated damage. Aggravated damage is healed at one level per day, during which the shifter must rest in a form other than his natural one (if homid or lupus/beast).&lt;br /&gt;
&lt;br /&gt;
Remember that to regenerate damage while engaged in stressful activity (like combat), the player must roll the shifter's Stamina (difficulty 8) each turn. This roll is reflexive, so the player does not have to split a dice pool or use a Rage action. Success means that the shifter heals as normal. Failure means that he heals no damage, and a botch indicates that the shifter cannot regenerate until he has had a chance to rest.&lt;br /&gt;
&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
&lt;br /&gt;
Vampires treat all firearms damage as Bashing, unless aimed at the head (which is a Difficulty 8 target), in which case they are considered Lethal. Special types of ammo (incendiary rounds spring to mind) can bypass this.&lt;br /&gt;
&lt;br /&gt;
All post-soak Bashing damage done to vampires is halved, rounded down. Vampires soak Bashing and Lethal damage with their full Stamina (plus any dice granted by [[Fortitude]]).&lt;br /&gt;
&lt;br /&gt;
Both Bashing and Lethal damage are treated as &amp;quot;normal&amp;quot; damage by vampires for purposes of healing. While resting (''not'' during combat), a vampire may spend one blood point to heal one level of normal damage, up to their usual points-per-turn limit (as defined by their Generation).&lt;br /&gt;
&lt;br /&gt;
Aggravated damage can ''only'' be soaked by any dice granted by Fortitude. It also takes a full day of rest and the expenditure of five (5) blood points to heal one level of Aggravated damage. If, at the end of a full day of rest, further levels of Aggravated damage remain, each can be individually healed by the expenditure of five more blood points and a Willpower point.&lt;br /&gt;
&lt;br /&gt;
Note that blood expenditure is the ''only'' way vampires can heal. If they do not heal themselves consciously, their body will attempt to automatically heal itself upon rising for the evening. This has sometimes led to underfed vampires falling into [[Torpor]] after sustaining severe wounds.&lt;br /&gt;
&lt;br /&gt;
== Blood Pool ==&lt;br /&gt;
&lt;br /&gt;
A vampire may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, or Stamina) by one dot for the duration of the scene. They can spend as many blood points as is allowed by their Generation, and may boost these Attributes to ''one level higher'' than their standard Generation maximum (i.e. a 10th Generation vampire could boost their Attributes to 6).&lt;br /&gt;
&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
&lt;br /&gt;
A 9th generation vampire may spend 2 points of blood per turn. He could thus raise any one of his Physical Attributes by 2, or 2 of them by 1, every turn. The highest he can maintain these at easily is 6.&lt;br /&gt;
&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
With effort, they can even boost ''above'' this limit, but every dot above this limit lasts only three turns after the vampire stops spending blood to &amp;quot;buff.&amp;quot; However, no vampire may ever increase their Physical Attributes above 10 in this way.&lt;br /&gt;
&lt;br /&gt;
A vampire on the path of [[Humanity]] may also spend blood to appear fully mortal for a scene (i.e. their breath will mist on cool nights, their skin loses its deathly pallor, etc). To do this, they must spend a number of blood points equal to (8 - their Humanity).&lt;br /&gt;
&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
&lt;br /&gt;
Thus, a vampire with Humanity 6 would need to spend 2 points of blood to gain this effect.&lt;br /&gt;
&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
''Only'' vampires on the path of Humanity can do this, as those on Paths of Enlightenment have completely forsaken their human qualities.&lt;br /&gt;
&lt;br /&gt;
== Werecreature Shifting ==&lt;br /&gt;
&lt;br /&gt;
Changing form requires a Stamina + Primal-Urge roll. The difficulty varies based on the character's starting form. However, the number of successes needed also varies based on which form the character is attempting to reach. She must cross over all intermediate forms before reaching the one she desires. Therefore, the player must roll one success to begin the change and then one for each form the character must &amp;quot;pass through&amp;quot; to get to the desired form.&lt;br /&gt;
&lt;br /&gt;
In combat, it takes a full action to shift without rage unless you have an ability that states otherwise (Kailindorani may shift and attack; some merits make shifting easier). A character may always shift to their breed form as if they had spent a Rage point, but without actually doing so. Typical shifting difficulties are as follows:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Form Shifting To&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Homid&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Glabro&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Crinos&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Hispo&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Lupus&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Crinos/Hispo forms generally reduce perception difficulties by 1. Lupus forms reduce these difficulties by 2.&lt;br /&gt;
** Bastet perception difficulties are reduced by 2 in all forms but Homid.&lt;br /&gt;
&lt;br /&gt;
== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage and Gnosis may not be spent in the same round.&lt;br /&gt;
&lt;br /&gt;
The following conditions might call for a Rage roll (also known as frenzy checks), at the Storyteller's discretion.&lt;br /&gt;
&lt;br /&gt;
* Embarrassment or humiliation (botching an important roll)&lt;br /&gt;
* Any strong emotion (lust, rage, envy)&lt;br /&gt;
* Extreme hunger&lt;br /&gt;
* Confinement, helplessness&lt;br /&gt;
* Being taunted by an enemy&lt;br /&gt;
* Large quantities of silver in the area&lt;br /&gt;
* Being wounded or seeing a packmate wounded&lt;br /&gt;
&lt;br /&gt;
'''Difficulties for Rage rolls are as follows'''.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Moon Phase&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;New&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crescent&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Half&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Gibbous&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Full&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;amp;lt;center&amp;gt;4&amp;lt;/center&amp;amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All shifters subtract one to the difficulty if in their Crinos (or related) form when making this roll. Garou/Gurahl subtract one to the difficulty if making a rage roll during their auspice moon. These penalties stack, but may never drop the difficulty below 3 (thus, a Crinos Ahroun during the Full would be rolling against difficulty 3, not 1).&lt;br /&gt;
&lt;br /&gt;
=== Rage Healing ===&lt;br /&gt;
&lt;br /&gt;
A critically injured shifter may attempt to channel her Rage to save herself. Doing so is risky, however, for even if it succeeds, it throws the character into the depths of frenzy. It is sometimes the only way to save a character's life, though.&lt;br /&gt;
&lt;br /&gt;
If the player wishes a character to remain active, she must roll the character's permanent Rage (difficulty 8). For each success, the character heals one health level. However, no matter how many health levels are healed, the character begins the next turn in a berserk frenzy.&lt;br /&gt;
&lt;br /&gt;
The roll to remain active can be attempted only once per scene. If a character is Incapacitated more than once in one fight, she takes the worst effects of the damage. Rage-Healing always results in a battle scar of some variety.&lt;br /&gt;
&lt;br /&gt;
=== Frenzies ===&lt;br /&gt;
&lt;br /&gt;
Any Rage roll can ignite a frenzy, even those made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt — willing or otherwise — to awaken the primal Beast that drives the shifter. If a player rolls four or more successes on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn.&lt;br /&gt;
&lt;br /&gt;
Shifters with permanent Rage ratings lower than four can frenzy, but only under extreme circumstances. Highly emotional and personal circumstances (such as the threat of rape in a Black Fury's case, or the threat of imprisonment for a claustrophobic Silent Strider) can boost a werewolf's Rage above the permanent rating. It is this higher rating that the player uses for Rage rolls.&lt;br /&gt;
&lt;br /&gt;
To avoid an imminent frenzy, a character may spend a Willpower point. Thralls may not be avoided in this way.&lt;br /&gt;
&lt;br /&gt;
==== Berserk Frenzy ====&lt;br /&gt;
:The shifter sees only red and moving shapes. They wish only to reduce these shapes to mangled carcasses. A berserk shifter transforms immediately to Crinos or Hispo (or related; player's choice) and attacks.&lt;br /&gt;
&lt;br /&gt;
:Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her packmates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allies who are not members of her pack.&lt;br /&gt;
&lt;br /&gt;
:If, however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves, and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the Storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.&lt;br /&gt;
&lt;br /&gt;
==== Fox Frenzy ====&lt;br /&gt;
:Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus (or a related) form and runs, attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In either frenzy, special maneuvers and pack tactics are impossible. The extent of the shifter's attack capability is to bite, claw or run. The character may spend Rage for extra actions. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties.&lt;br /&gt;
&lt;br /&gt;
Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the shifter's own Rage, but no lower than 3) to escape the frenzy. Even if this roll fails, she may try again each turn.&lt;br /&gt;
&lt;br /&gt;
==== Choosing Fox or Berserk ====&lt;br /&gt;
&lt;br /&gt;
The Rage inside a Garou is their connection to the Beast, that feral side of them that gives them their vicious anger in battle. But the beast is also simply that: A wild animal. And an animal's first instinct isn't always to fight. So when a Garou falls into a frenzy, their player should take into account the causes of the frenzy.&lt;br /&gt;
&lt;br /&gt;
When a frenzy is caused by fear or surprise, a wild animal's first instinct will be to run away. When in pain and not cornered or being directly attacked, their instinct is the same, to get somewhere safe and lick their wounds. However, when hunting their quarry or fighting for their life, a wild animal's first instinct is to do harm. In the same way, a Garou's frenzy should reflect the instinct of the Beast inside them.&lt;br /&gt;
&lt;br /&gt;
Some of the ways a Garou can frenzy is by anger or humiliation. While wild animals don't have these emotions (or at least don't experience them the same way humans do), Garou can still feel the Beast tugging on them in similar ways. When angry or in an argument, the Garou's instincts are telling them to physically attack their opponent in the same way they're verbally attacking them, and a frenzy from this would likely be a Berserk Frenzy. When they are humiliated, for example, the Garou will be feeling the desire to get away and hide from the mocking stares of their peers, so this could result in a Fox Frenzy.&lt;br /&gt;
&lt;br /&gt;
As is the case with everything in White Wolf, there are always exceptions. Use your common sense and remember that anger isn't the only emotion that's heightened by Rage, nor the only one that drives the Beast within.&lt;br /&gt;
&lt;br /&gt;
==== Thrall of the Wyrm ====&lt;br /&gt;
&lt;br /&gt;
A shifter's Rage is fearful enough, but sometimes a frenzy is abnormal. If a shifter descends too far into frenzy, his Rage is no longer pure. Instead, he has opened himself up to be used by the Wyrm.&lt;br /&gt;
&lt;br /&gt;
If a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy, and spending Willpower will not bring her out of it. The character is said to be &amp;quot;in the Thrall of the Wyrm.&amp;quot; The frenzy follows normal tendencies with regards to attacks and duration, but it includes some even more horrific aspects.&lt;br /&gt;
&lt;br /&gt;
Each of the three typical breeds carries a piece of the Triatic Wyrm, and during such a frenzy, that Wyrm can demand its due.&lt;br /&gt;
&lt;br /&gt;
; Homid&lt;br /&gt;
: Eater-of-Souls has long held humans as its special children, and this attention includes Homid shifters. The Wyrm can drive such shifters to acts of cannibalism upon humans, beasts or even other shifters. When a homid-breed in the Thrall kills or incapacitates an opponent (friend or foe), her player must roll Wits (difficulty 7). If the roll botches, the Garou must stop for a turn and feast.&lt;br /&gt;
; Metis&lt;br /&gt;
: Barred as they are from breeding, metis are special targets of the Defiler Wyrm. Metis in the Thrall sometimes practice unspeakable acts of perversion on fallen opponents, regardless of their respective genders. If a metis kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the shifter stops fighting for a turn and slakes her unholy lust on her helpless opponent.&lt;br /&gt;
; Beast&lt;br /&gt;
: The savage, feral beast (lupus, etc.) feel the pull of Beast-of-War. A beast-shifter in the thrall will savage a fallen opponent, friend or foe, and not pull away until the body lies in pieces around her. The shifter loses all sense of mercy, regardless of her comparative Gnosis and Rage scores. When a beast-shifter kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the shifter must continue to attack until her opponent is torn limb from limb.&lt;br /&gt;
&lt;br /&gt;
Succumbing to the Thrall of the Wyrm is terrifying to any shifter. A normal frenzy is considered a defense mechanism against pain, a pure if brutal method of survival. A Wyrm-frenzy is nothing of the kind. It brings to light the inner struggle with the Wyrm, which is something few shifters are prepared to face. Unable to live with their deed, some shifters even end their lives after such a frenzy.&lt;br /&gt;
&lt;br /&gt;
==== Vampiric Frenzy ====&lt;br /&gt;
&lt;br /&gt;
A vampire on the verge of Frenzy must make a [[Virtue: Self Control|Self Control]] roll against a variable difficulty, typically from 6 to 8 (if attempting to resist the urge to commit a blatantly evil act, they can instead roll against a difficulty of (9 - [[Virtue: Conscience|Conscience]])). They must score ''at least'' five (5) successes to completely overcome the desires for violence, but even one success halts the frenzy temporarily. For each success below five, the character can resist the urge to frenzy for one turn (i.e. three successes = three turns of coherence). After this duration expires, the character may roll again to try and gain extra successes and thus continue to resist the frenzy. Once five successes are accrued during this extended roll, the vampire has resisted the Beast's urges and fights down the Frenzy.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+'''Difficulties to resist frenzy'''&lt;br /&gt;
!Provocation&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Smell of blood (when hungry)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Sight of blood (when hungry)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Being harassed&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Life-threatening situation&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Malicious taunts&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Physical provocation&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Taste of blood (when hungry)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Loved one in danger&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Outright humiliation&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A vampire in the midst of an active Frenzy can spend a Willpower point to control one action for one turn, but this does not stop the Frenzy. This merely gives them a very brief window of lucidity (i.e. halting an attack long enough to growl out &amp;quot;Run!&amp;quot; at the innocent they were about to mangle). A Frenzy generally lasts roughly until the end of the scene, the vampire is knocked unconscious, or at GM discretion.&lt;br /&gt;
&lt;br /&gt;
===== Rötschrek =====&lt;br /&gt;
&lt;br /&gt;
Roughly equivalent to the Garou Fox Frenzy, and also known as the Red Fear. In this state, the vampire flees in a blind, instinctual panic, doing everything they can to get as far away from the source of their terror as quickly as possible. To avoid Rötschrek, the vampire must make a [[Virtue: Courage|Courage]] roll, with similar rules to overcoming a standard Frenzy (see above).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+'''Difficulties to resist Rötschrek'''&lt;br /&gt;
!Provocation&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Lighting a cigarette&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Sight of a torch&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Bonfire&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Obscured sunlight&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Being burned&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Direct sunlight&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Trapped in a burning building&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Willpower ==&lt;br /&gt;
&lt;br /&gt;
A Willpower point may be spent at any time to guarantee one success on any appropriate roll. This is normally announced before a roll is made, and may only be used to avoid a failure or botch at the GM's discretion.&lt;br /&gt;
&lt;br /&gt;
== Gnosis ==&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
&lt;br /&gt;
The Gauntlet divides the places of matter from the places of spirit. Matter and spirit, craving unity, pull toward one another with a palpable force, ever struggling to rupture the Gauntlet and be one yet again as they were in the First Times. An ancient war wages between the Earth, the Umbra and the Gauntlet since two sides are attracted to each other, and the third exists only to hold them apart. The Weaver maintains the Gauntlet, sending her spirits to reinforce its strength tirelessly. In some areas, the strength of the Gauntlet has rendered the physical world virtually spirit-dead. In others, though, spiritual energy leaks through the Gauntlet trying to force ever-widening holes in this barrier. Civilization is the Gauntlet's greatest ally. As humans seek to control the environment, they crush the Wyld and strengthen the Weaver, pushing the spirit world farther away. The relative strengths of spiritual beliefs in people from more &amp;quot;developed&amp;quot; countries as compared to those in the rest of the world act as some evidence of this theory.&lt;br /&gt;
&lt;br /&gt;
Yet, there might yet remain some hope for civilization. The Glass Walkers argue vehemently to promote the new creativity and connectivity of people brought about by the advent of the Internet. However, there are far more voices in other tribes that call for the destruction of the scabs and an end to the tempestuous escalation of technology.&lt;br /&gt;
&lt;br /&gt;
Every place on Earth has a Gauntlet rating from 2 to 9. Stepping sideways in areas with a high Gauntlet rating is well nigh impossible. Areas in which the Gauntlet is thin allow almost unhindered access for those who know how to step sideways.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Area &lt;br /&gt;
!Typical Gauntlet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Science Lab&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Inner City&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Most Places&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Rural Countryside&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Deep Wilderness&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Typical Active Caern&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Powerful Caern&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;The greatest Caerns&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stepping Sideways ===&lt;br /&gt;
&lt;br /&gt;
What does it feel like to step into the Umbra? It's like diving into cold water. First, you feel the splash as you break the surface. Then, for a moment, you freeze as your body and mind try to come to grips with the change. Finally, you swim for the surface, take a breath and try to get used to the water. Or maybe you panic, swallow water and start drowning. That's how it feels.&lt;br /&gt;
&lt;br /&gt;
The spirit world lies just a whisper away. Children feel it, hiding beneath their beds at night, lurking in the woods behind their homes. You dance through it in your dreams. It's where reflections lie, on the far side of the mirror. To go there, stop walking forward and backward, and just step sideways. It's that easy.&lt;br /&gt;
&lt;br /&gt;
All werewolves have the ability to &amp;quot;reach&amp;quot; or &amp;quot;step sideways&amp;quot; into the Umbra. This ability comes intuitively once the First Change passes. Somehow, they begin to sense the world waiting on the other side of the mirror. Shifting between worlds becomes a skill like walking; it's something that they can just do. Bastet are not so lucky, and may only enter the Umbra with certain gifts.&lt;br /&gt;
&lt;br /&gt;
But, of course, the Gauntlet lies in the way, and a werewolf must push through it to step sideways. In most places, the player must make a Gnosis roll against the Gauntlet rating. If she succeeds, the character slips through to the other side. Failure means that she can't push through the webs in this location and needs to move and try again. If she tries to enter the Umbra in the same place, Weaver-spirits reinforce the Gauntlet and the difficulty increases by two for each further attempt. The Gauntlet rating can never exceed 10, though. On a botch, the character may get trapped in the Pattern Web, appear in the midst of a spirit storm or simply vanish for a while, only to reappear hours later with no memory of the missing time. It's important to note that stepping sideways cannot be done as a Rage action. A character cannot normally use Rage and Gnosis in the same turn, after all.&lt;br /&gt;
&lt;br /&gt;
A pack may nominate a single &amp;quot;opener of the way&amp;quot; to lead the entire pack into the Umbra. The player of this character rolls once for the pack (the pack member with the highest Gnosis usually receives this task). Her result affects all of her packmates. Only packs may enter the Umbra this way, and non-packmates accompanying them must step sideways using their own Gnosis.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Successes &lt;br /&gt;
!Shift Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Botch; you are stuck in the Gauntlet&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Failure; may not try again for another hour.&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;One&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Five Minutes&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Two&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;30 Seconds (about five rounds)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Three+&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Instant&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As normal, a Willpower may be spent for one success on this roll.&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
{{note|Kailindo}} If a Kailindo maneuver is named, all difficulties listed here are always overridden by the difficulties associated with the stated maneuver. The same applies to Martial Arts in general.&lt;br /&gt;
&lt;br /&gt;
{{note|Bite}} Glabro and related forms may make bite attacks at difficulty 8, with Strength - 1 damage. Lupus Breed (or Feline, etc.) in their breed form always make bite attacks for lethal damage because they are not supernatural in that form. A homid shifting to lupus form and biting does inflict aggravated because that form is supernatural.&lt;br /&gt;
&lt;br /&gt;
{{note|Claw}} Claw damage is only aggravated in Crinos/Hispo forms and related, or if a Vampire uses [[Protean#Feral Claws|Feral Claws]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Core]]&lt;br /&gt;
__NOTOC__&lt;br /&gt;
__NOEDITSECTION__&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Combat_Primer</id>
		<title>Combat Primer</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Combat_Primer"/>
				<updated>2011-02-12T06:50:10Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with ''''''THIS PAGE IS NOT YET APPROVED'''''  Basic info for adjudicating combat is listed below. Note that the terms Storyteller and GM or Game Master are interchangeable. Finally, t…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THIS PAGE IS NOT YET APPROVED'''''&lt;br /&gt;
&lt;br /&gt;
Basic info for adjudicating combat is listed below. Note that the terms Storyteller and GM or Game Master are interchangeable. Finally, these rules are standard. If, as a GM, you wish to modify these rules for your scene (which you may, within reason), please let your players know.&lt;br /&gt;
* '''The Combat Primer is in the process of a major update, so don't be surprised if things here change.'''&lt;br /&gt;
&lt;br /&gt;
== Actions ==&lt;br /&gt;
&lt;br /&gt;
A character is limited to one standard action (attacking, dodging, power use, etc.) and one move action per turn.&lt;br /&gt;
&lt;br /&gt;
== Initiative ==&lt;br /&gt;
&lt;br /&gt;
This is order of Combat.&lt;br /&gt;
&lt;br /&gt;
*Step 1: All PCs roll 1d10 and then adds their Wits rating (not dice) + Dexterity rating (+ Any Bonuses). The GM rolls this for all their NPCs.&lt;br /&gt;
*Step 2: In the case of ties, the character with the highest initiative rating (Wits + Dex) goes first. If this continues to result in a tie, roll off.&lt;br /&gt;
*Step 3: The character with the lowest initiative declares their actions first. The person with the highest initiative should declare their actions last (after they've heard everyone else's).&lt;br /&gt;
*Step 4: The character with the highest initiative ''acts'' first; the character with the lowest initiative acts last.&lt;br /&gt;
&lt;br /&gt;
Most of the time, initiative should remain the same throughout the combat for the sake of time and simplicity. However, GMs are free to call for a scenewide reroll if they want to deal with the extra headache.&lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
&lt;br /&gt;
What dice pool the player uses depends on the nature of the attack. Standard difficulty is 6 unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
* Firearms, roll Dexterity + Firearms.&lt;br /&gt;
* Bows or crossbows, roll Dexterity + Archery; if no Archery, roll Dexterity + Athletics at +1 difficulty.&lt;br /&gt;
* Thrown, roll Dexterity + Athletics.&lt;br /&gt;
* Hand-held weapons, roll Dexterity + Melee.&lt;br /&gt;
* Hand-to-hand attacks, roll Dexterity + Brawl or Martial Arts. Note that Martial Arts can not be used in beast-forms.&lt;br /&gt;
* Kailindo works as Martial Arts with the exception that it ''can'' be used in beast-forms, and draws from its own maneuvers listing.&lt;br /&gt;
&lt;br /&gt;
The numbers below are all pre-calculated and a very brief simplification. Generally, if a combat maneuver lists its difficulty at 7, this is likely because the maneuver adds a +1 difficulty to a normal attack roll, so please keep this in mind.&lt;br /&gt;
&lt;br /&gt;
=== Standard Combat Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
The table below outlines the general difficulties for attacks from Normal Brawl, Shifters (with Brawl), Vampires (with Brawl), Soft Martial Arts, Hard Martial Arts, and Kailindo. For natural weapons (bite/teeth, claws), use the racial difficulties.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
!Normal &lt;br /&gt;
!Shifters &lt;br /&gt;
!Vampires &lt;br /&gt;
!Soft [[Skill: Martial Arts|MA]] &lt;br /&gt;
!Hard [[Skill: Martial Arts|MA]] &lt;br /&gt;
![[Skill: Kailindo|Kailindo]]&amp;lt;ref&amp;gt;If a Kailindo maneuver is named, all difficulties listed here are always overridden by the difficulties associated with the stated maneuver. The same applies to Martial Arts in general.&amp;lt;/ref&amp;gt; &lt;br /&gt;
!Damage&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bite&amp;lt;ref&amp;gt;Glabro and related forms may make bite attacks at difficulty 8, with Strength - 1 damage. Lupus Breed (or Feline, etc.) in their breed form always make bite attacks for lethal damage because they are not supernatural in that form. A homid shifting to lupus form and biting does inflict aggravated because that form is supernatural.&amp;lt;/ref&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5/8&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5/8&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (A)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Body Tackle&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (L/A)&amp;lt;ref&amp;gt;Claw damage is only aggravated in Crinos/Hispo forms and related, or if a Vampire uses [[Protean#Feral Claws|Feral Claws]].&amp;lt;/ref&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Disarm&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Grapple&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S/- (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Kick&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S+1 (B/L)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Strike&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;S (B)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Sweep&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;-&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''NOTE:''' Weapon Length: A dagger does not have the reach of a sword. In cases where an attacker has less reach than the defender, the attacker loses 1 die to her attack roll.&lt;br /&gt;
&lt;br /&gt;
==== Offsite Charts ====&lt;br /&gt;
&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#54 Melee Weapons Chart]&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#51 Ranged Weapons Chart]&lt;br /&gt;
* [http://wta-core.hit.bg/files/wta06.html#52 Thrown Weapons Chart]&lt;br /&gt;
&lt;br /&gt;
=== General Complications ===&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
&lt;br /&gt;
Some foes possess a protective covering, be it a flak jacket or a slimy carapace. Armor adds dice to a character's soak roll. Some artificial armor also restricts body movement, as is reflected in an increase to Dexterity difficulties. Some armor types are given on the Armor chart. Armor dice (and only the armor dice) can be used to soak lethal damage. Those dice might also be usable to soak damage that might otherwise be unsoakable, at the Storyteller's discretion. It would make sense that a kevlar vest could be used to soak a silver weapon, but a flak jacket is no protection from radiation.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Armor Type &lt;br /&gt;
!Armor Rating &lt;br /&gt;
!Dexterity Penalty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Reinforced Clothing&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Armor T-Shirt&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Kevlar Vest&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Flak Jacket&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Full Riot Gear&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Blind ====&lt;br /&gt;
&lt;br /&gt;
Blind characters cannot dodge, parry or block attacks, and they take a +2 difficulty penalty on all actions. Some Gifts compensate for sight, but the Storyteller has the final say over what effects these Gifts have in combat.&lt;br /&gt;
&lt;br /&gt;
==== Changing Actions ====&lt;br /&gt;
&lt;br /&gt;
Normally, once a player has declared an action, she may not change it until after the GM's results pose. Please coordinate politely with your GM if a circumstance arises where you feel your pose/action should be modified or change.&lt;br /&gt;
&lt;br /&gt;
==== Immobilization ====&lt;br /&gt;
&lt;br /&gt;
A character who is partially immobilized and is unable to dodge is not in a good position. All attacks on such a character receive a -2 difficulty bonus if she is still able to struggle, and they succeed automatically if she cannot move at all.&lt;br /&gt;
&lt;br /&gt;
==== Knockdown ====&lt;br /&gt;
&lt;br /&gt;
Some attacks are meant to knock an opponent off her feet. If this happens, the character must get back to her feet. If she has no actions left with which to do so, her opponent may treat her as being partially immobilized.&lt;br /&gt;
&lt;br /&gt;
==== Multiple Actions ====&lt;br /&gt;
&lt;br /&gt;
A character may take multiple actions by subtracting the same number of dice from all of her actions. Taking three actions would result in a subtraction of three dice from each of those actions. Spending Rage or dots in Celerity allow for extra actions without this penalty.&lt;br /&gt;
&lt;br /&gt;
==== Stun ====&lt;br /&gt;
&lt;br /&gt;
As mentioned previously, a character loses her next turn when she receives more health levels of damage in one turn than her Stamina rating. She may take no action other than stumbling around a bit, and any attacks against her receive a -2 difficulty bonus.&lt;br /&gt;
&lt;br /&gt;
=== Other Complications ===&lt;br /&gt;
&lt;br /&gt;
The following details basic rules for most combat options.&lt;br /&gt;
&lt;br /&gt;
==== Close ====&lt;br /&gt;
&lt;br /&gt;
===== Body Tackle =====&lt;br /&gt;
&lt;br /&gt;
This dangerous maneuver may potentially damage the attacker more than his opponent. The attacker runs at full speed toward his opponent, hopefully building enough momentum to knock said opponent to the ground. Both combatants must succeed in Dexterity + Athletics rolls (difficulty 6 for the attacker, 6 + attacker's successes for the target) or be knocked to the ground.&lt;br /&gt;
&lt;br /&gt;
If the attack roll botches, one of two things happens. The attacker either trips and falls, or he runs headlong into his target and bounces off, leaving his target unharmed but receiving his target's Stamina in damage dice.&lt;br /&gt;
&lt;br /&gt;
All damage caused by this attack is considered bashing. If the attack is used by a Garou in Crinos or Hispo against an unprotected human being, the damage might be considered lethal instead (Storyteller's discretion).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Disarm =====&lt;br /&gt;
&lt;br /&gt;
Similar to a parry, the character attempts to use a weapon to remove his opponent's weapon. The attacker rolls to attack as usual, but with a +1 difficulty penalty. If the attacker's successes equal or exceed his opponent's Strength score, his opponent drops his weapon. If the attacker does not score enough successes, he still inflicts damage as usual. A botch on this roll usually means that the attacker has dropped his weapon.&lt;br /&gt;
&lt;br /&gt;
It is possible, though much more difficult, to perform this maneuver without a weapon. In that case, the roll is Dexterity + Brawl, Kailindo, or Martial Arts, the difficulty is 8, and the character must remove a die from her attack pool as though moving within range of an opponent with a longer weapon.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoid forms&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Melee (or Brawl/Kailindo/Martial Arts as stated above)&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Flank/Rear Attack =====&lt;br /&gt;
&lt;br /&gt;
Attacking an opponent's flank reduces the difficulty by one. Attacking from the rear reduces the attacker's difficulty by two.&lt;br /&gt;
&lt;br /&gt;
===== Flurry =====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt multiple hits with a single action. The first hit always has a penalty equal to the total number of hits, and then the penalty increases by one for each successive hit. Thus, a 3-hit flurry would take a -3/-4/-5 penalty to each attack roll, respectively.&lt;br /&gt;
&lt;br /&gt;
===== Grapple/Clinch =====&lt;br /&gt;
&lt;br /&gt;
Grappling is the act of seizing and holding an opponent with the intent to immobilize or harm him. A grappling attack intended to damage an opponent is called a clinch; an attack meant to immobilize is called a hold.&lt;br /&gt;
&lt;br /&gt;
Either attack begins with the attacker succeeding in a Strength + Brawl or Martial Arts roll. Success indicates that the attacker has grappled his opponent. If the attack is a clinch, the attacker may inflict damage equal to his Strength beginning the turn after he begins the grapple. If the attack is a hold, the target is held until his next action.&lt;br /&gt;
&lt;br /&gt;
When a character is on the receiving end of a grapple, she has two options. The first is to escape, which requires a resisted Strength + Brawl roll. At the Storyteller's option, defenders may roll Dexterity instead of Strength to escape a clinch or hold. If the attacker wins, the grapple continues. If the defender wins, she pulls free. The other option is to reverse the hold. Doing so requires the same roll as escaping, but to reverse the hold successfully, the defender must beat her attacker by at least two successes.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoid forms&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Strength + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength or none&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Sweep =====&lt;br /&gt;
&lt;br /&gt;
A character uses her legs or a weapon to sweep an opponent's legs out from under her. Only certain weapons can be used this way, of course. Because their arms are disproportionately long for example, werewolves in Crinos form may sweep a smaller opponent using their arms instead of their legs. Likewise, a Garou can try to trip up a foe while in Hispo or Lupus form, although doing so raises the difficulty by one.&lt;br /&gt;
&lt;br /&gt;
A sweep does no damage, but it does leave an opponent prone if successful.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8 (9 for beast forms)&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Two Weapons =====&lt;br /&gt;
&lt;br /&gt;
Attacking with two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action. Additionally, the attacker suffers a +1 difficulty for her off-hand weapon (unless she possesses the [[Merit: Ambidextrous]]).&lt;br /&gt;
&lt;br /&gt;
==== Ranged ====&lt;br /&gt;
&lt;br /&gt;
===== Aim =====&lt;br /&gt;
&lt;br /&gt;
A character who spends time aiming can shoot much more accurately than one who simply snaps off a shot. However, aiming properly requires that the character is not moving faster than a slow walk and that the target stays in the character's field of vision the whole time.&lt;br /&gt;
&lt;br /&gt;
For every turn spent aiming, the player adds one to her Dexterity + Firearms pool, up to a maximum of the character's Perception rating. A scope will add two additional dice to the pool. This bonus applies to only one shot at a time, though. A character with a scope and a Perception rating of 3 could spend three turns aiming and get an additional five dice to the roll (two for the scope and three for aiming). To get the bonus again, he must spend another three turns aiming.&lt;br /&gt;
&lt;br /&gt;
A character must have Firearms 1 to receive this benefit.&lt;br /&gt;
&lt;br /&gt;
===== Automatic Fire =====&lt;br /&gt;
&lt;br /&gt;
Some firearms allow the user to empty an entire clip in a matter of seconds. Firing a gun on full-auto adds 10 dice to the attack roll, but doing so raises the difficulty by two as the recoil throws the character's aim off. This attack is permissible only if the clip is at least half full to begin with. After this attack, of course, the clip is completely empty.&lt;br /&gt;
&lt;br /&gt;
A character may also choose to spray an area instead of emptying a clip at one target. The system is the same as for fully automatic fire, except that successes are distributed evenly among all targets. If the character fires at more targets than the player rolls successes, the Storyteller chooses which targets are hit.&lt;br /&gt;
&lt;br /&gt;
===== Bows =====&lt;br /&gt;
&lt;br /&gt;
Using a bow requires the character to purchase dots in the Archery Skill. The player rolls Dexterity + Archery to fire a bow; difficulties for various types of bows are listed on the Ranged Weapons chart. A player whose character does not have the Archery Skill may roll Dexterity + Athletics, but every such roll has a +1 difficulty penalty.&lt;br /&gt;
&lt;br /&gt;
At close range, an arrow from a short bow hits as hard as a small-caliber bullet, and bows are silent, so their combat potential is obvious. Another common use for bows is driving a sharp wooden shaft into a vampire's heart. To do so, the player must roll five successes to hit the heart, and at least three health levels of damage must be inflicted after soak.&lt;br /&gt;
&lt;br /&gt;
Bows, however, have two main problems. One is that it takes an action (automatic) to nock and draw an arrow, whereas it takes two automatic actions to reload a crossbow. The other problem is that if the player botches the attack roll, the bowstring snaps. If the character happens to have a spare bowstring, he can repair the bow with a Wits + Archery roll (or a Wits + Crafts roll with a +1 difficulty penalty). If not, the bow is just a stick until the character replaces the string.&lt;br /&gt;
&lt;br /&gt;
===== Called Shots =====&lt;br /&gt;
&lt;br /&gt;
Aiming for a specific area (the head, the hand, the chest) raises the difficulty by two. Any special effects such a shot has are up to the Storyteller.&lt;br /&gt;
&lt;br /&gt;
===== Cover =====&lt;br /&gt;
&lt;br /&gt;
When you're the only one with a gun, it is acceptable to stand in plain sight and fire. When engaged in a true firefight, however, finding cover is an intelligent idea. Cover impedes an opponent's attempts to shoot at a character, but it also impedes that character's ability to return fire. Basic cover types and the modifiers they impose on an attacker's difficulty follow. These modifiers are also imposed on return fire, albeit to a lesser degree. A character returning fire subtracts one from these modifiers. Therefore, a character returning fire from behind a wall adds one to his difficulty, while a character lying prone suffers no impediment.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Cover &lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Lying Flat&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+1&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Behind Wall&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+2&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Only head exposed&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;+3&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Moving =====&lt;br /&gt;
&lt;br /&gt;
Shooting at a target that is moving faster than a walk, or while moving faster than a walk oneself, raises the difficulty by one.&lt;br /&gt;
&lt;br /&gt;
===== Multiple Shots =====&lt;br /&gt;
&lt;br /&gt;
Any character may attempt multiple shots with a single action. The first hit always has a penalty equal to the total number of hits, and then the penalty increases by one for each successive hit. Thus, a 3-hit multi-shot action would take a -3/-4/-5 penalty to each attack roll, respectively.&lt;br /&gt;
&lt;br /&gt;
Three-round bursts and automatic fire each count as one &amp;quot;shot&amp;quot; for this purpose. The maximum number of shots that may be fired per turn is equal to the gun's rate of fire (listed on the chart).&lt;br /&gt;
&lt;br /&gt;
===== Range Difficulties =====&lt;br /&gt;
&lt;br /&gt;
Each weapon on the Ranged Weapons chart has a range listed for it. This distance is the weapon's medium range; the difficulty is considered 6 within this range. A weapon may be fired at a target twice as far away, but doing so raises the difficulty to 8. If the target is within two yards, however, the range is considered point-blank, and the difficulty drops to 4.&lt;br /&gt;
&lt;br /&gt;
===== Reloading =====&lt;br /&gt;
&lt;br /&gt;
A gun that takes a clip can be reloaded quickly in combat, assuming that the character has a spare clip ready. The gun can be reloaded and fired in the same turn. The player simply loses two dice from her attack pool to make up for the time spent reloading.&lt;br /&gt;
&lt;br /&gt;
A revolver can be reloaded thus only with a speedloader. If the character must reload a revolver manually, doing so takes the full turn and her complete concentration, but it may be performed without a roll if the character has at least one dot in Firearms. Reloading a clip, (actually putting bullets into the clip) however, requires a Dexterity + Firearms roll (difficulty 6). Only one success is necessary, but doing so takes the entire turn.&lt;br /&gt;
&lt;br /&gt;
===== Three-Round Burst =====&lt;br /&gt;
&lt;br /&gt;
Some weapons are capable of firing three bullets every time the character pulls the trigger. Doing so in combat adds three dice to the attack roll, but it raises the difficulty by one. Obviously, firing at this rate also empties three bullets from the clip; each bullet is soaked separately and as normal. See the Ranged Weapons chart for which guns are capable of firing a three-round burst.&lt;br /&gt;
&lt;br /&gt;
===== Two Weapons =====&lt;br /&gt;
&lt;br /&gt;
Firing two weapons gives the attacker a distinct advantage, but has its share of complications. Doing so is considered performing a multiple action, complete with reduced dice pools for total shots taken and for any recoil. Additionally, the attacker suffers +1 difficulty for her off-hand weapon (unless she's ambidextrous). Te attacker can fire a number of shots up to each weapon's rate of fire.&lt;br /&gt;
&lt;br /&gt;
==== Martial Arts ====&lt;br /&gt;
&lt;br /&gt;
See: [[Skill: Martial Arts]].&lt;br /&gt;
&lt;br /&gt;
==== Kailindo ====&lt;br /&gt;
&lt;br /&gt;
See: [[Skill: Kailindo]].&lt;br /&gt;
&lt;br /&gt;
=== Other Maneuvers ===&lt;br /&gt;
&lt;br /&gt;
The following details basic rules for other available combat maneuvers.&lt;br /&gt;
&lt;br /&gt;
===== Evasive Action =====&lt;br /&gt;
&lt;br /&gt;
Similar to a dodge, evading an opponent involving leaping, twirling and generally staying one step ahead of him. This maneuver inflicts no damage, but each success scored subtracts one success from an opponent's attack roll. If the evading character's player scores more successes than the attacker, not only does the attack miss, but the evading character has moved into a good position to counterattack. The evading character receives a -1 difficulty bonus to attack on his next turn, assuming he acts first.&lt;br /&gt;
&lt;br /&gt;
Unlike a dodge, a character cannot abort to an evasive action. It must be her declared action.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Wits + Dodge&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Hamstring =====&lt;br /&gt;
&lt;br /&gt;
With this vicious attack, the a character may target his opponent's lower leg and rips apart the tendons. If successful, the attack will hamper quadrupedal foes severely and cripple bipedal ones (halve the movement rates of quadrupedal foes).&lt;br /&gt;
&lt;br /&gt;
Damage caused by this attack is aggravated. Typically, a lone character uses this maneuver to slow an opponent down until her friends can join the fray.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Humanoids with weapons, forms with claws/teeth&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo/Martial Arts/Melee as appropriate&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength + Cripple&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Jaw Lock =====&lt;br /&gt;
&lt;br /&gt;
A beast (or form with the appropriate parts) clenches his jaws onto a target's neck, not to kill, but to immobilize. This attack can be performed only from behind or atop an opponent, so that the attacker can use his full body weight to best advantage. The attacker must first succeed in a bite maneuver with a +1 difficulty penalty. Instead of rolling for damage, however, the attacker and defender must both make a resisted Strength + Athletics roll. If the attacker wins, he forces his target to the ground and holds him there. If the attacker loses, he fails to immobilize his target, but he may inflict bite damage as usual.&lt;br /&gt;
&lt;br /&gt;
The immobilized character may attempt to escape on his next action. His player must roll Strength + Brawl (difficulty of his opponent's Brawl +4) in a resisted roll against the attacker's Strength + Brawl (difficulty of the defender's Brawl +2). If the defender fails, he remains immobilized. He escapes if he matches the attacker's successes, but he takes damage equal to the attacker's successes (which he may soak). If he scores more successes than the attacker, he escapes without further harm.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Usable By'''&lt;br /&gt;
|Crinos/Hispo/Lupus (or form with appropriate parts)&lt;br /&gt;
|-&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Brawl/Kailindo&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Leaping Rake =====&lt;br /&gt;
&lt;br /&gt;
A fighting maneuver for somewhat more graceful and lithe Garou (or other shifters), the leaping rake involves jumping past an opponent and slashing him on the way by. If successful, the maneuver lands the Garou out of range of his opponent.&lt;br /&gt;
&lt;br /&gt;
The Storyteller must first check how many successes the player needs on a Dexterity + Athletics roll (difficulty 3; distances are listed on the [[Feats|Jumping]] chart). If the player fails to score enough successes to carry his character past or to his opponent, he lands wherever the chart indicates, and he may still use his Rage action, at a +1 difficulty penalty. If she succeeds, she must then roll the character's Dexterity + Brawl for the claw attack. If the claw attack fails, the character still lands where she planned.&lt;br /&gt;
&lt;br /&gt;
This attack causes aggravated wounds. It can also be attempted using a punch (doing bashing damage) or with a weapon (doing damage according to the weapon, and making the roll Dexterity + Melee).&lt;br /&gt;
&lt;br /&gt;
Characters must normally be in Crinos form to perform this maneuver, but Glabro also works if the character is punching or using a weapon. A character using the Gift: [[Hare's Leap]] could conceivably even use it in Homid form.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Dexterity + Athletics / Dexterity + Brawl/Kailindo/Martial Arts/Melee&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|Strength + 1 (or as weapon)&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|2 (move/jump + attack)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Taunt =====&lt;br /&gt;
&lt;br /&gt;
The character cavorts about her opponent, growling, snarling and hurling insults. This tactic may alarm or distract the target to the point that she hesitates, giving the character an edge. For every two successes the player rolls on a Manipulation + Intimidation or Expression, the opponent loses one die from his next action. Shifters may only use Intimidation against non-shifters in non-homid/glabro forms.&lt;br /&gt;
&lt;br /&gt;
This maneuver may be used by a pack (see Pack Tactics). If so, the effects are cumulative, which means that an opponent's dice pool can be reduced to nothing. If so, he can take no action except dodging.&lt;br /&gt;
&lt;br /&gt;
A shifter subjected to this maneuver, especially by a pack, may frenzy. A Rage roll must be made, and the difficulty decreases by one if a pack is performing the taunt).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Roll'''&lt;br /&gt;
|Manipulation + Expression/Intimidation&lt;br /&gt;
|-&lt;br /&gt;
|'''Difficulty'''&lt;br /&gt;
|Opponent's Wits + 4&lt;br /&gt;
|-&lt;br /&gt;
|'''Damage'''&lt;br /&gt;
|None&lt;br /&gt;
|-&lt;br /&gt;
|'''Actions'''&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pack Tactics ===&lt;br /&gt;
&lt;br /&gt;
===== Fur Gnarl =====&lt;br /&gt;
&lt;br /&gt;
Usually performed by two Garou in rapid succession, this attack consists of the first packmate stripping away the natural protection (or even artificial armor) of an opponent, leaving a vulnerable spot for the next packmate to attack.&lt;br /&gt;
&lt;br /&gt;
The first attacker rolls Dexterity + Brawl or Kailindo for a claw attack, shredding the opponent's fur or armor and hopefully taking a good chunk of it along (the difficulty on the roll is 7). For every two damage successes rolled (before soak), the target loses a die from soak rolls for that area. The next packmate may then attack as usual, although his difficulty increases by two because he must target the same area that the first attacker hit. This penalty lasts until the target can heal the damage or get new armor.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone?'''&lt;br /&gt;
|Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Harrying =====&lt;br /&gt;
&lt;br /&gt;
Wolves do not attack prey outright, even in packs. Instead, they chase and harass their intended meal until it collapses from exhaustion. Werewolves use a similar method to attack and confuse enemies.&lt;br /&gt;
&lt;br /&gt;
Harrying requires at least four Garou: one in front of the victim, one in back and one to each side. The rearmost Garou chases the prey either to one of the Garou on the side or to the lead Garou. The rearmost stalker then reassumes his position and the new stalker surprises the prey, growling and snapping, and chases him toward one of the other Garou, and so on until the victim is exhausted. A human victim will lose a Willpower point each time he is &amp;quot;handed off&amp;quot; to another werewolf.&lt;br /&gt;
&lt;br /&gt;
The system for harrying is as follows: Make a Dexterity + Athletics roll (difficulty 5) for both the chasing Garou and the prey. If the Garou scores more successes, he chases the victim successfully to another Garou.&lt;br /&gt;
&lt;br /&gt;
If, however, the prey scores more successes, he has outdistanced his attacker, and he may attempt to escape. Make the same rolls again, but this time the Garou's player adds the prey's excess successes to her difficulty. For example, if the Garou's player rolled one success on the first harrying roll and the Storyteller rolled five for the prey, the Garou's player adds four to her difficulty, making it 9. The Garou must exceed the prey's successes — at the adjusted difficulty — in order to catch up with the prey and begin steering him toward the waiting hunters. If the prey escapes, the Garou must resort to tracking to find the prey.&lt;br /&gt;
&lt;br /&gt;
If the prey chooses to stand and fight, normal combat begins. Unlike normal wolves, werewolves will not back down from their prey. It's their nature to fight, not flee.&lt;br /&gt;
&lt;br /&gt;
Harrying can be performed in any quadrupedal form. Some tribes, notably the Get of Fenris and the Shadow Lords, use this method to kidnap cubs from their human or wolf families. They wear the pup down to exhaustion, which makes her much easier to capture and transport to her new home.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Savage =====&lt;br /&gt;
&lt;br /&gt;
Also called a &amp;quot;dogpile&amp;quot; by the Bone Gnawers, this brutal attack requires at least three packmates, although it can involve five or more for larger opponents. This tactic involves one werewolf hurling herself at an opponent to knock him to the ground, whereupon the rest of the pack rushes him in Lupus or Hispo form to bite him while he's down.&lt;br /&gt;
&lt;br /&gt;
The system is simple; the first Garou executes a body tackle or sweep attack as usual. Then, his packmates surround the fallen foe and bite whatever part of him they can reach. This attack can slay most enemies in seconds, but even opponents who are not killed outright must roll Strength + Athletics (difficulty 4 + 1 for each Garou involved, maximum 10) to stand up.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Wishbone =====&lt;br /&gt;
&lt;br /&gt;
This maneuver consists of one or more Garou grabbing an opponent's extremities and pulling him apart. It's not very subtle, true, but it's a superb way to get an uncooperative foe to talk or to scare the hell out of any remaining enemies.&lt;br /&gt;
&lt;br /&gt;
Each player must roll his character's Dexterity + Brawl or Kailindo (or Martial Arts if applicable) to grab an extremity. The difficulty begins at 6 and drops by one for each Garou thereafter (as the opponent's ability to dodge is gradually reduced). After all possible extremities are restrained, each player rolls Strength for damage. This damage is considered lethal. The Garou involved may choose to either pull slowly as a torture method (in which case the damage is considered bashing) or to simply give a quick jerk, maximizing damage. If any one Garou inflicts more than three health levels of damage after soak, the extremity is broken or severed (Storyteller's discretion).&lt;br /&gt;
&lt;br /&gt;
This maneuver is possible to perform in Lupus or Hispo; it just requires knocking the victim down first.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;0&amp;quot;&lt;br /&gt;
|'''Packmates Required'''&lt;br /&gt;
|2+&lt;br /&gt;
|-&lt;br /&gt;
|'''Performable Alone?'''&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Note:''' Some sufficiently large forms (notably a Mokole Archid with [[Archid: Huge Size|Huge Size]]) may be able to perform this maneuver individually, at GM discretion.&lt;br /&gt;
&lt;br /&gt;
===Wound Penalties===&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Damage&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Descriptor&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot;|Penalty&lt;br /&gt;
|-&lt;br /&gt;
| -1&lt;br /&gt;
|Bruised&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| -2&lt;br /&gt;
|Hurt&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| -3&lt;br /&gt;
|Injured&lt;br /&gt;
| -1&lt;br /&gt;
|-&lt;br /&gt;
| -4&lt;br /&gt;
|Wounded&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| -5&lt;br /&gt;
|Mauled&lt;br /&gt;
| -2&lt;br /&gt;
|-&lt;br /&gt;
| -6&lt;br /&gt;
|Crippled&lt;br /&gt;
| -5&lt;br /&gt;
|-&lt;br /&gt;
| -7&lt;br /&gt;
|Incapacitated&lt;br /&gt;
|Unconscious&lt;br /&gt;
|-&lt;br /&gt;
| -8&lt;br /&gt;
|Dead&lt;br /&gt;
|x_x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Defending ==&lt;br /&gt;
&lt;br /&gt;
A character can choose to take one of three defensive actions in a turn instead of attacking. At GM discretion, she may also choose to abort a previously declared action or give up her next turn (or spend Rage) in order to do so. These actions are dodging, blocking and parrying.&lt;br /&gt;
&lt;br /&gt;
=== Dodging ===&lt;br /&gt;
&lt;br /&gt;
Dodging is simply the act of getting out of the way before an attack lands, and the roll is Dexterity + Dodge. The difficulty depends on how much cover is available and how much space the character has to cross to get to it, as well as the nature of the attack being dodged. A Garou in Lupus form dodging a kick needs only to jump back a few feet, so the difficulty is only 5. However, a Garou in Crinos form trying to dodge a shotgun blast from 15 feet away with no cover should probably just grit her teeth and get ready to get shot — her difficulty should be 9 or even 10. Successes on the dodge roll subtract successes from the attacker's roll to hit the character. So, in order to avoid being hit entirely, the dodging character needs more successes than the attacking character.&lt;br /&gt;
&lt;br /&gt;
=== Blocking ===&lt;br /&gt;
&lt;br /&gt;
Blocking involves using one's own body to stop an incoming attack. A character cannot block a firearms attack (well, he can, but it isn't very smart), but a character may attempt to block any hand-to-hand or melee attack. The roll is Dexterity + Brawl or Martial Arts (or Kailindo) and the difficulty is determined by the nature of the attack being blocked. (A fist is easier to block than a sword). Otherwise, the system is identical to dodging.&lt;br /&gt;
&lt;br /&gt;
=== Parrying ===&lt;br /&gt;
&lt;br /&gt;
Parrying is the use of a weapon to block an incoming attack. The system is the same as blocking, except that the roll is Dexterity + Melee.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
&lt;br /&gt;
=== Mortals ===&lt;br /&gt;
&lt;br /&gt;
==== Bashing ====&lt;br /&gt;
&lt;br /&gt;
Mortals heal bashing damage fairly quickly, and doing so requires no medical treatment up to the Wounded level. Wounds just heal naturally by themselves. Past the Wounded health level, however, medical care becomes necessary as wounds take the form of broken bones, concussions or worse.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Health Level &lt;br /&gt;
!Recovery Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bruised to Wounded&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One hour&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Mauled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crippled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Six hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Incapacitated&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Twelve hours&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a mortal reaches Incapacitated from bashing damage, he falls unconscious but does not die. Instead, any further damage starts at the top of the Health spectrum and is recorded as lethal (and recovery is handled as per lethal damage). Thus, even bashing damage can kill, given enough severity and duration.&lt;br /&gt;
&lt;br /&gt;
==== Lethal ====&lt;br /&gt;
&lt;br /&gt;
Lethal damage is exactly that. Any lethal wound worse than Hurt requires medical treatment before it will heal. Any such wound left untreated worsens by one level per day as wounds re-open or become infected. A mortal who reaches Incapacitated through lethal damage is at death's door; if he takes one more health level of any sort, he dies.&lt;br /&gt;
&lt;br /&gt;
A mortal at Mauled or higher from lethal damage may simply rest and recover his health. A mortal at Crippled or Incapacitated, however, needs constant medical attention over the times listed for any healing to take place.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Health Level &lt;br /&gt;
!Recovery Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Bruised to Wounded&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One day&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Hurt&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three days&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Injured&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One week&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Injured&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;One month&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Mauled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Two months&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crippled&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Three months&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Incapacitated&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Five months&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that a mortal must heal one health level at a time. That is, she must rest for the full amount of time for each health level in order to begin healing the next one. For example, a mortal who has reached Injured from lethal damage must rest for one week to heal the Injured level, three days to heal the Hurt level and an additional day to heal the Bruised level.&lt;br /&gt;
&lt;br /&gt;
Aggravated damage heals as if it were lethal for humans. The only significant difference is that aggravated damage is harder to heal through supernatural means.&lt;br /&gt;
&lt;br /&gt;
=== Shifters ===&lt;br /&gt;
&lt;br /&gt;
Changing Breeds heal at a frightening pace. They regenerate one bashing or lethal health level every turn. Homid- and lupus-breed (or similar) shifters can regenerate roughly a health level a day while in their natural forms if they are in critical condition, but doing so requires their bodies to work in overdrive. If they are conscious and moving around in their breed form, they heal as humans do. Metis are blessed with full regeneration in all forms. No Garou, regardless of breed, can regenerate aggravated damage. Aggravated damage is healed at one level per day, during which the shifter must rest in a form other than his natural one (if homid or lupus/beast).&lt;br /&gt;
&lt;br /&gt;
Remember that to regenerate damage while engaged in stressful activity (like combat), the player must roll the shifter's Stamina (difficulty 8) each turn. This roll is reflexive, so the player does not have to split a dice pool or use a Rage action. Success means that the shifter heals as normal. Failure means that he heals no damage, and a botch indicates that the shifter cannot regenerate until he has had a chance to rest.&lt;br /&gt;
&lt;br /&gt;
=== Vampires ===&lt;br /&gt;
&lt;br /&gt;
Vampires treat all firearms damage as Bashing, unless aimed at the head (which is a Difficulty 8 target), in which case they are considered Lethal. Special types of ammo (incendiary rounds spring to mind) can bypass this.&lt;br /&gt;
&lt;br /&gt;
All post-soak Bashing damage done to vampires is halved, rounded down. Vampires soak Bashing and Lethal damage with their full Stamina (plus any dice granted by [[Fortitude]]).&lt;br /&gt;
&lt;br /&gt;
Both Bashing and Lethal damage are treated as &amp;quot;normal&amp;quot; damage by vampires for purposes of healing. While resting (''not'' during combat), a vampire may spend one blood point to heal one level of normal damage, up to their usual points-per-turn limit (as defined by their Generation).&lt;br /&gt;
&lt;br /&gt;
Aggravated damage can ''only'' be soaked by any dice granted by Fortitude. It also takes a full day of rest and the expenditure of five (5) blood points to heal one level of Aggravated damage. If, at the end of a full day of rest, further levels of Aggravated damage remain, each can be individually healed by the expenditure of five more blood points and a Willpower point.&lt;br /&gt;
&lt;br /&gt;
Note that blood expenditure is the ''only'' way vampires can heal. If they do not heal themselves consciously, their body will attempt to automatically heal itself upon rising for the evening. This has sometimes led to underfed vampires falling into [[Torpor]] after sustaining severe wounds.&lt;br /&gt;
&lt;br /&gt;
== Blood Pool ==&lt;br /&gt;
&lt;br /&gt;
A vampire may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, or Stamina) by one dot for the duration of the scene. They can spend as many blood points as is allowed by their Generation, and may boost these Attributes to ''one level higher'' than their standard Generation maximum (i.e. a 10th Generation vampire could boost their Attributes to 6).&lt;br /&gt;
&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
&lt;br /&gt;
A 9th generation vampire may spend 2 points of blood per turn. He could thus raise any one of his Physical Attributes by 2, or 2 of them by 1, every turn. The highest he can maintain these at easily is 6.&lt;br /&gt;
&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
With effort, they can even boost ''above'' this limit, but every dot above this limit lasts only three turns after the vampire stops spending blood to &amp;quot;buff.&amp;quot; However, no vampire may ever increase their Physical Attributes above 10 in this way.&lt;br /&gt;
&lt;br /&gt;
A vampire on the path of [[Humanity]] may also spend blood to appear fully mortal for a scene (i.e. their breath will mist on cool nights, their skin loses its deathly pallor, etc). To do this, they must spend a number of blood points equal to (8 - their Humanity).&lt;br /&gt;
&lt;br /&gt;
{{Box1 start}}&lt;br /&gt;
&lt;br /&gt;
Thus, a vampire with Humanity 6 would need to spend 2 points of blood to gain this effect.&lt;br /&gt;
&lt;br /&gt;
{{Boxes end}}&lt;br /&gt;
&lt;br /&gt;
''Only'' vampires on the path of Humanity can do this, as those on Paths of Enlightenment have completely forsaken their human qualities.&lt;br /&gt;
&lt;br /&gt;
== Werecreature Shifting ==&lt;br /&gt;
&lt;br /&gt;
Changing form requires a Stamina + Primal-Urge roll. The difficulty varies based on the character's starting form. However, the number of successes needed also varies based on which form the character is attempting to reach. She must cross over all intermediate forms before reaching the one she desires. Therefore, the player must roll one success to begin the change and then one for each form the character must &amp;quot;pass through&amp;quot; to get to the desired form.&lt;br /&gt;
&lt;br /&gt;
In combat, it takes a full action to shift without rage unless you have an ability that states otherwise (Kailindorani may shift and attack; some merits make shifting easier). A character may always shift to their breed form as if they had spent a Rage point, but without actually doing so. Typical shifting difficulties are as follows:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Form Shifting To&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Homid&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Glabro&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Crinos&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Hispo&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Lupus&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Keep in mind that Crinos/Hispo forms generally reduce perception difficulties by 1. Lupus forms reduce these difficulties by 2.&lt;br /&gt;
** Bastet perception difficulties are reduced by 2 in all forms but Homid.&lt;br /&gt;
&lt;br /&gt;
== Rage ==&lt;br /&gt;
&lt;br /&gt;
Rage and Gnosis may not be spent in the same round.&lt;br /&gt;
&lt;br /&gt;
The following conditions might call for a Rage roll (also known as frenzy checks), at the Storyteller's discretion.&lt;br /&gt;
&lt;br /&gt;
* Embarrassment or humiliation (botching an important roll)&lt;br /&gt;
* Any strong emotion (lust, rage, envy)&lt;br /&gt;
* Extreme hunger&lt;br /&gt;
* Confinement, helplessness&lt;br /&gt;
* Being taunted by an enemy&lt;br /&gt;
* Large quantities of silver in the area&lt;br /&gt;
* Being wounded or seeing a packmate wounded&lt;br /&gt;
&lt;br /&gt;
'''Difficulties for Rage rolls are as follows'''.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Moon Phase&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;New&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Crescent&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Half&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Gibbous&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Full&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All shifters subtract one to the difficulty if in their Crinos (or related) form when making this roll. Garou/Gurahl subtract one to the difficulty if making a rage roll during their auspice moon. These penalties stack, but may never drop the difficulty below 3 (thus, a Crinos Ahroun during the Full would be rolling against difficulty 3, not 1).&lt;br /&gt;
&lt;br /&gt;
=== Rage Healing ===&lt;br /&gt;
&lt;br /&gt;
A critically injured shifter may attempt to channel her Rage to save herself. Doing so is risky, however, for even if it succeeds, it throws the character into the depths of frenzy. It is sometimes the only way to save a character's life, though.&lt;br /&gt;
&lt;br /&gt;
If the player wishes a character to remain active, she must roll the character's permanent Rage (difficulty 8). For each success, the character heals one health level. However, no matter how many health levels are healed, the character begins the next turn in a berserk frenzy.&lt;br /&gt;
&lt;br /&gt;
The roll to remain active can be attempted only once per scene. If a character is Incapacitated more than once in one fight, she takes the worst effects of the damage. Rage-Healing always results in a battle scar of some variety.&lt;br /&gt;
&lt;br /&gt;
=== Frenzies ===&lt;br /&gt;
&lt;br /&gt;
Any Rage roll can ignite a frenzy, even those made to activate specific Gifts. Any Rage rolls should be interpreted as an attempt — willing or otherwise — to awaken the primal Beast that drives the shifter. If a player rolls four or more successes on a Rage roll, her character frenzies. The player may spend a Willpower point right then to halt the frenzy, but her character loses any further actions that turn.&lt;br /&gt;
&lt;br /&gt;
Shifters with permanent Rage ratings lower than four can frenzy, but only under extreme circumstances. Highly emotional and personal circumstances (such as the threat of rape in a Black Fury's case, or the threat of imprisonment for a claustrophobic Silent Strider) can boost a werewolf's Rage above the permanent rating. It is this higher rating that the player uses for Rage rolls.&lt;br /&gt;
&lt;br /&gt;
To avoid an imminent frenzy, a character may spend a Willpower point. Thralls may not be avoided in this way.&lt;br /&gt;
&lt;br /&gt;
==== Berserk Frenzy ====&lt;br /&gt;
:The shifter sees only red and moving shapes. They wish only to reduce these shapes to mangled carcasses. A berserk shifter transforms immediately to Crinos or Hispo (or related; player's choice) and attacks.&lt;br /&gt;
&lt;br /&gt;
:Exactly whom she attacks depends on the circumstances. A Garou whose permanent Gnosis exceeds her permanent Rage will not attack her packmates (unless she is in the Thrall of the Wyrm). She will attack anything else that moves, however, including allies who are not members of her pack.&lt;br /&gt;
&lt;br /&gt;
:If, however, her permanent Rage exceeds her permanent Gnosis, she attacks anything that moves, and she can make no distinction between targets unless her player spends a Willpower point. If such is the case, the Storyteller can direct her as to which target to attack. In addition, such Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends.&lt;br /&gt;
&lt;br /&gt;
==== Fox Frenzy ====&lt;br /&gt;
:Entering a fox frenzy means that the character flees in terror for her life. She shifts to Lupus (or a related) form and runs, attacking anything that gets in her way (although more with the intention of getting past than of killing). Once the character reaches a safe hiding place, she will remain there until the frenzy passes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In either frenzy, special maneuvers and pack tactics are impossible. The extent of the shifter's attack capability is to bite, claw or run. The character may spend Rage for extra actions. Using Gifts in frenzy is normally impossible, as is stepping sideways. A werewolf does not suffer from pain in frenzy, though, so he ignores all wound penalties.&lt;br /&gt;
&lt;br /&gt;
Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the player may roll Willpower (difficulty of the shifter's own Rage, but no lower than 3) to escape the frenzy. Even if this roll fails, she may try again each turn.&lt;br /&gt;
&lt;br /&gt;
==== Choosing Fox or Berserk ====&lt;br /&gt;
&lt;br /&gt;
The Rage inside a Garou is their connection to the Beast, that feral side of them that gives them their vicious anger in battle. But the beast is also simply that: A wild animal. And an animal's first instinct isn't always to fight. So when a Garou falls into a frenzy, their player should take into account the causes of the frenzy.&lt;br /&gt;
&lt;br /&gt;
When a frenzy is caused by fear or surprise, a wild animal's first instinct will be to run away. When in pain and not cornered or being directly attacked, their instinct is the same, to get somewhere safe and lick their wounds. However, when hunting their quarry or fighting for their life, a wild animal's first instinct is to do harm. In the same way, a Garou's frenzy should reflect the instinct of the Beast inside them.&lt;br /&gt;
&lt;br /&gt;
Some of the ways a Garou can frenzy is by anger or humiliation. While wild animals don't have these emotions (or at least don't experience them the same way humans do), Garou can still feel the Beast tugging on them in similar ways. When angry or in an argument, the Garou's instincts are telling them to physically attack their opponent in the same way they're verbally attacking them, and a frenzy from this would likely be a Berserk Frenzy. When they are humiliated, for example, the Garou will be feeling the desire to get away and hide from the mocking stares of their peers, so this could result in a Fox Frenzy.&lt;br /&gt;
&lt;br /&gt;
As is the case with everything in White Wolf, there are always exceptions. Use your common sense and remember that anger isn't the only emotion that's heightened by Rage, nor the only one that drives the Beast within.&lt;br /&gt;
&lt;br /&gt;
==== Thrall of the Wyrm ====&lt;br /&gt;
&lt;br /&gt;
A shifter's Rage is fearful enough, but sometimes a frenzy is abnormal. If a shifter descends too far into frenzy, his Rage is no longer pure. Instead, he has opened himself up to be used by the Wyrm.&lt;br /&gt;
&lt;br /&gt;
If a player rolls six or more successes on a Rage roll, the character enters a berserk frenzy, and spending Willpower will not bring her out of it. The character is said to be &amp;quot;in the Thrall of the Wyrm.&amp;quot; The frenzy follows normal tendencies with regards to attacks and duration, but it includes some even more horrific aspects.&lt;br /&gt;
&lt;br /&gt;
Each of the three typical breeds carries a piece of the Triatic Wyrm, and during such a frenzy, that Wyrm can demand its due.&lt;br /&gt;
&lt;br /&gt;
; Homid&lt;br /&gt;
: Eater-of-Souls has long held humans as its special children, and this attention includes Homid shifters. The Wyrm can drive such shifters to acts of cannibalism upon humans, beasts or even other shifters. When a homid-breed in the Thrall kills or incapacitates an opponent (friend or foe), her player must roll Wits (difficulty 7). If the roll botches, the Garou must stop for a turn and feast.&lt;br /&gt;
; Metis&lt;br /&gt;
: Barred as they are from breeding, metis are special targets of the Defiler Wyrm. Metis in the Thrall sometimes practice unspeakable acts of perversion on fallen opponents, regardless of their respective genders. If a metis kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the shifter stops fighting for a turn and slakes her unholy lust on her helpless opponent.&lt;br /&gt;
; Beast&lt;br /&gt;
: The savage, feral beast (lupus, etc.) feel the pull of Beast-of-War. A beast-shifter in the thrall will savage a fallen opponent, friend or foe, and not pull away until the body lies in pieces around her. The shifter loses all sense of mercy, regardless of her comparative Gnosis and Rage scores. When a beast-shifter kills or incapacitates a foe while in the Thrall, her player must roll Wits (difficulty 7). If the roll botches, the shifter must continue to attack until her opponent is torn limb from limb.&lt;br /&gt;
&lt;br /&gt;
Succumbing to the Thrall of the Wyrm is terrifying to any shifter. A normal frenzy is considered a defense mechanism against pain, a pure if brutal method of survival. A Wyrm-frenzy is nothing of the kind. It brings to light the inner struggle with the Wyrm, which is something few shifters are prepared to face. Unable to live with their deed, some shifters even end their lives after such a frenzy.&lt;br /&gt;
&lt;br /&gt;
==== Vampiric Frenzy ====&lt;br /&gt;
&lt;br /&gt;
A vampire on the verge of Frenzy must make a [[Virtue: Self Control|Self Control]] roll against a variable difficulty, typically from 6 to 8 (if attempting to resist the urge to commit a blatantly evil act, they can instead roll against a difficulty of (9 - [[Virtue: Conscience|Conscience]])). They must score ''at least'' five (5) successes to completely overcome the desires for violence, but even one success halts the frenzy temporarily. For each success below five, the character can resist the urge to frenzy for one turn (i.e. three successes = three turns of coherence). After this duration expires, the character may roll again to try and gain extra successes and thus continue to resist the frenzy. Once five successes are accrued during this extended roll, the vampire has resisted the Beast's urges and fights down the Frenzy.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+'''Difficulties to resist frenzy'''&lt;br /&gt;
!Provocation&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Smell of blood (when hungry)&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Sight of blood (when hungry)&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Being harassed&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Life-threatening situation&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Malicious taunts&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Physical provocation&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Taste of blood (when hungry)&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Loved one in danger&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Outright humiliation&lt;br /&gt;
|8&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A vampire in the midst of an active Frenzy can spend a Willpower point to control one action for one turn, but this does not stop the Frenzy. This merely gives them a very brief window of lucidity (i.e. halting an attack long enough to growl out &amp;quot;Run!&amp;quot; at the innocent they were about to mangle). A Frenzy generally lasts roughly until the end of the scene, the vampire is knocked unconscious, or at GM discretion.&lt;br /&gt;
&lt;br /&gt;
===== Rötschrek =====&lt;br /&gt;
&lt;br /&gt;
Roughly equivalent to the Garou Fox Frenzy, and also known as the Red Fear. In this state, the vampire flees in a blind, instinctual panic, doing everything they can to get as far away from the source of their terror as quickly as possible. To avoid Rötschrek, the vampire must make a [[Virtue: Courage|Courage]] roll, with similar rules to overcoming a standard Frenzy (see above).&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+'''Difficulties to resist Rötschrek'''&lt;br /&gt;
!Provocation&lt;br /&gt;
!Difficulty&lt;br /&gt;
|-&lt;br /&gt;
|Lighting a cigarette&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Sight of a torch&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|Bonfire&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Obscured sunlight&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Being burned&lt;br /&gt;
|7&lt;br /&gt;
|-&lt;br /&gt;
|Direct sunlight&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Trapped in a burning building&lt;br /&gt;
|9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Willpower ==&lt;br /&gt;
&lt;br /&gt;
A Willpower point may be spent at any time to guarantee one success on any appropriate roll. This is normally announced before a roll is made, and may only be used to avoid a failure or botch at the GM's discretion.&lt;br /&gt;
&lt;br /&gt;
== Gnosis ==&lt;br /&gt;
&lt;br /&gt;
=== Gauntlet ===&lt;br /&gt;
&lt;br /&gt;
The Gauntlet divides the places of matter from the places of spirit. Matter and spirit, craving unity, pull toward one another with a palpable force, ever struggling to rupture the Gauntlet and be one yet again as they were in the First Times. An ancient war wages between the Earth, the Umbra and the Gauntlet since two sides are attracted to each other, and the third exists only to hold them apart. The Weaver maintains the Gauntlet, sending her spirits to reinforce its strength tirelessly. In some areas, the strength of the Gauntlet has rendered the physical world virtually spirit-dead. In others, though, spiritual energy leaks through the Gauntlet trying to force ever-widening holes in this barrier. Civilization is the Gauntlet's greatest ally. As humans seek to control the environment, they crush the Wyld and strengthen the Weaver, pushing the spirit world farther away. The relative strengths of spiritual beliefs in people from more &amp;quot;developed&amp;quot; countries as compared to those in the rest of the world act as some evidence of this theory.&lt;br /&gt;
&lt;br /&gt;
Yet, there might yet remain some hope for civilization. The Glass Walkers argue vehemently to promote the new creativity and connectivity of people brought about by the advent of the Internet. However, there are far more voices in other tribes that call for the destruction of the scabs and an end to the tempestuous escalation of technology.&lt;br /&gt;
&lt;br /&gt;
Every place on Earth has a Gauntlet rating from 2 to 9. Stepping sideways in areas with a high Gauntlet rating is well nigh impossible. Areas in which the Gauntlet is thin allow almost unhindered access for those who know how to step sideways.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Area &lt;br /&gt;
!Typical Gauntlet&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Science Lab&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;9&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Inner City&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;8&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Most Places&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;7&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Rural Countryside&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;6&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Deep Wilderness&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;5&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Typical Active Caern&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;4&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Powerful Caern&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;3&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;The greatest Caerns&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Stepping Sideways ===&lt;br /&gt;
&lt;br /&gt;
What does it feel like to step into the Umbra? It's like diving into cold water. First, you feel the splash as you break the surface. Then, for a moment, you freeze as your body and mind try to come to grips with the change. Finally, you swim for the surface, take a breath and try to get used to the water. Or maybe you panic, swallow water and start drowning. That's how it feels.&lt;br /&gt;
&lt;br /&gt;
The spirit world lies just a whisper away. Children feel it, hiding beneath their beds at night, lurking in the woods behind their homes. You dance through it in your dreams. It's where reflections lie, on the far side of the mirror. To go there, stop walking forward and backward, and just step sideways. It's that easy.&lt;br /&gt;
&lt;br /&gt;
All werewolves have the ability to &amp;quot;reach&amp;quot; or &amp;quot;step sideways&amp;quot; into the Umbra. This ability comes intuitively once the First Change passes. Somehow, they begin to sense the world waiting on the other side of the mirror. Shifting between worlds becomes a skill like walking; it's something that they can just do. Bastet are not so lucky, and may only enter the Umbra with certain gifts.&lt;br /&gt;
&lt;br /&gt;
But, of course, the Gauntlet lies in the way, and a werewolf must push through it to step sideways. In most places, the player must make a Gnosis roll against the Gauntlet rating. If she succeeds, the character slips through to the other side. Failure means that she can't push through the webs in this location and needs to move and try again. If she tries to enter the Umbra in the same place, Weaver-spirits reinforce the Gauntlet and the difficulty increases by two for each further attempt. The Gauntlet rating can never exceed 10, though. On a botch, the character may get trapped in the Pattern Web, appear in the midst of a spirit storm or simply vanish for a while, only to reappear hours later with no memory of the missing time. It's important to note that stepping sideways cannot be done as a Rage action. A character cannot normally use Rage and Gnosis in the same turn, after all.&lt;br /&gt;
&lt;br /&gt;
A pack may nominate a single &amp;quot;opener of the way&amp;quot; to lead the entire pack into the Umbra. The player of this character rolls once for the pack (the pack member with the highest Gnosis usually receives this task). Her result affects all of her packmates. Only packs may enter the Umbra this way, and non-packmates accompanying them must step sideways using their own Gnosis.&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;330&amp;quot; cellpadding=&amp;quot;5&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse:collapse;&amp;quot;&lt;br /&gt;
!Successes &lt;br /&gt;
!Shift Time&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Botch; you are stuck in the Gauntlet&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;0&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Failure; may not try again for another hour.&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;One&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Five Minutes&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Two&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;30 Seconds (about five rounds)&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;Three+&amp;lt;/center&amp;gt;&lt;br /&gt;
|&amp;lt;center&amp;gt;Instant&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* As normal, a Willpower may be spent for one success on this roll.&lt;br /&gt;
&lt;br /&gt;
==== Mages ====&lt;br /&gt;
&lt;br /&gt;
A Mage may step sideways using [[Spirit]] 3. This takes them physically into the Penumbra (they can bring others with them using Spirit 4). Mages in the Umbra soak damage with Spirit magic if they have it (difficulty 6) or their raw Arete (difficulty 8).&lt;br /&gt;
&lt;br /&gt;
== Footnotes ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-02-09T18:58:26Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;Boy, the true test of a man dinnae come down to one moment. Any fucker can overcome an obstacle if trapped in a corner. A real man shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Insert witty quote.&amp;quot;&amp;lt;br&amp;gt;''Who said it?''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Quotes</id>
		<title>Alex/Quotes</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Quotes"/>
				<updated>2011-02-09T18:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;quot;The true test of a man doesn’t come down to one moment, anyone can overcome an obstacle if trapped in a corner, a real man is the guy who shows dedication. The long road may be the harder path to take but if followed you are rewarded two fold with both the satisfaction of a job well done and the experiences you have along the way.&amp;quot;&amp;lt;br&amp;gt;''Memphis Bard'' &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Insert witty quote.&amp;quot;&amp;lt;br&amp;gt;''Who said it?''&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/RP_Hooks</id>
		<title>Alex/RP Hooks</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/RP_Hooks"/>
				<updated>2011-02-06T07:21:32Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Character Subpages]]&lt;br /&gt;
* A consummate performer, Alex has skills in a number of instruments, a crooning tenor voice, but more than anything he loves putting on a good show. In a concert hall, bar, club, or even on a street corner, he's always looking to get some smiles from an audience.&lt;br /&gt;
* The rooftops are more a home to Alex than the ground. Every night he makes a run through the city top levels, or any other place with dangerous heights, jumping and leaping and flipping and climbing to his heart's content. &lt;br /&gt;
* Pretty girls are Alex's weakness. Bump into him at a club or a bar or any place where passions and alcohol might be mixing, and see what happens...&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Playlist</id>
		<title>Alex/Playlist</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Playlist"/>
				<updated>2011-02-06T07:17:44Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{||  class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; colspacing=&amp;quot;5&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=H3z4T27goog The Entertainer] Billy Joel'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZUSNIKwNOww Consequence Free] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=NC0BiUL7iyY Somebody Hates Me] Reel Big Fish'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=HgzGwKwLmgM Don't Stop Me Now] Queen'''&lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=tuK6n2Lkza0 Are You Gonna Be My Girl] Jet'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=lVrrtoY--Bk I'm Gay] Bowling For Soup'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=K71UbC1EaSE It's The End Of The World] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=4-xgCdyqAn0 Dirty Hot Sex (NSFW)] Pepper'''&lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=DL7-CKirWZE You Get What You Give] New Radicals'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=RchC6cNUAfE Hard To Handle] Black Crowes'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=Y2AMaMLgNro Selline] Tim Blane'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=QGJuMBdaqIw Firework] Katy Perry'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Playlist</id>
		<title>Alex/Playlist</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Playlist"/>
				<updated>2011-02-06T07:16:03Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{||  class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; colspacing=&amp;quot;5&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=H3z4T27goog The Entertainer] Billy Joel'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZUSNIKwNOww Consequence Free] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=NC0BiUL7iyY Somebody Hates Me] Reel Big Fish'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=HgzGwKwLmgM Don't Stop Me Now] Queen'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=tuK6n2Lkza0 Are You Gonna Be My Girl] Jet'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=lVrrtoY--Bk I'm Gay] Bowling For Soup'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=K71UbC1EaSE It's The End Of The World] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=4-xgCdyqAn0 Dirty Hot Sex (NSFW)] Pepper'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=DL7-CKirWZE You Get What You Give] New Radicals'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=RchC6cNUAfE Hard To Handle] Black Crowes'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=Y2AMaMLgNro Selline] Tim Blane'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=QGJuMBdaqIw Firework] Katy Perry'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Playlist</id>
		<title>Alex/Playlist</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Playlist"/>
				<updated>2011-02-06T07:09:42Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{||  class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; colspacing=&amp;quot;5&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=H3z4T27goog The Entertainer] Billy Joel'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZUSNIKwNOww Consequence Free] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=NC0BiUL7iyY Somebody Hates Me] Reel Big Fish'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=HgzGwKwLmgM Don't Stop Me Now] Queen'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=tuK6n2Lkza0 Are You Gonna Be My Girl] Jet'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=lVrrtoY--Bk I'm Gay] Bowling For Soup'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=K71UbC1EaSE It's The End Of The World] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=4-xgCdyqAn0 Dirty Hot Sex (NSFW)] Pepper'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=DL7-CKirWZE You Get What You Give] New Radicals'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=RchC6cNUAfE Hard To Handle] Black Crowes'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=Y2AMaMLgNro Selline] Tim Blane'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Description</id>
		<title>Alex/Description</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Description"/>
				<updated>2011-02-06T06:19:36Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| &lt;br /&gt;
|align=center|&amp;lt;br&amp;gt;''At 5'10&amp;quot;, Alex looks like any other lanky teenager. His immaculately faded &amp;quot;1-up mushroom&amp;quot; t-shirt looks like he's been wearing it since he was fifteen, and it's now stretched across his chest, broadened by fitness and maturity. His jeans are ratty, one of his well-loved sneakers is untied, and his beaten and bruised leather jacket hangs heavy on his shoulders. And yet, the bright smile hovering somewhere between his shaggy mop of black hair and the popped collar of his jacket hints at an attitude rarely found in teenagers these days, though the glint of dangerous mischief in his blue eyes is more than familiar.''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Playlist</id>
		<title>Alex/Playlist</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Playlist"/>
				<updated>2011-02-06T06:10:38Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{||  class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; colspacing=&amp;quot;5&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; &lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;font-size:11px&amp;quot; | &lt;br /&gt;
* '''[http://www.youtube.com/watch?v=H3z4T27goog The Entertainer] Billy Joel'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=ZUSNIKwNOww Consequence Free] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=NC0BiUL7iyY Somebody Hates Me] Reel Big Fish'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=HgzGwKwLmgM Don't Stop Me Now] Queen'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=tuK6n2Lkza0 Are You Gonna Be My Girl] Jet'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=lVrrtoY--Bk I'm Gay] Bowling For Soup'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=K71UbC1EaSE It's The End Of The World] Great Big Sea'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=4-xgCdyqAn0 Dirty Hot Sex (NSFW)] Pepper'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=DL7-CKirWZE You Get What You Give] New Radicals'''&lt;br /&gt;
* '''[http://www.youtube.com/watch?v=RchC6cNUAfE Hard To Handle] Black Crowes'''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex3.jpg</id>
		<title>File:Alex3.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex3.jpg"/>
				<updated>2011-02-05T12:16:27Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex2.jpg</id>
		<title>File:Alex2.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex2.jpg"/>
				<updated>2011-02-05T12:14:44Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alex1.jpg</id>
		<title>File:Alex1.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alex1.jpg"/>
				<updated>2011-02-05T11:57:58Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex</id>
		<title>Alex</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex"/>
				<updated>2011-02-02T22:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
{| id=&amp;quot;layoutTable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; width=&amp;quot;30%&amp;quot; |&lt;br /&gt;
{| border=0 width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! '''Name:''' Alex Jason Bard&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Infobox}}&lt;br /&gt;
|-&lt;br /&gt;
! Quotes&lt;br /&gt;
|-&lt;br /&gt;
| align=center| {{:{{PAGENAME}}/Quotes}}&lt;br /&gt;
|-&lt;br /&gt;
! RP Hooks&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/RP_Hooks}}&lt;br /&gt;
|-&lt;br /&gt;
! Logs&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/RP_Logs}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| border=0 width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! A Glimpse Within&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;| {{:{{PAGENAME}}/Introduction}}&lt;br /&gt;
|-&lt;br /&gt;
! Physical Description&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Description}}&lt;br /&gt;
|-&lt;br /&gt;
! Playlist&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Playlist}}&lt;br /&gt;
|-&lt;br /&gt;
! Allies and Contacts&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Allies}}&lt;br /&gt;
|-&lt;br /&gt;
! Gallery&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Gallery}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[{{PAGENAME}}/Misc]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Misc</id>
		<title>Alex/Misc</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Misc"/>
				<updated>2011-02-02T21:58:43Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with '&amp;lt;b&amp;gt;I Am A:&amp;lt;/b&amp;gt; Neutral Good Human Bard/Rogue (2nd/1st Level) &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Ability Scores:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Strength-&amp;lt;/b&amp;gt;14&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Dexterity-&amp;lt;/b&amp;gt;18&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Constitution-&amp;lt;/b&amp;gt;17&amp;lt;br&amp;gt; &amp;lt;b&amp;gt;Intel…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;I Am A:&amp;lt;/b&amp;gt; Neutral Good Human Bard/Rogue (2nd/1st Level)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Ability Scores:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Strength-&amp;lt;/b&amp;gt;14&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity-&amp;lt;/b&amp;gt;18&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution-&amp;lt;/b&amp;gt;17&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence-&amp;lt;/b&amp;gt;12&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom-&amp;lt;/b&amp;gt;10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma-&amp;lt;/b&amp;gt;14&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Alignment:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Neutral Good&amp;lt;/b&amp;gt; A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Race:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Humans&amp;lt;/b&amp;gt; are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Primary Class:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Bards&amp;lt;/b&amp;gt; often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Secondary Class:&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;&amp;lt;b&amp;gt;Rogues&amp;lt;/b&amp;gt; have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Find out [http://www.easydamus.com/character.html What Kind of Dungeons and Dragons Character Would You Be?], courtesy of Easydamus [mailto:zybstrski@excite.com]&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Detailed Results:'''&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;code&amp;gt;&lt;br /&gt;
'''Alignment:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)&amp;lt;br&amp;gt;&lt;br /&gt;
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (36)&amp;lt;br&amp;gt;&lt;br /&gt;
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (35)&amp;lt;br&amp;gt;&lt;br /&gt;
Lawful Neutral -- XXXXXXX (7)&amp;lt;br&amp;gt;&lt;br /&gt;
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)&amp;lt;br&amp;gt;&lt;br /&gt;
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)&amp;lt;br&amp;gt;&lt;br /&gt;
Lawful Evil ----- XXXXX (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)&amp;lt;br&amp;gt;&lt;br /&gt;
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Law &amp;amp; Chaos:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Law ----- XX (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Neutral - XXXXXXXXXXXXXX (14)&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos --- XXXXXXXXXXXXX (13)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Good &amp;amp; Evil:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)&amp;lt;br&amp;gt;&lt;br /&gt;
Neutral - XXXXX (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Evil ---- XXX (3)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Race:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Human ---- XXXXXXXXXXXXX (13)&amp;lt;br&amp;gt;&lt;br /&gt;
Dwarf ---- XXXXXX (6)&amp;lt;br&amp;gt;&lt;br /&gt;
Elf ------ XXXXXXXX (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Gnome ---- XXXXXXXXXXXX (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Halfling - XXXXXXXX (8)&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Elf - XXXXXXXXXXXX (12)&amp;lt;br&amp;gt;&lt;br /&gt;
Half-Orc - XXXX (4)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Class:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Barbarian - (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Bard ------ XXXX (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Cleric ---- (-4)&amp;lt;br&amp;gt;&lt;br /&gt;
Druid ----- (-2)&amp;lt;br&amp;gt;&lt;br /&gt;
Fighter --- (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Monk ------ (-17)&amp;lt;br&amp;gt;&lt;br /&gt;
Paladin --- (-21)&amp;lt;br&amp;gt;&lt;br /&gt;
Ranger ---- (0)&amp;lt;br&amp;gt;&lt;br /&gt;
Rogue ----- XXXX (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Sorcerer -- XXXX (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Wizard ---- (-10)&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex</id>
		<title>Alex</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex"/>
				<updated>2011-02-02T21:45:04Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
{| id=&amp;quot;layoutTable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;MainPageBG&amp;quot; width=&amp;quot;30%&amp;quot; |&lt;br /&gt;
{| border=0 width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! '''Name:''' Alex Jason Bard&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Infobox}}&lt;br /&gt;
|-&lt;br /&gt;
! Quotes&lt;br /&gt;
|-&lt;br /&gt;
| align=center| {{:{{PAGENAME}}/Quotes}}&lt;br /&gt;
|-&lt;br /&gt;
! RP Hooks&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/RP_Hooks}}&lt;br /&gt;
|-&lt;br /&gt;
! Logs&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/RP_Logs}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| border=0 width=&amp;quot;100%&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;5&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! A Glimpse Within&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;| {{:{{PAGENAME}}/Introduction}}&lt;br /&gt;
|-&lt;br /&gt;
! Physical Description&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Description}}&lt;br /&gt;
|-&lt;br /&gt;
! Playlist&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Playlist}}&lt;br /&gt;
|-&lt;br /&gt;
! Allies and Contacts&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Allies}}&lt;br /&gt;
|-&lt;br /&gt;
! Gallery&lt;br /&gt;
|-&lt;br /&gt;
| {{:{{PAGENAME}}/Gallery}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{:{{PAGENAME}}/Misc}}&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Introduction</id>
		<title>Alex/Introduction</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Introduction"/>
				<updated>2011-01-30T10:10:55Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Alexcomic.gif|center]]&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/File:Alexcomic.gif</id>
		<title>File:Alexcomic.gif</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/File:Alexcomic.gif"/>
				<updated>2011-01-30T10:09:43Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Infobox</id>
		<title>Alex/Infobox</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Infobox"/>
				<updated>2011-01-30T09:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| align=&amp;quot;center&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Image:Alex.jpg|center|275px]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;hr /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Nationality:'''&lt;br /&gt;
| Irish/Californian&lt;br /&gt;
|-&lt;br /&gt;
| '''Occupation:'''&lt;br /&gt;
| Part-time musician and full-time PitA&lt;br /&gt;
|-&lt;br /&gt;
| '''Demeanor:'''&lt;br /&gt;
| Bon Vivant&lt;br /&gt;
|-&lt;br /&gt;
| '''Apparent Age:'''&lt;br /&gt;
| Late teens&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;lt;hr /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| '''Nickname:'''&lt;br /&gt;
| &amp;quot;Jason&amp;quot;, if I know you well. &amp;quot;Your Majesty&amp;quot; if I don't.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; | &amp;lt;hr /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	<entry>
		<id>http://www.masq.org/index.php/Alex/Introduction</id>
		<title>Alex/Introduction</title>
		<link rel="alternate" type="text/html" href="http://www.masq.org/index.php/Alex/Introduction"/>
				<updated>2011-01-30T09:49:36Z</updated>
		
		<summary type="html">&lt;p&gt;Marco262: Created page with '{{subst:Introduction|Name}}'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Namecomic.jpg|center]]&lt;br /&gt;
[[Category:Character Subpages]]&lt;/div&gt;</summary>
		<author><name>Marco262</name></author>	</entry>

	</feed>