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		<updated>2013-05-19T17:38:41Z</updated>
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	<entry>
		<id>http://www.dandwiki.com/wiki/People%27s_Republic_of_Asia(TNW)</id>
		<title>People's Republic of Asia(TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/People%27s_Republic_of_Asia(TNW)"/>
				<updated>2013-05-19T01:41:11Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;The largest eastern power of the East, the People's Republic of Asia has been striving to reunite the scattered survivors of the wastes.   == History ==  Arising in the nuclea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The largest eastern power of the East, the People's Republic of Asia has been striving to reunite the scattered survivors of the wastes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Arising in the nuclear wastes of China, this tribe's work has been difficult from the outset. While much of North America was devastated during the Great War, the U.S.'s larger nuclear weapons stockpile decimated far larger portions of Asia. With a higher background radiation, and larger number of directly struck areas, mutants and ghouls are a far more common sight in Asia. The PRA has set itself to relaim the wastelands for the survivors. To this end, much of its funding is oriented towards the military, guarding its territory against mutants, raiders and slavers, while relentlessly expanding into new areas. However, housing, food and other national responsibilities have not been neglected. Within the PRA, housing and food are guaranteed to citizens, so long as they are working in some fashion.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
The People's Republic of Asia, much like the Music Appreciation Society, is more dedicated to its citizens than anything else. However, local conditions require that more funds be dedicated towards the PRA military rather than more domestic goals.&lt;br /&gt;
&lt;br /&gt;
* Food, housing and security are guaranteed to all members who are in some way aiding the PRA&lt;br /&gt;
* Slavery and raiders are not tolerated, as they pose a serious threat to the stability of the PRA&lt;br /&gt;
* Like the Society, the PRA is not a democracy. The leadership is composed of individuals who are trusted to protect the people&lt;br /&gt;
* Currently, the military recieves priority funding. However, after present problems are stabilized, the PRA intends to reduce the military in favor of infrastructure and domestic assistance&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
While replication of technology has not recieved as much funding as military manufacturing, scavenged Pre-War technology has given the PRA a significant advantage. Cloaking and lasers are a common site in important military engagements.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
The People's Republic of Asia has been dealing with local problems, but if it were to contact the other major tribes, here are its likely relations with them:&lt;br /&gt;
&lt;br /&gt;
* '''Music Appreciation Society''': The People's Republic of Asia and the Society hold very similar goals, only differing when necessitated by their environment. THe SOciety would likely be the PRA's only staunch ally&lt;br /&gt;
* '''New California Republic''': While the NCR's goals are akin to those of the PRA, historical differences will likely hurt any chances for a close alliance. Indeed, the NCR may look for the first opportunity to strike at those they blame for the nuclear war&lt;br /&gt;
* '''Caesar's Legion''': The two are not likely to tolerate each other, even though they hold roughly similar objectives&lt;br /&gt;
* '''European Union''': While these two organizations are not likely to be immediately at each other's throats, the Pre-War history between the two regions are likely to make any relationship difficult&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/European_Union_(TNW)</id>
		<title>European Union (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/European_Union_(TNW)"/>
				<updated>2013-05-15T03:59:44Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;A loose collection of European tribes, this organization is dedicated to strengthening the economic power of its constituent governments.   == History ==  Tracing its origins ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A loose collection of European tribes, this organization is dedicated to strengthening the economic power of its constituent governments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Tracing its origins to the 1940's, the European Union originally began as an economic cooperative. Eventually, the Union was considered nearly a single country, with a higher GDP than any other. Members were even operating under a single currency. Unfortunately, like all other countries during the Great War, the Union was nearly destroyed in the nuclear holocaust.&lt;br /&gt;
&lt;br /&gt;
In 2125, European countries were begining to reestablish Pre-War countries. Spain emerged as an economic and technological powerhouse, and was the first country to move to reform the European Union. Most of the tribes were willing to join, though several dissenting groups vehemently opposed unifying under a single government. As the Union gathered strength, though, opposing countries could not withstand the combined might of its constituents.&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
The European Union is not as coherent as groups such as the NCR or Caesar's Legion. However, what it lacks in unity, it more than compensates with power.&lt;br /&gt;
&lt;br /&gt;
* The European Union is a collection of soveriegn states, each of which maintains its own army&lt;br /&gt;
* Members of the Union agree to a set of rules that each follows, such as no allowing slavery and cracking down on illegal chems&lt;br /&gt;
* While members of the Union are largely independent, tribes must seek the support of other members before launching wars on nonmembers&lt;br /&gt;
* Citizens of individual tribes may freely travel through other Union territories&lt;br /&gt;
* Trading caravans which are associated with one member of the Union are exempt from certain taxes and travel restrictions&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
By far the most advanced of any of the major tribes, the European Union has access to significant amounts of energy weapons and robotics. While power armor is a rarity in Union territory, virtually every other piece of advanced technology can be found. While the European Union does conduct research on the creation of new technology, little headway has been made.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
While the Legion has yet to contact any of the other major tribes, here is a relatively good prediction of how it will relate to others:&lt;br /&gt;
&lt;br /&gt;
* '''Music Appreciation Society''': Both organizations hold roughly the same goals, cooperation for the advancement of the whole. However, the European Union is composed of largely autonomous tribes, whereas the Society is a cohesive whole. These differences are likely to cause some friction, though war is highly unlikely&lt;br /&gt;
* '''New California Republic''': Both tribes a very similar, both in goals and structure. They ought to cooperate easily&lt;br /&gt;
* '''Caesar's Legion''': The Legion will likely revile the EU as much as it does the NCR, for the same reasons&lt;br /&gt;
* '''People's Republic of Asia''': While these two organizations are not likely to be immediately at each other's throats, the Pre-War history between the two regions are likely to make any relationship difficult&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Radiation_(TNW)</id>
		<title>Radiation (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Radiation_(TNW)"/>
				<updated>2013-05-15T03:54:05Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Radition Sickness===&lt;br /&gt;
&lt;br /&gt;
Radiation is the result of unstable molecules releasing high energy particles which damage biological cells. Most commonly found near blast sights, much of the former United States and China are contaminated with low level radiation. However, much of Terra has been affected by fallout, so virtually no territory is a stranger to the effects of radiation.&lt;br /&gt;
&lt;br /&gt;
When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed.&lt;br /&gt;
&lt;br /&gt;
Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area (such as the area near a nuclear explosion, after the fact, or a lab that has been flooded with radioactive gas), or a specific source of radiation (such as a lump of radioactive material). Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: Radiation Exposure'''&lt;br /&gt;
|-&lt;br /&gt;
! !! COLSPAN=&amp;quot;5&amp;quot; ALIGN=&amp;quot;CENTER&amp;quot; | —————————  Time of Exposure (Minimum) ———————— &lt;br /&gt;
|-&lt;br /&gt;
!  Situation !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 round !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 minute !! ALIGN=&amp;quot;CENTER&amp;quot; |  10 minutes !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 hour !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 day &lt;br /&gt;
|-&lt;br /&gt;
! COLSPAN=&amp;quot;6&amp;quot; |   Character in irradiated area: &lt;br /&gt;
|-&lt;br /&gt;
|Lightly irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Moderately irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low||moderate&lt;br /&gt;
|-&lt;br /&gt;
|Highly irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Severely irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | severe&lt;br /&gt;
|-&lt;br /&gt;
! COLSPAN=&amp;quot;6&amp;quot; |   Character exposed to radiation source: &lt;br /&gt;
|-&lt;br /&gt;
|Lightly radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Moderately radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate||moderate&lt;br /&gt;
|-&lt;br /&gt;
|Highly radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Severely radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | severe|| ALIGN=&amp;quot;CENTER&amp;quot; | severe|| ALIGN=&amp;quot;CENTER&amp;quot; | severe&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
The degree of the exposure determines the severity of the radiation sickness, as indicated on Table: Radiation Sickness. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: Radiation Sickness'''&lt;br /&gt;
|-&lt;br /&gt;
! Degree of Exposure !! ALIGN=&amp;quot;CENTER&amp;quot; |  Fortitude Save DC !! ALIGN=&amp;quot;CENTER&amp;quot; |  Incubation Period !! ALIGN=&amp;quot;CENTER&amp;quot; |  Initial and Secondary Damage &lt;br /&gt;
|-&lt;br /&gt;
|Mild|| ALIGN=&amp;quot;CENTER&amp;quot; | 12|| ALIGN=&amp;quot;CENTER&amp;quot; | 1 day||1d4–2 Con*&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Low|| ALIGN=&amp;quot;CENTER&amp;quot; | 15|| ALIGN=&amp;quot;CENTER&amp;quot; | 4d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6–2 Con*&lt;br /&gt;
|-&lt;br /&gt;
|Moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | 18|| ALIGN=&amp;quot;CENTER&amp;quot; | 3d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6–1 Con*&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|High|| ALIGN=&amp;quot;CENTER&amp;quot; | 21|| ALIGN=&amp;quot;CENTER&amp;quot; | 2d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6 Con&lt;br /&gt;
|-&lt;br /&gt;
|Severe|| ALIGN=&amp;quot;CENTER&amp;quot; | 24|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 2d6 Con&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| COLSPAN=&amp;quot;4&amp;quot; |  * Minimum damage 0 Con.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Treating Radiation Sickness===&lt;br /&gt;
&lt;br /&gt;
Radiation sickness is considered a treatable disease that can be cured using the “treat disease” aspect of the Treat Injury skill. Treating radiation sickness requires a medical kit. Advanced medicine (such as Rad-Away and Rad-X) can also eliminate radiation sickness or obviate its harmful effects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Radiation_(TNW)</id>
		<title>Radiation (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Radiation_(TNW)"/>
				<updated>2013-05-15T03:51:05Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;===Radition Sickness===  Radiation is the result of unstable molecules releasing high energy particles which damage biological cells. Most commonly found near blast sights, mu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Radition Sickness===&lt;br /&gt;
&lt;br /&gt;
Radiation is the result of unstable molecules releasing high energy particles which damage biological cells. Most commonly found near blast sights, much of the former United States and China are contaminated with low level radiation. However, much of Terra has been affected by fallout, so virtually no territory is a stranger to the effects of radiation.&lt;br /&gt;
&lt;br /&gt;
When characters are exposed to radiation, they may be afflicted with radiation sickness. Radiation sickness functions exactly like exposure to any other disease, following the normal rules for diseases. The Fortitude save DC and the effects of radiation sickness vary with the dose of radiation to which a creature is exposed.&lt;br /&gt;
&lt;br /&gt;
Radiation exposure has five degrees: mild, low, moderate, high, and severe. To determine the degree of exposure, start with the type of exposure: either an irradiated area (such as the area near a nuclear explosion, after the fact, or a lab that has been flooded with radioactive gas), or a specific source of radiation (such as a lump of radioactive material). Then consult Table: Radiation Exposure to determine the degree of exposure based on the total time of exposure within a given 24-hour period (rounding up).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: Radiation Exposure'''&lt;br /&gt;
|-&lt;br /&gt;
! !! COLSPAN=&amp;quot;5&amp;quot; ALIGN=&amp;quot;CENTER&amp;quot; | —————————  Time of Exposure (Minimum) ———————— &lt;br /&gt;
|-&lt;br /&gt;
!  Situation !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 round !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 minute !! ALIGN=&amp;quot;CENTER&amp;quot; |  10 minutes !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 hour !! ALIGN=&amp;quot;CENTER&amp;quot; |  1 day &lt;br /&gt;
|-&lt;br /&gt;
! COLSPAN=&amp;quot;6&amp;quot; |   Character in irradiated area: &lt;br /&gt;
|-&lt;br /&gt;
|Lightly irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Moderately irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low||moderate&lt;br /&gt;
|-&lt;br /&gt;
|Highly irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Severely irradiated|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | severe&lt;br /&gt;
|-&lt;br /&gt;
! COLSPAN=&amp;quot;6&amp;quot; |   Character exposed to radiation source: &lt;br /&gt;
|-&lt;br /&gt;
|Lightly radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | mild|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Moderately radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | low|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate||moderate&lt;br /&gt;
|-&lt;br /&gt;
|Highly radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Severely radioactive materials|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | high|| ALIGN=&amp;quot;CENTER&amp;quot; | severe|| ALIGN=&amp;quot;CENTER&amp;quot; | severe|| ALIGN=&amp;quot;CENTER&amp;quot; | severe&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
The degree of the exposure determines the severity of the radiation sickness, as indicated on Table: Radiation Sickness. At low levels, radiation sickness is a slow disease. Often, a sick character suffers no severe short-term effects. This is reflected in the fact that even with a failed Fortitude save, the character might not suffer any Constitution loss.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: Radiation Sickness'''&lt;br /&gt;
|-&lt;br /&gt;
! Degree of Exposure !! ALIGN=&amp;quot;CENTER&amp;quot; |  Fortitude Save DC !! ALIGN=&amp;quot;CENTER&amp;quot; |  Incubation Period !! ALIGN=&amp;quot;CENTER&amp;quot; |  Initial and Secondary Damage &lt;br /&gt;
|-&lt;br /&gt;
|Mild|| ALIGN=&amp;quot;CENTER&amp;quot; | 12|| ALIGN=&amp;quot;CENTER&amp;quot; | 1 day||1d4–2 Con*&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|Low|| ALIGN=&amp;quot;CENTER&amp;quot; | 15|| ALIGN=&amp;quot;CENTER&amp;quot; | 4d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6–2 Con*&lt;br /&gt;
|-&lt;br /&gt;
|Moderate|| ALIGN=&amp;quot;CENTER&amp;quot; | 18|| ALIGN=&amp;quot;CENTER&amp;quot; | 3d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6–1 Con*&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|High|| ALIGN=&amp;quot;CENTER&amp;quot; | 21|| ALIGN=&amp;quot;CENTER&amp;quot; | 2d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6 Con&lt;br /&gt;
|-&lt;br /&gt;
|Severe|| ALIGN=&amp;quot;CENTER&amp;quot; | 24|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6 hours|| ALIGN=&amp;quot;CENTER&amp;quot; | 2d6 Con&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
| COLSPAN=&amp;quot;4&amp;quot; |  * Minimum damage 0 Con.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Treating Radiation Sickness===&lt;br /&gt;
&lt;br /&gt;
Radiation sickness is considered a treatable disease that can be cured using the “treat disease” aspect of the Treat Injury skill. Treating radiation sickness requires a medical kit. Advanced medicine (such as Rad-Away and Rad-X) can also eliminate radiation sickness or obviate its harmful effects.&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)</id>
		<title>Vasudan Misc (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-11T14:22:33Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* DM's Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Closed Circuit Magical Containment Devices ==&lt;br /&gt;
&lt;br /&gt;
With scrolls, wands, magical equipment and spellcasters rendered useless in Tiberium radiation, the Empire of Lenin created the Closed Circuit Magical Containment Device. CCMCDs (or CDs, in colloquial terminology) constantly cycles the raw energy used by a spell, maintaining the spell's structure through Tiberium-irradiated areas. As the spell recycles, it generates a feedback loop which maintains the spell's integrity, even after leaving the device and entering radiation. &lt;br /&gt;
&lt;br /&gt;
=== Creating a CCMCD ===&lt;br /&gt;
&lt;br /&gt;
A CCMCD is created by forcing a spell to constantly repeat itself in a specially prepared housing. First, the player must have the [[Skills and Feats|Craft CCMCD]] feat. Next the player must create the CCMCD housing. While the task itself is not particularly difficult (no Craft check required), the cost is exorbitant. Prior to 1420, creating a CCMCD cost its spell level x its caster level x 50 gp + any material components, and the creator must pay 1/15 of the price in experience. After 1420, though, the cost to create a CCMCD was its spell level x its caster level x 75 gp + any material components, and only 1/45 of the price in experience. While costly, CDs were vital to any sojourn through Tiberium if the group required magical back-up. A spell inside a CCMCD may be used only once.&lt;br /&gt;
&lt;br /&gt;
==== DM's Note ====&lt;br /&gt;
&lt;br /&gt;
''Hey, this seems unbalanced!''&lt;br /&gt;
:It may be. I have been unable to test this system, since none of my players wanted to make CCMCDs. Here, I have adapted the rules for creating a scroll, and hope they work. Please inform me of any problems or suggestions in the talk of this page, and I will implement any useful ideas.&lt;br /&gt;
&lt;br /&gt;
=== Weapon/Armor Upgrades ===&lt;br /&gt;
&lt;br /&gt;
CCMCDs can be adapted for use with weapons and armor, enhancing their effectiveness in the antimagic of Tiberium. The creator must have both Craft Magic Arms and Armor and Craft CCMCD in order to create the item. The cost to construct a CCMCD for a weapon or suit of armor is +25% the cost of simply enhancing the item through normal means. If the item is created prior to 1420, multiply the experience price by 2; after 1420, the experience price remains the same.&lt;br /&gt;
&lt;br /&gt;
== Enhancing a Weapon with Tiberium ==&lt;br /&gt;
&lt;br /&gt;
Theoretically, any device can be modified to use Tiberium. The benefits are plentiful; Tiberium weaponry count as adamantium, magic and lawful weapons with regards to damage resistance, and can deal radiation damage. Ranged Tiberium-enhanced weapons do '''not''' bestow the benefit on their ammunition, so the ammunition must crafted individually. To enhance a weapon with Tiberium, refer to the following table for prices and benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Damage Enhancement&lt;br /&gt;
! Radiation&lt;br /&gt;
! Price*&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 100 TREM&lt;br /&gt;
| 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 150 TREM&lt;br /&gt;
| 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 200 TREM&lt;br /&gt;
| 22,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 250 TREM&lt;br /&gt;
| 40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 300 TREM&lt;br /&gt;
| 62,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*This price is for 50 arrows, bolts, or bullets (Pital and sling)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Caesar%27s_Legion_(TNW)</id>
		<title>Caesar's Legion (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Caesar%27s_Legion_(TNW)"/>
				<updated>2013-05-10T20:46:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Caesar's Legion, almost universally reviled for allowing slavery and its brutal &amp;quot;lessons&amp;quot; to so-called profligates, is a slaving empire that has conquered dozens of other tribes in the name of it's dictator, Caesar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In 2246, a Follower of the Apocalypse named Edward Sallow traveled with a research group, studying Tribal languages. During the trip, Sallow and his companions were capture by the Blackfoot Tribe. At the time, the Blackfoot Tribe was locked in a war against seven other Tribes, and was losing badly. Sallow, in an effort of self-preservation, taught the Blackfoot members about gun maintenance and military tactics. The tribe admired Sallow so much that they made him their leader. With that, he took the name of Caesar, and took to reorganizing the tribals into the Legion.&lt;br /&gt;
&lt;br /&gt;
Over the years, the Legion waged war against 84 other tribes, conquering all in their way. Eventually, all of the land east of the Colorado River was considered firmly under the rule of the Legion. In 2281, however, the Legion is nearing New Vegas from the East, as the New California Republic approaches from the West. The conflict between the two promises to be long and bloody, so long as there is no intervention from any outside agency . . .&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
Caesar's Legion is capitalizing on the percieved weakness of humanity, following the nuclear war of 2077. Caesar is working to conquer the world, and unite it under a single flag. He believes (or at least teaches) the nuclear war was a gift from Mars, the Roman god of war, sent for this express purpose. Caeser finds democratic societies to be tools of the rich to keep the majority of people in a state of irresponsibility, pacified with alcohol and chems while the wealthy drain them of money and dignity. Only those with self-control can be truly considered humans; all others are animals. Here are a few of the principles of the Legion&lt;br /&gt;
&lt;br /&gt;
* Based on the ancient Roman Empire, the Legion is governed as a military dictatorship by Caesar&lt;br /&gt;
* Democracies are reviled for favoring the wealthy over the worthy. Advancement in the Legion is merit-based&lt;br /&gt;
* Alcohol, chems and stimpacks are forbidden in the Legion, as they are seen to oddle the weak and keep one from focusing on the benefit of the Legion as a whole&lt;br /&gt;
* Unlike the NCR and EU, the Legion is one solid organization, not comprised of states. All members of the Legion associate themselves with the Legion first and foremost&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
While the Legion controls more than enough land to have access to a significant technological advantage over the NCR, they eschew technology, veiwing it as degrading and the cause of the Great War. Thus, most Legionairres specialize in melee weapons, such as machetes and spears. On the few occassions where members are armed with firearms, it is usually simple guns, such as lever-action rifles and revolvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
While the Legion has yet to contact any of the other major tribes, here is a relatively good prediction of how it will relate to others:&lt;br /&gt;
&lt;br /&gt;
* '''Music Appreciation Society''': While both sides will vehemently deny it, the Society and Legion are quite similar, both believing in an egalitarian society, and focus on the community over the individual. However, the Legion's militaristic policies virtually guarantee the two will fight. It would be quite a sight, though, if the Music Appreciation Society and Caesar's Legion actually cooperated.&lt;br /&gt;
* '''New California Republic''': The New California Republic is currently at war with the Legion. After a recent battle at the Hoover Dam, though, both sides have been at a stalemate. Many believe this stalemate will not last much longer, as reports of Legion activity in the New Vegas are increase. If the war between the two were to flare up again, there is little possibility of predicting the victor. However, if the NCR forged an alliance with the Society, Caesar's Legion likely wouldn't win the war&lt;br /&gt;
* '''European Union''': The Legion will likely revile the EU as much as it does the NCR, for the same reasons.&lt;br /&gt;
* '''People's Republic of Asia''': The Legion and the People's Republic are not likely to be allies, even though they share similar beliefs with each other and the Society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Caesar%27s_Legion_(TNW)</id>
		<title>Caesar's Legion (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Caesar%27s_Legion_(TNW)"/>
				<updated>2013-05-10T20:45:22Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;Caesar's Legion, almost universally reviled for allowing slavery and its brutal &amp;quot;lessons&amp;quot; to so-called profligates, is a slaving empire that has conquered dozens of other trib...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Caesar's Legion, almost universally reviled for allowing slavery and its brutal &amp;quot;lessons&amp;quot; to so-called profligates, is a slaving empire that has conquered dozens of other tribes in the name of it's dictator, Caesar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In 2246, a Follower of the Apocalypse named Edward Sallow traveled with a research group, studying Tribal languages. During the trip, Sallow and his companions were capture by the Blackfoot Tribe. At the time, the Blackfoot Tribe was locked in a war against seven other Tribes, and was losing badly. Sallow, in an effort of self-preservation, taught the Blackfoot members about gun maintenance and military tactics. The tribe admired Sallow so much that they made him their leader. With that, he took the name of Caesar, and took to reorganizing the tribals into the Legion.&lt;br /&gt;
&lt;br /&gt;
Over the years, the Legion waged war against 86 other tribes, conquering all in their way. Eventually, all of the land east of the Colorado River was considered firmly under the rule of the Legion. In 2281, however, the Legion is nearing New Vegas from the East, as the New California Republic approaches from the West. The conflict between the two promises to be long and bloody, so long as there is no intervention from any outside agency . . .&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
Caesar's Legion is capitalizing on the percieved weakness of humanity, following the nuclear war of 2077. Caesar is working to conquer the world, and unite it under a single flag. He believes (or at least teaches) the nuclear war was a gift from Mars, the Roman god of war, sent for this express purpose. Caeser finds democratic societies to be tools of the rich to keep the majority of people in a state of irresponsibility, pacified with alcohol and chems while the wealthy drain them of money and dignity. Only those with self-control can be truly considered humans; all others are animals. Here are a few of the principles of the Legion&lt;br /&gt;
&lt;br /&gt;
* Based on the ancient Roman Empire, the Legion is governed as a military dictatorship by Caesar&lt;br /&gt;
* Democracies are reviled for favoring the wealthy over the worthy. Advancement in the Legion is merit-based&lt;br /&gt;
* Alcohol, chems and stimpacks are forbidden in the Legion, as they are seen to oddle the weak and keep one from focusing on the benefit of the Legion as a whole&lt;br /&gt;
* Unlike the NCR and EU, the Legion is one solid organization, not comprised of states. All members of the Legion associate themselves with the Legion first and foremost&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
While the Legion controls more than enough land to have access to a significant technological advantage over the NCR, they eschew technology, veiwing it as degrading and the cause of the Great War. Thus, most Legionairres specialize in melee weapons, such as machetes and spears. On the few occassions where members are armed with firearms, it is usually simple guns, such as lever-action rifles and revolvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
While the Legion has yet to contact any of the other major tribes, here is a relatively good prediction of how it will relate to others:&lt;br /&gt;
&lt;br /&gt;
* '''Music Appreciation Society''': While both sides will vehemently deny it, the Society and Legion are quite similar, both believing in an egalitarian society, and focus on the community over the individual. However, the Legion's militaristic policies virtually guarantee the two will fight. It would be quite a sight, though, if the Music Appreciation Society and Caesar's Legion actually cooperated.&lt;br /&gt;
* '''New California Republic''': The New California Republic is currently at war with the Legion. After a recent battle at the Hoover Dam, though, both sides have been at a stalemate. Many believe this stalemate will not last much longer, as reports of Legion activity in the New Vegas are increase. If the war between the two were to flare up again, there is little possibility of predicting the victor. However, if the NCR forged an alliance with the Society, Caesar's Legion likely wouldn't win the war&lt;br /&gt;
* '''European Union''': The Legion will likely revile the EU as much as it does the NCR, for the same reasons.&lt;br /&gt;
* '''People's Republic of Asia''': The Legion and the People's Republic are not likely to be allies, even though they share similar beliefs with each other and the Society.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/New_California_Republic_(TNW)</id>
		<title>New California Republic (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/New_California_Republic_(TNW)"/>
				<updated>2013-05-10T19:36:01Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;The New California Republic, commonly referred to as the NCR, was founded north-east of Los Angeles, California, in the town of Shady Sands. Dedicated to Pre-War ideals, the R...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The New California Republic, commonly referred to as the NCR, was founded north-east of Los Angeles, California, in the town of Shady Sands. Dedicated to Pre-War ideals, the Republic has had difficulty living up to its lofty promises.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
In 2189, five territories (Shady Sands, Dayglow, Los Angeles, Maxson and Hub) banded together to form the New California Republic. Together, these territories flourished, maintaining a stable rule of law, political enfranchisement, a degree of security and a standard of living beyond the simple necessities. Many flocked to the NCR, and it rapidly expanded throughout California, eventually taking holdings in Arizona, Nevada and Baja Mexico.&lt;br /&gt;
&lt;br /&gt;
As it expanded, the New California Republic was not a stranger to war. Notable conflicts include wars with the Brotherhood of Steel and Enclave in 2246. Eventually, the Brotherhood's presence in California was largely destroyed, while other groups of the Brotherhood went into hiding, as in Nevada, or began acting independently and contrary to previous operating methods, as in Washington, D.C.&lt;br /&gt;
&lt;br /&gt;
In recent years, the NCR has come into conflict with Caesar's Legion in New Vegas, Nevada. After a brief skirmish, in which the NCR narrowly succeeded in puching back the Legion. The two armies are at a stalemate, but the introduction of the Society may tip the scales in the Republic's favor . . .&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
The New California Republic is dedicated to old-world values, ranging from freedom and privacy to security and political enfranchisement. The Constitution of the Republic promises a variety of rights, though the reality of living in a post-nuclear wasteland makes fulfilling all of these promises difficult at best. Here are the most important points:&lt;br /&gt;
&lt;br /&gt;
* Modeled after the government of the Pre-War United States, the NCR's government is split into three branches: Judicial, Legislative and Exectuive&lt;br /&gt;
* Citizens of the Republic vote for representatives, who vote on legislation&lt;br /&gt;
* Citizens and traders in NCR territory pay taxes, which pay for the military of the Republic&lt;br /&gt;
* The Republic has created its own currency, in an attempt to break away from the use of Bottle Caps. However, Caps are valued much higher than NCR currency.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
The Republic has access to a large amount of pre-war technology, from energy weapons to modified power armor. However, much of its army is armed with more conventional weaponry, to conserve the relatively difficult to reproduce energy ammunition.&lt;br /&gt;
&lt;br /&gt;
As for civilian technology, they appear to have knowledge of irrigation. They can also maintain some pre-War transportation, such as the monorail at Camp McCarran. The NCR also had an extensive railroad network in the New Vegas area and in the Core Region&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
While the NCR has yet to contact any of the other major tribes, here is a relatively good prediction of how it will relate to others:&lt;br /&gt;
&lt;br /&gt;
* '''Music Appreciation Society''': In most cases, the goals of the MApS and the NCR coincide, though the Society is more committed to social policies, such as healthcare and education. While they will likely be allies, the Society will certainly push the NCR to change its social policies&lt;br /&gt;
* '''Caesar's Legion''': The New California Republic is currently at war with the Legion. After a recent battle at the Hoover Dam, though, both sides have been at a stalemate. Many believe this stalemate will not last much longer, as reports of Legion activity in the New Vegas are increase. If the war between the two were to flare up again, there is little possibility of predicting the victor. However, if the NCR forged an alliance with the Society, Caesar's Legion likely wouldn't win the war&lt;br /&gt;
* '''European Union''': The NCR and EU are virtually the same. Both would easily work together&lt;br /&gt;
* '''People's Republic of Asia''': The New California Republic and the People's Republic of Asia are not likely to get along. As the PRA is closely related to pre-war China, and the NCR is based on pre-war United States, the two tribes would be hard pressed to work together. While the two would most likely leave each other alone, war between them is a serious possibility&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Yossarian</id>
		<title>User:Yossarian</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Yossarian"/>
				<updated>2013-05-10T19:34:07Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Campaigns (Done): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Yossarian/Tea Party Idiot =&lt;br /&gt;
&lt;br /&gt;
[[File:Finesse_FO3.png]]    '''I Also Play Computer Games!'''&lt;br /&gt;
&lt;br /&gt;
I've played D&amp;amp;D for over six years, and have always been the DM (''SOME'' brothers refuse to read the DMG). As a result, I have a ton of campaigns, and I have decided to share them.&lt;br /&gt;
&lt;br /&gt;
== Campaigns (Work in Progress): ==&lt;br /&gt;
&lt;br /&gt;
1. [[The Nuclear Wasteland (D20 Modern Campaign Setting)]]: 200 years after a nuclear apocalypse, society is rebuilding . . .&lt;br /&gt;
&lt;br /&gt;
== Campaigns (Done): ==&lt;br /&gt;
&lt;br /&gt;
1. [[Tiberium Rising (3.5e Campaign Setting)]]: Imagine a medieval world revolutionized by Tiberium . . .&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User:Yossarian</id>
		<title>User:Yossarian</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User:Yossarian"/>
				<updated>2013-05-10T19:33:25Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Campaigns (Work in Progress): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Yossarian/Tea Party Idiot =&lt;br /&gt;
&lt;br /&gt;
[[File:Finesse_FO3.png]]    '''I Also Play Computer Games!'''&lt;br /&gt;
&lt;br /&gt;
I've played D&amp;amp;D for over six years, and have always been the DM (''SOME'' brothers refuse to read the DMG). As a result, I have a ton of campaigns, and I have decided to share them.&lt;br /&gt;
&lt;br /&gt;
== Campaigns (Work in Progress): ==&lt;br /&gt;
&lt;br /&gt;
1. [[The Nuclear Wasteland (D20 Modern Campaign Setting)]]: 200 years after a nuclear apocalypse, society is rebuilding . . .&lt;br /&gt;
&lt;br /&gt;
== Campaigns (Done): ==&lt;br /&gt;
&lt;br /&gt;
N/A&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/User_talk:Marasmusine</id>
		<title>User talk:Marasmusine</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/User_talk:Marasmusine"/>
				<updated>2013-05-10T17:18:39Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Tiberium Rising (3.5e Campaign Setting) Finished */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello Maramusine, thank you for the welcome to the site! My only question is now, is if there is someone or some group I would contact for review on the power balancing of something I've been working on ( while it is either a WIP, or completed work ).--[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:32, 18 July 2012 (MDT)&lt;br /&gt;
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If you're my best bet, might as well use you, eh? I don't suppose you could take a look at [[Color Bearer (4e Class)]] and [[Color Bearer Powers (4e Power List)]]? I assume they're at ''least'' somewhat poorly balanced, being my first attempt at making a class. And yes, they are both incomplete, but I did just start a couple days ago &amp;lt;_&amp;lt;;; --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:42, 18 July 2012 (MDT)&lt;br /&gt;
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Thank you very much in advanced! c: --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:52, 18 July 2012 (MDT)&lt;br /&gt;
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Hay, Marasmusine, could you review my homebrew template [[Unown_inscribed|Unown inscribed]] sometime? I want to improve it, and you seem to know what youre doing, based on your review of my [[Stone of 100 Rencarnations (3.5e Equipment)]].--[[User:The lost unown|The lost unown]] ([[User talk:The lost unown|talk]]) 09:01, 27 September 2012 (MDT)&lt;br /&gt;
:Sure, I'll aim to do that but I'm not sure when yet. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:08, 27 September 2012 (MDT)&lt;br /&gt;
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== A thanks ===&lt;br /&gt;
Hey, it's Ralcos.&lt;br /&gt;
It's been a while since I've been here, but I must say thanks for you editing my race.&lt;br /&gt;
I made the Modron Race that was on the 4e homebrew races, and found that my race was changed for the better&lt;br /&gt;
(I'm not claiming credit for anyone else's work, and you can look on that page's history).&lt;br /&gt;
I just wanted to thank you for the work. I love it more than the original design.&lt;br /&gt;
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--- Ralcos&lt;br /&gt;
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== Smilodon Maioribus Review ==&lt;br /&gt;
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Hello once again Marasmusine,&lt;br /&gt;
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It has been a while since we have spoken but I believe (having reached my new permanent duty station) that now would be an excellent time to review the Smilodon Maioribus 4e Race once again, provided you are willing to do so and have the time to make such an effort. Unfortunately I am not entirely sure what, if at all, needs to be changed at this point with the race itself (the Apex Predator 4e Class itself I am intending to overhaul entirely, based on a few mechanics I learned from others who know of DnD in the armed forces).&lt;br /&gt;
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As always, thank you for your time and dedication to DnD Wiki, and your efforts, past and present, in staying in touch and assisting me with my race and class design!&lt;br /&gt;
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--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:43, 9 August 2012 (MDT)&lt;br /&gt;
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:Welcome back! Since you were last here I've been a bit distracted with the birth of my daughter - I've not had much time for complicated things. For your Apex Predator overhaul, I recommend concentrating on one or two core mechanics that improve through the levels (and worry less about making lots of different powers); take a look at the Hunter or the Slayer from the Essentials books. Also try to focus on ''one role'' - I've seen too many custom classes that try to do defender/striker and end up in a mess. Hope that helps! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 07:18, 10 August 2012 (MDT)&lt;br /&gt;
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::Thank you, Marasmusine, and most importantly, congratulations on the birth of your daughter to both you and your wife. I can certainly understand your crunch for time, especially with a newly born child around. For the Apex Predator class, that is still my intention of making a &amp;quot;specialist&amp;quot; class (with two separate, distinct sub-types), again focusing on criticals, grappling and stealth for its offensive &amp;quot;Vanquisher&amp;quot; variant, and with the &amp;quot;Challenger&amp;quot; deviation, a defender who relies on countering attacks and control. Seeing as the &amp;quot;Grabbed&amp;quot; and (knocked) &amp;quot;Prone&amp;quot; features work well, I have some ideas with them. I certainly don't intend for the Apex to be both, as I've begun making their choices fairly specific to each archetype.&lt;br /&gt;
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::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:34, 11 August 2012 (MDT)&lt;br /&gt;
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:::Hello again Marasmusine,&lt;br /&gt;
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:::I've made some significant changes to the [[Sentient, Smilodon Maioribus (4e Race)|Smilodon Maioribus race]] and the [[Apex Predator (4e Class)|Apex Predator class]], both of which I would love to get your opinion on when you have the time. I've tried to heavily relegate certain features to each subdivision of the Apex Predator class (to, in large part, make them two distinct portions). While the class design is not yet finished, it would be great to get your opinion on the re-working of a few mechanics that were present; for example, a primary mechanic of the Vanquisher is [[Seize (4e Power)|Seize], an attack that does minimal damage, but Grabs the opponent. &lt;br /&gt;
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:::Other issues lie in the scaling (I've never played nor seen endgame DnD played), so I cannot truly balance the class over the levels. I like the idea of the Apex Predator fittingly being a &amp;quot;niche&amp;quot; class, or one that excels extremely well at a few select things, but relies on its companion's classes to really augment and benefit it, and vice-versa.&lt;br /&gt;
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:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:08, 18 August 2012 (MDT)&lt;br /&gt;
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::::Hello Marasmusine,&lt;br /&gt;
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::::I have just replied the design concept to the Saber Fangs and Razored Claws situation [Talk:Apex Predator (4e Class)|on this talk page] and would certainly like your opinion and possible solutions. Thank you very much for the modifications to those areas along with the Enduring Hide armor to make them more straightforward and simplified within 4E means!&lt;br /&gt;
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::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 14:33, 22 September 2012 (MDT)&lt;br /&gt;
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As of writing this the [[Apex_Predator_(4e_Class)|Apex Predator]] class is more or less finished after a very, very long time of working on it; it received some major improvements over the initial version. Now it simply needs balance, and for that I need opinions. I think the overall mechanics (focusing on using Mortal Bite as a finishing move, attempting to set up lunges into grabs into high damage with debuffs cycle works well, has some interesting utility powers, some fairly strong weaknesses (lack of ranged, size, poor AC even with progression feature, and some genuinely fun features like True Instinct)). More or less, it needs someone's opinion to look at it in a &amp;quot;near complete stage&amp;quot; much like Tivanir did for Champion of the Ferine's final balancing and tuning. If you have time, I would be most thankful for your assessment and input.&lt;br /&gt;
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 17:47, 18 April 2013 (MDT)&lt;br /&gt;
:Alrighty, good work, I'll examine it over the next few weeks and see if I can spot any balance issues. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:07, 19 April 2013 (MDT)&lt;br /&gt;
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== Image Deletions ==&lt;br /&gt;
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Wikipedia tells us to assume good faith.  This means that images are assumed to be correct, ergo under the GNU FDL, when they state nothing in particular.  This must be shown otherwise to allow the image to be deleted.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:03, 10 July 2012 (MDT)&lt;br /&gt;
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:Wikipedia absolutely does not assume good faith when it comes to image licensing. It gives 7 days to images without licensing/source information before they are deleted. Images that are clear copyright violations are instantly deleted. I gave [[:File:Fight-2-color.jpg]] two weeks. We can't just copy images from the internet willy nilly. I've done a Google Image search for this image now and found that it's a painting under copyright by Simon Robert. I can replace the link in [[Shekastkoré (3.5e Campaign Setting)]] with an embedded image from Robert's webpage, with correct attribution. I'll leave it up to you if you want to delete the file or not. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:06, 11 July 2012 (MDT)&lt;br /&gt;
:Wow, sorry I came off sounding agressive. It was first thing in the morning and I hadn't had my coffee.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 06:11, 11 July 2012 (MDT)&lt;br /&gt;
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::Okay, then with the deletion we should provide a link to where the image is thereby not allowed, don't you think that makes sense?  Thoughts on making this policy?  We can leave images since their pages being here inherently state that they are under the GNU FDL v1.3 when one cannot find such a site.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)&lt;br /&gt;
:::Here are my thoughts:&lt;br /&gt;
:::*We should make it clear that if you are uploading an image you need to say 1) Where you got the image from and who originally created it, and 2) What license it's under (note that ''we cannot use &amp;quot;fair use&amp;quot;'' for our purposes). For example, see [http://en.wikipedia.org/wiki/Special:Upload Wikipedia's upload information]. It's bad form to assume that an image doesn't have a copyright just because the uploader hasn't provided any information.&lt;br /&gt;
:::*On the flipside, if I come to delete an image file because the above information is missing, I will make every effort to find an alternative compatible with our license, or embed the image from its original source. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 03:47, 17 July 2012 (MDT)&lt;br /&gt;
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::::By law, we do not need to do it like that so let's not.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 19:39, 17 July 2012 (MDT)&lt;br /&gt;
:::::I need to get this straight. Here are the different kind of images we might use:&lt;br /&gt;
:::::*Copyrighted images. We cannot use these without permission. If we can get permission, the owner would normally ask us to attribute the them and show that it's under copyright. We ''can'' use copyright work without permission where there is fair-use (e.g. book covers where we are providing information about a book), but we still need to attribute the copyright holder.&lt;br /&gt;
:::::*Creative Commons[http://creativecommons.org/licenses/]. We ''have'' to attribute the author; if it's Sharealike we ''have'' to release it under the same license.&lt;br /&gt;
:::::*Public Domain. We don't have to say anything: my argument is that it's good practice to provide some basic information (like I did [[:File:Vasnetsov samolet.jpg|here]]). &lt;br /&gt;
:::::*Images the uploader created themselves. It's up to them what information they provide. Personally I credit myself for my own images. As you say, unless stated otherwise, it defaults to the GNU license.&lt;br /&gt;
:::::If I'm understanding you correctly, you want to ''assume'' that images fall into the last two categories?&lt;br /&gt;
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::::::No.  All I was saying is that the last two categorizes exist.  If we find information about copyright we should delete the page with a link to the copyright location (for verification purposes).  If the images is under a different license then, though, all we need to do is state that on that page of course and if we can keep the image we can keep the image (depending on the license).&lt;br /&gt;
::::::Another thing to note is that images which are product copyright can be here if they are small enough (pretty sure).  I think that is another one of their image statements in the image-related laws.  If they are too big, though, they are considered (even with the different copyright categories) to infringe on product copyright (since they are images I think is the reasoning).  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 20:06, 18 July 2012 (MDT)&lt;br /&gt;
:::::::Thanks for the clarification. With regards product copyright, here's the legal wording for fair-use: ''&amp;quot;the fair use of a copyrighted work, including such use by reproduction in copies or phonorecords or by any other means specified by that section, for purposes such as criticism, comment, news reporting, teaching (including multiple copies for classroom use), scholarship, or research, is not an infringement of copyright.&amp;quot;''&lt;br /&gt;
:::::::Basically, we ''can'' use those images when we are providing educational information. On our wiki, this only our pages about books and other publications. We ''cannot'' use them for user-generated content. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:27, 19 July 2012 (MDT)&lt;br /&gt;
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::::::::I imagine that putting them into the D&amp;amp;D universe is a critique of those things from other sources and do apply for fair-use.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 16:42, 19 July 2012 (MDT)&lt;br /&gt;
:::::::::I don't understand? Fair use through ''critique'' just means you can, say, use a picture of a book or toy if you are reviewing it. It has real-world context. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:35, 20 July 2012 (MDT)&lt;br /&gt;
:::::::::On a related note, I've spotted that WotC provide a list of WotC-copyright artwork that's been pre-approved for others to use.[http://www.wizards.com/fankit/fantoolkitdnd.html] [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:38, 20 July 2012 (MDT)&lt;br /&gt;
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::::::::::Not sure if my voice matters here, but I figure, if nothing else, it couldn't really hurt to speak up. Marasmusine is correct. Unless the purpose of the article within said images are used, is to critique the image, make a commentary on it, or otherwise review or parody it, then it does not fall under fair use. There are likely very few user generated articles and pages on this site that are dedicated to parody and review, for a commentary / educational stance. Now, for the handful wherein that IS true, than fair use would apply, but for those, such as a custom race, class, monster, campaign, that isn't actively done to review the image in some way, that isn't fair use, and permission / approval would be needed. If I were to take someone's image and put it up on a page I made, without their permission, and the image was used as an aid to help demonstrate something I had written in the page, that would be theft, unless they had otherwise stated that that image is perfectly allowed to be shared mercilessly without permission, but even then that would be limited to noncommercial things. Not that that should be a worry here. That said, the 'April Fools' articles may fall under being able to qualify 'fair use' if they are directly relevant to the image.  --[[User:Elendra|Elendra]] ([[User talk:Elendra|talk]]) 09:08, 20 July 2012 (MDT)&lt;br /&gt;
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:::::::::::That all sounds right to me.  So I guess, sorry, those mario images were fine to delete.&lt;br /&gt;
:::::::::::Does the Image Deletion seem right on [[:Category:Candidates for Deletion|Candidates for Deletion]]?  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 12:03, 21 July 2012 (MDT)&lt;br /&gt;
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== Barnstar ==&lt;br /&gt;
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{{Barnstar|I give you this barnstar for improving, reviewing, and removing a lot of pages.  Thanks a lot for your help on those pages!  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)}}&lt;br /&gt;
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Thanks!  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 09:35, 16 July 2012 (MDT)&lt;br /&gt;
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== Page deleted due to Copy Rights Violation ==&lt;br /&gt;
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You had deleted a page I had posted due to a copy rights violation. I was asked by a few friends in my area to post some things from the books and I was wondering it there is a way I can avoid this from occurring in the feature? Would a Legal Disclaimer at the bottom of the page stating it is from that particular book prevent this?&lt;br /&gt;
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Thanks, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 23:23, 23 July 2012 (MDT)&lt;br /&gt;
:We can't reprint content from copyrighted books. The only legal thing you can do is send them your book or ask them to aquire the book themselves. There's something else you can do involving a scanner, but I couldn't possibly comment on that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:34, 24 July 2012 (MDT)&lt;br /&gt;
::Is there anyway to use anything from any of the D&amp;amp;D books? Would the Legal Disclaimer work? If not, how were any of the creatures posted from the Monster Manual, Dungeon Masters Guide, and Players Handbook?--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:04, 24 July 2012 (MDT)&lt;br /&gt;
:::You can print material released under the Open Game Content. This includes WotC's System Reference Document[http://www.wizards.com/default.asp?x=d20/article/srd35] but doesn't include that class. The legal disclaimer won't work, WotC will still be unhappy that you've fleeced them out of a book sale. I'm also definitely not suggesting that your friend use a web search engine to search for the title of book that contains the class along with the words &amp;quot;scan&amp;quot; and &amp;quot;pdf&amp;quot;. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:08, 25 July 2012 (MDT)&lt;br /&gt;
:::::If you have a chance, could you take a look at these pages. I am sure the [[Awaken Sand (3.5e Spell) | Awaken Sand (3.5e Spell)]] is, but I am not sure of the [[Mogwai (3.5e Creature) |Mogwai]] and [[Gremlin (3.5e Creature) |Gremlin]] since they are based on movie creatures... Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 13:10, 28 July 2012 (MDT)&lt;br /&gt;
::::::Yeah, the spell's got to go. Gremlin and Mogwai are not copyright violations, but the images used were copied from other sources. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:49, 29 July 2012 (MDT)&lt;br /&gt;
:::::::Thanks... Want to give a creature a feat from a book, I am looking but can't seem to find the code for doing the small raised print for references to D&amp;amp;D books. Could you help with this? Thanks... --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 10:53, 29 July 2012 (MDT)&lt;br /&gt;
::::::::Do you mean &amp;lt;sup&amp;gt;superscript&amp;lt;/sup&amp;gt;? If you want to look like a pro, try [[User:Marasmusine/How To Use Footnotes]] (I don't think anyone's done it that way before, you could be the first!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:07, 30 July 2012 (MDT)&lt;br /&gt;
:::::::::I wasn't thinking of Footnotes&amp;lt;sup&amp;gt;[[User:Marasmusine/How To Use Footnotes | Marasumine's Guide]]&amp;lt;/sup&amp;gt;... but that should work really nice together... Thanks :-D --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:07, 30 July 2012 (MDT)&lt;br /&gt;
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== Deity Stats ==&lt;br /&gt;
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I was interested in making a deity and wanted to actually make the stats. However I can't find the formula to use... I know that they are normally a 20HD outsider that have 30-50 Class levels. By that they should be a CR 40-60 depending on just that... But are there any other factors? Also Do they use the 15,14,13,12,10,8 Elite stat array?&lt;br /&gt;
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--[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 20:51, 10 August 2012 (MDT)&lt;br /&gt;
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:About 5 years ago I sat down to create a 3.5e deity and discovered the same issue - no guideline on how to set the ability scores. However, if you are giving your deity PC class levels, it should the elite stat array; if it only has NPC class levels, use the nonelite array. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 08:06, 11 August 2012 (MDT)&lt;br /&gt;
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::Can you check out this Deity and let me know what you think? [[Karura (3.5e Deity) | Karura]] Goddess of [[The Burning Wastelands (3.5e Environment) | The Burning Wastelands]]. I Used the Epic Stats, then Added the Stat upgrades for levels and feats. Then added the stat adjustments for items that she has that are listed. Her Challange rating is for her race + Her Class + her Divine Rank. --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 19:50, 18 August 2012 (MDT)&lt;br /&gt;
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== Traps ([[User:jerden|jerden]] asking) ==&lt;br /&gt;
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I was just wondering if there was a way to change the title of my traps that still don't have (4e Trap) on them. I could copy them to new pages with (4e trap) on, but that won't really help anyone as it still will have the old ones. If it's something I can't do I'm sorry, in future I'll remember to add (4e Trap) to my (4e Trap)s! Anyway, I reacon I've wrote it enough time to remember now!&lt;br /&gt;
:Hi Jerden, you can use the &amp;quot;Move&amp;quot; tab at the top of the screen. Also you can sign your posts using four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). Thanks again for your contributions - converting the 3.5e DMG traps to 4e was on the back burner of my to-do list. You may also like to look at some of the changes I made to your entries for formatting standards, etc. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:48, 8 September 2012 (MDT)&lt;br /&gt;
:Thanks. I'll sort them out. Anyway, I apprieciate your changes, I was actually hoping someone would do that. And I haven't really done that many of the 3.5 edition traps, I mostly just converted spells into traps (it's much easier). I'll probobly do more later once I can borrow the player handbook and possibly the monster manual. [[User:Jerden|Jerden]] ([[User talk:Jerden|talk]]) 12:38, 8 September 2012 (MDT)&lt;br /&gt;
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== Sand Elemental Page Deletion ==&lt;br /&gt;
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In reguards to the [[Sand Elemental]] page, I was trying to do the same set up as the SRD Elementals. Was this in error doing this set-up or was it just a waist for time? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 15:18, 25 September 2012 (MDT)&lt;br /&gt;
:Hi Korminor, actually your original formatting was fine. But I'm aiming to have the sand elementals formatted in the same way as what I've done to [[Chaos Elemental, Lesser (3.5e Creature)]] and [[Chaos Elemental, Greater (3.5e Creature)]]. The reason for this is that I've made a new index of creatures at [[User Creatures]], but the table gets screwed up if there's more than one creature template in a page. The creature template itself can display 3 creatures, so that's a maximum of 3 creatures per page - hence me splitting the creatures into &amp;quot;Lesser&amp;quot; and &amp;quot;Greater&amp;quot; pages. It's not ideal - I'd rather have them all on one page - but it's the only fix I can think of to make the index work.&lt;br /&gt;
:What I can do, if you think it's appropriate, is keep [[Sand Elemental]] as an overview page, so long as it doesn't contain a creature template. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:36, 25 September 2012 (MDT)&lt;br /&gt;
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:Also, I never did give you a reply re: [[Karura (3.5e Deity)]]. So let me say this - in my opinion ''this is what all 3.5e deity pages should look like.'' Well formatted, well written, fully statted out. I couldn't tell you if any of the numbers are off though, but it looks like you've been careful and thorough. 15:55, 25 September 2012 (MDT)&lt;br /&gt;
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::I would like to keep the [[Sand Elemental]] page as an overview page. I was planning on adding a bit to it on their history (Been a little busy with daughter starting school). Also thanks for the comments on [[Karura (3.5e Deity)]]. I started with the elite stats, then gave the increases for the levels gained (20 outsider + 30 Sandbender), then added the items used. Thanks again, --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:32, 25 September 2012 (MDT)&lt;br /&gt;
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== Tiberium Rising Editing ==&lt;br /&gt;
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Hey, I'm still working on the pages. If you are going to move the pages, at least leave a redirect. Thanks --[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 14:34, 28 September 2012 (MDT)&lt;br /&gt;
:I usually do, I guess today I did it the other way to see what the reaction would be. So there we go. But why did you move it back? Now it has the incorrect title again. 16:24, 28 September 2012 (MDT)&lt;br /&gt;
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==Billhook Revert==&lt;br /&gt;
Hi, we've not really met. I'm Badger, and I'm an admin who has been away for a while. Either way, we can chat more about that later, if you'd like. This message is to explain why I reverted your edits to [[Billhook_(3.5e_Equipment)|the billhook]]. The page that existed before you changed it was essentially a complete page, with mechanics and a concept. Maybe the concept needs work, and the balance sure needs some attention, but it was at least a fully fleshed out idea. Your edits reduced it to little more than a re-direct. If you are going to fundamentally change a page like you did, you might as well delete it entirely, and just redirect other pages away from it. I'm open to discussion on this point, but my understanding is that we don't try to serve as an encyclopedia, but rather as a reserve of actual content. To clarify that point, any article we have should have in-game mechanics, and not simply redirect a user to another page. Let me know how you feel about this, and I look forward to working with you in the future. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 11:57, 5 October 2012 (MDT)&lt;br /&gt;
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== Price Calculation Check ==&lt;br /&gt;
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Would you mind checking to see if I got the math correct for calculating the Market Price for [[Helm of Korminor (3.5e Equipment) | Helm of Korminor ]] for me please? I want to know if i'm doing it correct?  --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 18:54, 22 October 2012 (MDT)&lt;br /&gt;
:Sure, I'll check it out fairly soon. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:10, 24 October 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Hobbit vs. Halfling ==&lt;br /&gt;
&lt;br /&gt;
I'm aware that WotC uses the term Halfling to fill in for what is most assuredly a Hobbit.  I was wondering if you know of any legal reason that would force this, or if we are free to use the term Hobbit without permission from the Tolkien Estate.  I guess I'm just trying to stay out of trouble, but at the same time vastly prefer to use Hobbit.  In the same line of thinking, we can use Orc even though Tolkien made that one up as well... --[[User:Pyper|Pyper]] 23oct12&lt;br /&gt;
:Whilst the Tolkien Estate aggressively protect their trademark over the word &amp;quot;hobbit&amp;quot;, I've only seen it happen in the cases where products are being sold. The worst that can happen is that we'll be asked to remove the page. Add a legal disclaimer at the bottom stating that the term is trademarked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:30, 24 October 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Category:DnD ==&lt;br /&gt;
&lt;br /&gt;
On some pages you have been removing [[:Category:DnD]].  This category is there so D&amp;amp;D is separated from D20 Modern and such organizations are possible.  4e is not &amp;quot;new&amp;quot; in the sense of not having a need for Category:DnD, but rather it has not yet been added there because of the dpl's on the 3.5e pages.  Unless I am missing something, please keep Category:DnD on all D&amp;amp;D pages.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 13:19, 25 October 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
:Since the &amp;quot;4e&amp;quot; and &amp;quot;3.5e&amp;quot; categories are sub-categories of &amp;quot;DnD&amp;quot;, it seemed to me that having both was redundant. I can't see any crossovers with &amp;quot;D20M&amp;quot;, it is still separate. Maybe ''I'm'' missing something. Can you give me an example of where it is causing a problem? (Also noting the reorganization I proposed at [[Talk:Main_Page#Categories]].) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:21, 25 October 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
::The only disadvantage to that is that is that one has to generate a dpl for all things D&amp;amp;D, but that still might be okay with the publication's categories anyway and not too important huh.  --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 22:42, 25 October 2012 (MDT)&lt;br /&gt;
:::I will steadily update the dpls; I had already rewrote the 3.5 weapons index... just spotted that [[User Magical Rings]] for example  needs to specify 3.5e. It will all work once I've finished pratting around (next year at this rate!) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:52, 26 October 2012 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Template deletion ==&lt;br /&gt;
&lt;br /&gt;
My author template page&lt;br /&gt;
{{author Gaelhalee&lt;br /&gt;
|date_created=10/28/12&lt;br /&gt;
|status=playable, if DM has a good sense of humor&lt;br /&gt;
}}&lt;br /&gt;
as well as [[User:Mkill|Mkills]] &lt;br /&gt;
{{author Mkill&lt;br /&gt;
|date_created=10/28/12&lt;br /&gt;
|status=playable&lt;br /&gt;
}}&lt;br /&gt;
was deleted without any explanation that I could find. I give some history about it in [[User_talk:Gaelhalee]].  Please respond there.&lt;br /&gt;
&lt;br /&gt;
== Quick Question ==&lt;br /&gt;
&lt;br /&gt;
Regarding community additions to unfinished content, how should I deal with a power that was added by a third party which does not really fit with my class or my design intents?  Should I restructure their post as I see fit or notate a different design intent or what?  My initial judgment was to change the &amp;quot;|class=&amp;quot; notation in the power, but I'm unsure if doing so would be a violation of some sort. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 16:08, 13 November 2012 (MST)&lt;br /&gt;
:We could rewrite it for your class, rewrite it for another class (Wizard, say), or propose it for deletion (see [[Deletion Candidates]]). Which power is it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:06, 14 November 2012 (MST)&lt;br /&gt;
::It's Freezing Blast, added by 209.213.26.101, the same user that made that rather overpowered [[Humans Unyielding Training (4e Feat)]] that you posted on nigh two months ago.  I don't think I'll keep the name, so I'd just as soon flag it for deletion. --[[User:Biral|Biral]] ([[User talk:Biral|talk]]) 15:50, 14 November 2012 (MST)&lt;br /&gt;
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== D&amp;amp;D 4.0 Future Oni Class ==&lt;br /&gt;
&lt;br /&gt;
Vanilla 4e? I don't know what that even is. The thing is, is that Enchantment bonuses should not be implemented, because, hey, this is the future. I don't plan for D&amp;amp;D 4e Future to deviate from D&amp;amp;D 4e at all. Just adding to it. I posted this reply here because I haven't been on for... two months or something longer and figured that you wouldn't see a reply in my talk section. But yes, balancing would be wonderful for all of my creations. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 16:48, 15 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:Actually, never mind. I'm never on D&amp;amp;D Wiki anymore. Feel free to delete my sourcebook and all items therein. You can probably just delete my profile as well. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 17:09, 15 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
::By vanilla D&amp;amp;D, I mean D&amp;amp;D as written in the PHB and DMG. A lot of your entries might work in the context of the Future setting, but they don't work in normal 4e D&amp;amp;D. That's why I was changing some of the categorization. Sorry to hear that you are leaving, let me know if you ever feel like collaborating on something. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:26, 15 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
:::Oh, okay.&lt;br /&gt;
:::Yeah, my entries work for future, but there are currently no settings in the future that would be compatible with my works.&lt;br /&gt;
:::All right. I'll let you know if I do feel like collaborating. --[[User:Axl|Axl]] ([[User talk:Axl|talk]]) 18:33, 16 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Guardian of Erberus ==&lt;br /&gt;
&lt;br /&gt;
Hey, Marasmusine.&lt;br /&gt;
I was looking on the Barbed Devil race and noticed that the Guardian of Erberus page shows the feat as Barbed Claws. Shall I fix it? --[[User:PokeLinkEs|PokeLinkEs]] ([[User talk:PokeLinkEs|talk]]) 07:21, 20 November 2012 (MST)&lt;br /&gt;
:Well spotted, that's a cut and paste error. I'll fix it, thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:23, 20 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Copyright Question ==&lt;br /&gt;
&lt;br /&gt;
Right so how do I tell what's copywritten and what's not? I'm looking at one of the images I uploaded and nowhere on it does it say it's copywritten. I'm not trying to argue or say that you're wrong b/c I have no doubt you are correct. I just want to know how to tell in the future. Thanks! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 13:12, 20 November 2012 (MST)&lt;br /&gt;
:With your specific images, I dragged them into Google Images (on a hunch, since they looked professionally produced) and quickly traced them back to their original artist or publisher. If the source doesn't specifically say what kind of license it has, you can assume its under copyright (and that's the case for almost any image you find at random on the internet). On a more positive note, if you've traced it back to somewhere like deviantArt or Flickr, you can at least ask the copyright holder if you can get permission to use it. &lt;br /&gt;
:As I say, you can always embed an external image (if the source site allows it). Here's an example from Tomasz Jedruszek's portfolio:&lt;br /&gt;
{| style=&amp;quot;float:right&amp;quot; border=1 cellpadding=2 cellspacing=2&lt;br /&gt;
!http://features.cgsociety.org/gallerycrits/219459/219459_1183250462_submedium.jpg&lt;br /&gt;
|-&lt;br /&gt;
|[http://morano.cgsociety.org/gallery/513169/ Vale Pact 2 by Tomasz Jedruszek]&lt;br /&gt;
|}&lt;br /&gt;
:If you do this, it's courtesy to attribute the artist. On the downside, you can't resize the image. Hope that helps. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:20, 20 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh man that helps a lot! I'll probably start using embedded external images then, assuming I can get them smaller. Most of my stuff comes from DeviantArt, CG Society, or StumbleUpon so that shouldn't be an issue. Thanks a ton! --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 14:50, 20 November 2012 (MST)&lt;br /&gt;
:I use Flickr a lot, since most images there will provide you with a link for a resized image under &amp;quot;Share&amp;quot; (although there's less fantasy art there than at other places). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 14:52, 20 November 2012 (MST)&lt;br /&gt;
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== Thanks for the Help! ==&lt;br /&gt;
&lt;br /&gt;
Thank you for your help. Would you mind telling me of what you think about the campaign?&lt;br /&gt;
&lt;br /&gt;
Thanks again!&lt;br /&gt;
&lt;br /&gt;
--[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 16:34, 23 November 2012 (MST)&lt;br /&gt;
:Sure, I'll check when I next get chance. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:06, 27 November 2012 (MST)&lt;br /&gt;
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== For what reason did you delete the Dragonslayer sword? Its hardly the same as the Fullblade ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why'd you delete the Dragonslayer Sword for 3.5? It is not exactly like the fullblade whatssoever, it does a great deal more damage, gives extra feats, not to mention the fact that its both a bludgeon and slashing weapon. There is alot more &amp;quot;unexplained&amp;quot; equipment on the site then that sword. So please don't delete stuff people actually think is cool, because now im going to have a harder time getting my DM the stats for the sword so I can get it in game.&lt;br /&gt;
:When you are including in your campaign mundane non-magical weapon that grants 4 bonus feats, an unexplained +8 bonus damage on top of excessive damage die and a 18-20/x4 crit, you've gone beyond normal game balance and may as well just make up the stats yourself. It's better than most of the more powerful magical weapons in the game, at a fraction of the cost, except, hey, you can enchant the dragonslayer as well. Oh, it had 5' and 10' reach as well like a spiked chain, egads. Sorry, it was objectively terrible.&lt;br /&gt;
:However, if you like, I can restore the page to your userspace if you still wish to access it.[[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:01, 27 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
I would really appreciate it, yes its true, it is somewhat overpowered, but my character is also at a neg 3 level multiplier and the additional feats will definitely help level the playing field. I currently play a lvl. 3 Half-Dragon Fighter that specializes in two handed large weapons and the ECL is 6, so the Dragonslayer is the perfect fit. Currently my group and I are fighting against incrediably powerful enemies that are a CR 20 roughly and currently I can't compete in deeps with either the Barbarian or the Rogue so I need something to level the playing field. Plus I assume that most characters dont have the strength reqs. that the sword needs right off the bat like I do (28 Str, with my lowest mod being +3). But if you could get me the prior info it would really be appreciated. Thank you.&lt;br /&gt;
:Sorry I didn't reply straight away. Someone has posted (an even more ridiculous) version here: [[DragonSlayer Sword (3.5e Equipment)]]. It really makes no sense whatsoever and I reiterate that you may as well make up the stats yourself. Have it do 5d20 + 100 damage, but hey, you can &amp;quot;balance&amp;quot; that by setting the Strength requirement to whatever your strength happens to be. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:52, 12 December 2012 (MST)&lt;br /&gt;
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== Deleting abandoned unrated, 1/5, and 2/5 Campaign settings ==&lt;br /&gt;
&lt;br /&gt;
One thing I've noticed about the Campaign settings section is that there are a ton of frankly worthless clutter. Most of the 1/5 pages haven't been worked on since 2010 or 2009 and I suspect a lot of the 2/5 ones are the same (mine is there right now I know but I am constantly working on it). Can a lot of those old, abandoned stubs be deleted? Can I do it myself or does it have to be an admin? I suggest everything up to 2/5 because I suspect pages that made it to 3/5 have a lot of useful stuff in them although some of them could probably go too. My main point here is that is the Campaign Settings section is meant to be a resource for the DM community out there, then it really should be a useful one. I feel like people miss a lot of the good stuff that is there because of all the clutter. Just a thought, not trying to be pushy or rude to the people who started those pages. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 22:27, 27 November 2012 (MST)&lt;br /&gt;
:Over the year I've already deleted a bunch - ones that have been clearly abandoned and have either barely any content, or content that is uninspiring. You're probably correct that there's more to be pruned. If you feel that a campaign stub can't be improved upon, add &amp;lt;nowiki&amp;gt;&amp;quot;{{delete|~~~~~|Your reasons}}&amp;quot;&amp;lt;/nowiki&amp;gt; and I'll review it in 2 weeks. If you think the campaign has an interesting seed that someone might potentially add to, add &amp;lt;nowiki&amp;gt;&amp;quot;{{abandoned|~~~~~}}&amp;quot;&amp;lt;/nowiki&amp;gt; and we give it a year before deleting it. Each setting needs checking individually (rather than sweeping the whole 1/5, 2/5 category under the carpet :) Thank-you for any help in this matter. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:28, 28 November 2012 (MST)&lt;br /&gt;
::Roger and thanks. I'd been adding the &amp;lt;nowiki&amp;gt;&amp;quot;{{abandoned|~~~~~}}&amp;quot;&amp;lt;/nowiki&amp;gt; tag to any that were stubs and not touched in over a year and that was just about all of them (1/5-2/5). I'll go back through and add in the &amp;lt;nowiki&amp;gt;&amp;quot;{{delete|~~~~~|Your reasons}}&amp;quot;&amp;lt;/nowiki&amp;gt; tag to those that are pretty useless. Also of the ones that are 1/5-2/5 and do have useful stuff (but still aren't stand alone), could some sort of campaign setting tools or ideas page be put together? Cause there are some with useful stuff in these categories, just not nearly enough to be stand alone. --[[User:Ixidor|Ixidor]] ([[User talk:Ixidor|talk]]) 07:46, 28 November 2012 (MST)&lt;br /&gt;
:::A &amp;quot;campaign seeds&amp;quot; page would be a good idea, if the entries aren't bigger than one or two paragraphs (or can be trimmed down). [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 11:46, 28 November 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== You've deleted one the most iconic swords in the history of gaming. Why??? ==&lt;br /&gt;
&lt;br /&gt;
The Buster Sword has long been an awesome force in the gaming community. I don't ask that you bring the page back, but just forward me the details that were on the page. I'd raised my concerns when you proposed deleting the page, frivolously, and also failed to make copy-pasta out of it :(&lt;br /&gt;
&lt;br /&gt;
:You can find what the page used to be [http://www.dandwiki.com/w/index.php?title=Special:Undelete&amp;amp;target=Buster+Sword+%283.5e+Equipment%29&amp;amp;timestamp=20120122053558 here]. It wasn't very good, and had been nominated for deletion since October. No one brought up any objection to the deletion, and so it was axed. As a general rule, I don't undelete things, and this isn't content worth having on the site, as far as I am concerned. The reason it was deleted is because it wasn't different enough than the full blade to warrant it's own page. If you'd like to make your own version of the sword that is demonstrably different than the fullblade, it might just stick around. --[[User:Badger|Badger]] ([[User talk:Badger|talk]]) 18:11, 11 December 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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I've made a new version, a little hurriedly mind you, and I hope it's up to par.&lt;br /&gt;
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&lt;br /&gt;
==Deletions==&lt;br /&gt;
I have noticed that when I have returned from my second hiatus, that you have deleted my custom class that I'm still working on again. Can I ask you to 'undelete' it?&lt;br /&gt;
[[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 12:36, 13 December 2012 (MST)&lt;br /&gt;
:Done! Would you like it moved to your user space? That way you can work on it over any period of time and it won't get caught on one of my &amp;quot;propose deletion&amp;quot; patrols. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:02, 13 December 2012 (MST)&lt;br /&gt;
::Yeah. That would be great... but I don't know how to do that. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 16:42, 13 December 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I was working on an abandoned page and it was deleted today. Can it be un-deleted or am I starting over? The Page was scrapper. I put a lot of my free time into working on fixing it to have it disappear on me. 11:06, 23 March 2013&lt;br /&gt;
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==Help, please.==&lt;br /&gt;
I would like your help regarding one matter, I don't know how to make multiple pages of equipment connect to each other.(making them an item set.) Could you help me with that? [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 15:51, 14 December 2012 (MST)&lt;br /&gt;
:Make each item using the preload(s) at [[Add New 3.5e Equipment]]. Then all you need to do it put something like this after the description on each page:&lt;br /&gt;
 ==Blah Item Set==&lt;br /&gt;
 This item is part of the Blah item set. The other items in this set are:&lt;br /&gt;
 *[[Helm of Blah (3.5e Equipment)]]&lt;br /&gt;
 *[[Sandals of Blah (3.5e Equipment)]]&lt;br /&gt;
 If you are wearing 2 items in the set, then this this and this. If you are wearing 3 items in the set, then blah blah blah.&lt;br /&gt;
:Would that do it? [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 16:29, 14 December 2012 (MST)&lt;br /&gt;
::Yes, thank you. [[User:Pyjamalama|Pyjamalama]] ([[User talk:Pyjamalama|talk]]) 04:53, 15 December 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
== Section Adoption ==&lt;br /&gt;
&lt;br /&gt;
I was talking to [[User:Sabre070 | User:Sabre070]] Via Email and have gotten permission to take over his [[Mechs (3.5e Other) | Mechs (3.5e Other)]] and related pages. However I noticed that I can not access the [[Add New Mech Equipment]], related templates and other pages. Is there a way that I can be able to edit these? --[[User:Korminor|Korminor]] ([[User talk:Korminor|talk]]) 17:46, 29 December 2012 (MST)&lt;br /&gt;
:I have rescinded the protection on [[:Add New Mech Equipment]] and the two associated preloads. If there are others, please provide me the link. Have fun, [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:02, 30 December 2012 (MST)&lt;br /&gt;
&lt;br /&gt;
==Thanks==&lt;br /&gt;
&lt;br /&gt;
I wanted to thank you for helping edit my assorted contributions. The notifications keep pulling me back to this wiki. I also thank you for the Barnstar; it means a lot to me. --[[User:Salasay|&amp;lt;span style=&amp;quot;color: #003300; text-decoration: line-through;&amp;quot;&amp;gt;Salasay&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color: #003300;&amp;quot;&amp;gt;&amp;amp;Delta;&amp;lt;/span&amp;gt;]] 06:01, 19 January 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
==Helpers Page==&lt;br /&gt;
I wanted your feedback on an idea I'm discussing with Green Dragon. I want to make a list of people who can be contacted by other users to help with any issues or questions that they might have. Inclusion would involve putting a Category on your homepage, like for example &amp;lt;nowiki&amp;gt;[[Category:Helper]] or [[Category:Barnstar]]&amp;lt;/nowiki&amp;gt;. The discussion is [[User Talk:Green Dragon#Barnstar and Helper Categories|here]]. My proposed page can be found [[3.5e Helpers Page|here]]. I'm the only one on it, but once it is done we can advertise it on the main page or send people messages. Any help would be appreciated. --[[User:Salasay|&amp;lt;span style=&amp;quot;color: #003300; text-decoration: line-through;&amp;quot;&amp;gt;Salasay&amp;lt;/span&amp;gt;]] [[User talk:Salasay|&amp;lt;span style=&amp;quot;color: #003300;&amp;quot;&amp;gt;&amp;amp;Delta;&amp;lt;/span&amp;gt;]] 08:12, 26 January 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Replied on Green Dragons [[User Talk:Green Dragon|page]].--[[User:Salasay|&amp;lt;span style=&amp;quot;color: #003300; text-decoration: line-through;&amp;quot;&amp;gt;Salasay&amp;lt;/span&amp;gt;]] [[User talk:Salasay|&amp;lt;span style=&amp;quot;color: #003300;&amp;quot;&amp;gt;&amp;amp;Delta;&amp;lt;/span&amp;gt;]] 13:21, 29 January 2013 (MST)&lt;br /&gt;
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== Champion of the Ferine ==&lt;br /&gt;
&lt;br /&gt;
Hello Marasmusine,&lt;br /&gt;
&lt;br /&gt;
It has been some time since we had last spoken (primarily about Sentient, Smilodon Maioribus and the Apex Predator class), however a twist of fate has more or less left me in a position among a group of avid 3.5e players (two of which are min/max'ers, and all of which have at minimum 5 years experience with the system). Having played a few campaigns of 3.5e, they made mention of testing and developing homebrew classes, which I was already marginally familiar with from the wikia here; one of the most experienced individuals is monitoring and editing the progression of the homebrew [[Champion_of_the_Ferine_(3.5e_Class)|Champion of the Ferine]], adding suggestion, balance and functionality. Much of the design is based on the unofficial tiering system (put together by a notable min/max player, JaronK, regarding the relative &amp;quot;strength&amp;quot; of classes and characters in 3.5e on a near case by case basis as to how powerful they are by design). Provided you yourself are a very knowledgeable source on all things D&amp;amp;D, I again would love your input on the Champion of the Ferine's current design and viability; if you are familiar with JaronK's tiering concept, the Champion of the Ferine is designed to land in the high Tier 3, nearly Tier 2. Currently the most major component incomplete is the spell list, but it is worth noting it will be utility focused (spells such as Dispell Magic, Fly, etc) and not directly offensively focused.&lt;br /&gt;
&lt;br /&gt;
As always, thank you for the time.&lt;br /&gt;
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:14, 4 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Hi Argent, nice to hear from you. My ability to check 3.5e classes for balance is limited, having not played that version in a long time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:31, 4 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
::Likewise, Marasmusine, its good to hear from you and see all the activity and work you've put into the site.&lt;br /&gt;
&lt;br /&gt;
::That's perfectly understandable; any assistance at all, from formatting to wording, if you note any errors or conflicts in functions, I would appreciate your input and opinion. Continued, as someone outside the primary development of this class I would love to know your opinion alone and any questions at all that might arise; just so that I can attempt to rework certain issues and make it a more legitimate (almost official) design.&lt;br /&gt;
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 04:37, 4 February 2013 (MST)&lt;br /&gt;
::::Oki doki :) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 04:38, 4 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:::::Thank you for the assessment, Marasmusine; all issues brought up were thematic choices for the sort of Paladin-Druid design, and a sort of minor focusing and balancing to some extent (along with the novelty and unusuality). All matters you brought up could be resolved in a supplement (with Alternate Class Features) at a later date, as I am certainly desiring to build other classes along a similar theme to this one and experiment with them in various 3.5e games.&lt;br /&gt;
::::::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 15:40, 5 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== your a dead man u fucking ass ==&lt;br /&gt;
&lt;br /&gt;
sleep with one eye open you mother fucker because im on my way to you and when i find you im going to fucking kill everyone you love&lt;br /&gt;
:Why? Because I deleted your utterly terrible Steampunk class, despite giving you a full two weeks notice and a chance to improve it, including giving you some suggestions on the talk page? I don't think it would have helped though, your design really was irredeemably rubbish. I'm not convinced you have seen a D&amp;amp;D book or even played it. Well, anyway, blocked. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:25, 10 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== Imagery Is Important To Dracomancers ==&lt;br /&gt;
&lt;br /&gt;
Not everyone on D&amp;amp;D wiki is dedicated enough to find beautiful pictures depicting their custom races and classes. I spent hours and hours finding and working images into my page that can bring my class to life for reader just like published D&amp;amp;D handbooks do. I believe the pictures are as important to depicting my class as the stats and attack powers are. Not every page has beautiful imagery so please do not remove it from mine.&lt;br /&gt;
&lt;br /&gt;
-Dragonite&lt;br /&gt;
&lt;br /&gt;
:Fine, I'll tag the page as unfinished until you can find images that are small enough to be aligned to the right of the screen. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:26, 12 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== Shadow Hunter ==&lt;br /&gt;
&lt;br /&gt;
Hello it's me it ghost boy Willie to thank you very much for the input that you gave on what was supposed to happen in 4e appreciate I was wondering however could you take a look at what might shadow Hunter class And what he could use? Thank you that would be very kind if you could do that&lt;br /&gt;
:I'm afraid I can't make head nor tails of that class. In my opinion there's almost no need to create a new 4e class unless you have a really strong concept that none of the existing official classes can cover. You could just make a blackguard or a cleric with leanings towards stealth. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:01, 16 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== Savage Priest ==&lt;br /&gt;
&lt;br /&gt;
Hello Marasmusine,&lt;br /&gt;
&lt;br /&gt;
The [[Savage_Priest_(3.5e_Class)|Savage Priest]] class I have been working on previously is no longer going to be a Base Class, and has been refitted in concept to a Prestige Class. Is there any possible way you could delete the page as it stands now, to remove unneeded clutter on the Wiki?&lt;br /&gt;
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 18:27, 20 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Did you move the original page, or did you make a new one. If you haven't made a new page yet, just move the old page to PrC, and copy the preload from somewhere. If you have made a new page, just put the deletion template on the old page. --[[User:Salasay|&amp;lt;span style=&amp;quot;color: #003300; text-decoration: line-through;&amp;quot;&amp;gt;Salasay&amp;lt;/span&amp;gt;]] [[User talk:Salasay|&amp;lt;span style=&amp;quot;color: #003300;&amp;quot;&amp;gt;&amp;amp;Delta;&amp;lt;/span&amp;gt;]] 18:45, 20 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
::I have not moved it yet and figured I'd ask before going around making more or less duplicates and just haphazardly marking something for deletion. Provided that you put forward that particular answer, we'll go with making a new page and marking the old one for deletion.&lt;br /&gt;
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 19:37, 20 February 2013 (MST)&lt;br /&gt;
::::I'm all for prestige classes instead of base classes. I'll delete the old page in two weeks time. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:26, 21 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
== Warmage 4e Class Review ==&lt;br /&gt;
&lt;br /&gt;
Hey Marasmusine! Thought I'd stop by and let you know that the Warmage 4e Class is nicely wrapped up. I might have a power or two more to add, but there is at least 3 abilities per power-granting level now, so I think the class qualifies to have that stub at the top of it reviewed. If you have any critique on the class or powers, let me know; I always enjoy feedback. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 17:37, 23 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Nevermind; GreenDragon took care of it =) I'm just glad that the class' foundation is finally built. Now I can work on some extra flavor stuff for it whenever I get some free time. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 21:12, 23 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
Thanks Biral, I'm sure I'll be reviewing it at some point (on my rounds). After a really quick look now, I can't see any immediate issues, and the orb mechanic looks interesting. Oh, I just thought of something. Although they can use weapons as implements, that means they are missing out on implements with interesting magical properties. Maybe they should be able to use some implements too. Staff, since that can be used as a weapon; and Orbs, since that just well seems appropriate. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:45, 24 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Good idea, I'll look into revising it a bit to include those. I appreciate the feedback! [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 12:55, 26 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
Hey Marasmusine! Thanks for reviewing my abilities and pointing out the AC bonus discrepancy in Mystic Arsenal. I got it fixed now. [[User:Biral|Biral]] ([[User talk:Biral|talk]]) 19:16, 3 April 2013 (MDT)&lt;br /&gt;
:If I spot anything else, I'll put a message on the warmage's talk page. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:25, 4 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Champion of the Ferine 4e ==&lt;br /&gt;
&lt;br /&gt;
Hello Marasmusine,&lt;br /&gt;
&lt;br /&gt;
Regarding the edits to the Champion of the Ferine 4e; unlike many standardized classes appear to, Champions of the Ferine progress strictly through abilities they had in the past. For example, you do not choose new Encounter or Daily powers, they simply advance at an appropriate rate for the level bracket. You gain new abilities to do different things altogether, but they have a linear progression with significant emphasis on keeping features from the past (and granting them some stop-gap features to fill the elements 4e removed, such as their hybrid spell casting and melee combat).&lt;br /&gt;
&lt;br /&gt;
I appreciate the edits, as right now it is a mechanical problem I am working on regarding them, seeing as they need to be appropriate for what they do, whilst not losing their identity that was carved out for them in the past.&lt;br /&gt;
:--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:10, 26 February 2013 (MST)&lt;br /&gt;
::Regarding the [W] increases for encounter powers, this is standardized because of the possibility of other game mechanics that interact with a power's Level. The damage is assumed to be within a certain range at each level. I believe this is why Power Strike et al. are class features (with no level) rather than being a Level 1 power. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:18, 26 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
::The issue present can be avoided all together then by marking them as Class Features, but giving them certain levels of being acquired? Otherwise it means I'm simply going to be reprinting the same abilities many, many times over with minor increases to their damage and the like. The main idea is that they scale as is; once they're unlocked through gained levels, they stay accessable.&lt;br /&gt;
:::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:22, 26 February 2013 (MST)&lt;br /&gt;
:::That's basically it. Here's how power strike looks with our template, for example.&lt;br /&gt;
{{4e Power&lt;br /&gt;
|flavor=By pushing yourself beyond your normal limits, you unleash your full wrath against a foe.&lt;br /&gt;
|name=Power Strike&lt;br /&gt;
|actiontype=Free Action&lt;br /&gt;
|range=Personal&lt;br /&gt;
|owner=Class Feature&lt;br /&gt;
|class=Ranger&lt;br /&gt;
|usage=Encounter&lt;br /&gt;
|type=Attack&lt;br /&gt;
|trigger=You hit an enemy with a melee basic attack using a weapon.&lt;br /&gt;
|target=The enemy you hit&lt;br /&gt;
|effect=The target takes 1[W] extra damage from the triggering attack.&amp;lt;br&amp;gt;''Level 17: 2[W] extra damage.&amp;lt;br&amp;gt;Level 27: 3[W] extra damage.''&lt;br /&gt;
}}&lt;br /&gt;
Note that in this case, the damage increases come at mid-heroic and mid-paragon, but I guess do what you need to spread out all your features nicely. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:31, 26 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
:Given the current Strikes (At-Wills, Encounters) do you believe it to be appropriate to be half way into that tier or rather retain them at 11th and 21st levels?&lt;br /&gt;
::--[[User:Argent Fatalis|Argent Fatalis]] ([[User talk:Argent Fatalis|talk]]) 02:37, 26 February 2013 (MST)&lt;br /&gt;
:::It's a bit more difficult to tell with the at-wills in Essentials, because they tend to be stances, movements or things that trigger on a hit, rather than attack powers. But when they do have a bonus increase, it happens at level 11 and 21. All the classes that have access to power strike have the [W] bumps at 17 and 27. I think as long as you have something cool for the player at every level (a new power, or new feature, or an additional use of an encounter class feature, or the ability score bumps at level 4, 8, etc) then that's fine. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:22, 27 February 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
==Please Unlock==&lt;br /&gt;
&lt;br /&gt;
Hello Marasmusine,&lt;br /&gt;
&lt;br /&gt;
This is Dragonite. I understand there were some issues with the pictures but please forgive me I am still figuring out how to link them properly. I would appreciate it if you let me edit my page again since I made it and I care about it a lot. I only wanted to reduce the size of the first image and slightly increase the size of the others so that there wouldn't be one giant image and a bunch of tiny ones. I wanted better continuity on the page. I understand they were not done properly because I copied and pasted the wrong templates. You have really broken my heart since this page is my baby and I didn't think it would become such an issue for the moderators. Please show mercy and unlock the page so I can fix the pictures correctly this time. I was even going to add some feats and now I feel that I've been shut out of what I slaved over creating.&lt;br /&gt;
&lt;br /&gt;
-Dragonite&lt;br /&gt;
&lt;br /&gt;
:Okay, I've unlocked it. I felt like you had twice ignored my warnings on the talk page. Here's what we can and can't do, and possible solutions. 1) We use the Wikipedia manual of style for image placement. The lead image should not be wider than 300px, and pictures placed to go with text should not be larger than 220px, and left or right aligned with the image (this is from Wikipedia's manual of style). I don't mind if an image goes over this, but not when there's a whole bunch of them. 2) When we link externally to an image, unfortunately, there's no wiki markup that let's us resize an image. 3) If an image is under copyright, we shouldn't make a resized copy. With your desired images, that leaves us with either the originals or the thumbnails that deviantArt generates.&lt;br /&gt;
:Possible solutions: 1) We use the thumbnails. 2) We get the artist's permission to upload a copy to this wiki, where we can resize the image using wiki markup without making a derivative. 3) We find alternate images, for example Flickr usually provides a link to a medium-sized image. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:15, 6 March 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
Thank you for unlocking the page and providing instruction on proper imaging techniques. You are truly the merciful and all powerful moderator that D&amp;amp;D wiki deserves&lt;br /&gt;
&lt;br /&gt;
== Thanks ==&lt;br /&gt;
&lt;br /&gt;
Marasmusine, thanks for helping this novice with the Armorless Fighter.  I really appreciate the help.  :)&lt;br /&gt;
&lt;br /&gt;
Sir Dinadan.&lt;br /&gt;
&lt;br /&gt;
:No problem, hope you didn't mind the name change. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 05:10, 7 March 2013 (MST)&lt;br /&gt;
&lt;br /&gt;
Thanks once again for helping me, this time with tidying up the joldor.  What does the indicator at the top of the page mean by: &amp;quot;needs an LA&amp;quot; and what should I do to fix it?  Sir Dinadan,  March 27, 2013&lt;br /&gt;
&lt;br /&gt;
:Decide if the race is more powerful than others, and if so give it a Level Adjustment. I've gone ahead and given it an LA of 0 (note the field in the x0 template, and the categories at the bottom) [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:30, 28 March 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Flaws Deletions? ==&lt;br /&gt;
&lt;br /&gt;
So a few weeks ago I made a new character with your Hallucinations (delusional) and Ladies Man flaws. You wouldn't happen to have kept a copy of these or remember off-hand what the effects were? &lt;br /&gt;
:Sure, I'll email you the information shortly along with the deletion rationale. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 13:10, 15 March 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
::I, too, am looking for a flaw or two that you seem to have &amp;quot;recently&amp;quot; deleted. Specifically, I was wondering if you could send the information for Kleptomaniac Thief/Kleptomania.&lt;br /&gt;
:::Here are the mechanics. A character with that &amp;quot;flaw&amp;quot; had to make a Will save to avoid attempting to steal any shiny object she sees. The DCs were 8 (silver), 9 (copper), 10 (zinc), 11 (titanium), 12 (tungsten), 13 (bronze), 14 (steel), 15 (gold), 16 (white gold), 18 (adamantine), 20 (platinum), 22 (mithril). Modifiers for the item being dusty (-2), polished (+2), had gems (+2), obviously magical (+5), rare (+2), unique (+5), or had an iridium coating (+4, although as far as I know such a coating is used for sunglasses). Each time you fail to obtain the item (no timeframe given. A day? A year?), you gain a +2 cumulative bonus to the Will save until you pass it.&lt;br /&gt;
:::You've got the fun of rolling a Will save dozens of times per session (one for every sword, spoon, door knocker, coin, door fitting, etc that she happens to see) and the joy of keeping track of multiple running DC values (one for every items she initially fails to save against). There's no actual numeric penalty for failing to steal anything, so it's a role-playing effect only, so [[UA:Character Flaws|literally not a flaw and not worth a bonus feat]].&lt;br /&gt;
:::But there you have it, it's your game, use it if you want. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:53, 5 May 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Deleting 3.5 flaws ==&lt;br /&gt;
&lt;br /&gt;
I noticed you have been deleting many 3.5 flaws because you disagree with there balancing.  While I can understand your distaste for their mechanics, please do not delete them.  Please instead comment on them or actual make a tweak to them.  The roleplay group I am a member of, utilized DnD-wiki for a long time because it had a variety of ideas that we could take and tweak.  If you have the records about what you deleted, please restore the flaws.&lt;br /&gt;
:For the most part there was nothing to balance. The flaws I deleted could not be &amp;quot;tweaked&amp;quot; because they fundamentally were not suitable as flaws according to the [[UA:Character Flaws|Unearthed Arcana rules]]. They were largely free feats with no numeric drawback. If you want to role-play being greedy, then role-play being greedy, you don't need a mechanic for it. All pages proposed for deletion are also left open for comments for two weeks before removal. I'm not performing a blanket restoration. If there's a particular flaw you want restoring for discussion, I can do that. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:07, 23 April 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Featured Article ==&lt;br /&gt;
&lt;br /&gt;
I think the Ascendent 3.5e class will work but I want your imput on class mechanics before I start fixing up the fluff and trying to bring it up to FA. It has a lot of description (needs a proof read) which helps but the top part is lacking a bit. [[User:Tivanir|Tivanir (Speak to me)]] ([[User talk:Tivanir|talk]]) 10:14, 1 May 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Onesowndemon ==&lt;br /&gt;
&lt;br /&gt;
This user not only edited the Time Lord Race and called me a moron and idiot for having it my way, but he also went out of his way to delete the entire Time Lord Class. Now I cant undo his alteration for some reason, probably just because Im unfamiliar with the undo function lol. Anyway, Idk if theres something you can do about it or not. I explained to him that he can create his own variant, but he keeps deleting the edits I make to fix his, so I guess he doesn't care. I know everything on here is editable by anyone, but its kind of annoying when someone refuses to make their own variant instead of altering someone else's.&lt;br /&gt;
&lt;br /&gt;
:I've asked him on his discussion page to stop doing it like 20 minutes ago and he's still doing :I Lol He's acting like a Troll, but luckily it's easy to undo alterations. I think he'll get bored and leave eventually&lt;br /&gt;
&lt;br /&gt;
::I have protected the page for 1 week. You did what you could to engage him in discussion, it seems he wasn't interested. Anyway, it's usually best not to make repeated reverts if it's clear the other person is not interested in discussion, it just makes a mess of the history. If it happens again, let it lie and inform me straight away. Thanks. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 15:50, 9 May 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the page never notified me of him trying to talk to me, to be honest i thought he was the one being a troll, i'm new to this stuff and he initially accepted some of the edits then out of the blue randomly took them away and i thought he was an entirely diffrent person other then who i was originally Editing with because he randomly made abunch of changes that earlier he was fine with and i thought it was initially an abandoned page due to the very low state it was in when i found it&lt;br /&gt;
 also i came here to ask if i fixed the balence issue  of the TARDIS while still trying to be true to the ability in the lore of the show&lt;br /&gt;
&lt;br /&gt;
:Okay, so now you know to check the talk page and page history when multiple people are editing a page at once. Let me know if there are any problems, thanks. Also, you can sign your posts on talk pages with four tildes (&amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;). &lt;br /&gt;
:For the TARDIS, I still don't know what the &amp;quot;god-like powers&amp;quot; are, or if you want it to be achievable or not. If you set the DC high enough to be not achievable, then there's no point in mentioning it. If you set it low enough to be valid, then it's the first thing power-hungry PCs are going to want to do. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 01:46, 10 May 2013 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Tiberium Rising (3.5e Campaign Setting) Finished ==&lt;br /&gt;
&lt;br /&gt;
I finished the [[Tiberium Rising (3.5e Campaign Setting)]] today, and wanted to thank you for your help. Let me know if there are any problems that need fixing. I hope others will be able to get some use out of the campaign! --[[User:Yossarian|Yossarian]] ([[User talk:Yossarian|talk]]) 11:18, 10 May 2013 (MDT)&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Adventure_Hooks</id>
		<title>Adventure Hooks</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Adventure_Hooks"/>
				<updated>2013-05-10T15:42:08Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;Included here are a variety of adventure and quest seeds, akin to the ''Dungeon Master's Guide's'' &amp;quot;One Hundred Adventure Ideas&amp;quot;. As in the ''DMG''', these are meant as spur-o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Included here are a variety of adventure and quest seeds, akin to the ''Dungeon Master's Guide's'' &amp;quot;One Hundred Adventure Ideas&amp;quot;. As in the ''DMG''', these are meant as spur-of-the-moment adventure seeds, or for generating ideas for your own campaign. The seeds presented here are seperated by era, and indicate which faction best suits the mission. If you have any suggestions, put it in the discussion of this page, and I will work it in on the main page.&lt;br /&gt;
&lt;br /&gt;
== 1399 ==&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Temple of Cairo is under attack by the Templar, and needs assistance''&lt;br /&gt;
&lt;br /&gt;
''(Lenin) A new faction, the Brotherhood of Nod, has emerged. What do they believe?''&lt;br /&gt;
&lt;br /&gt;
''(Templar) Kriss Amucire lead an attack on a previously unheard of group. Was the attack justified?''&lt;br /&gt;
&lt;br /&gt;
''(All) A small hamlet, known as Tiber, has discovered a mysterious crystal''&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Templar's attack on Cairo killed hundreds of brothers. Retribution for their deaths is justified''&lt;br /&gt;
&lt;br /&gt;
== 1412 ==&lt;br /&gt;
&lt;br /&gt;
''(Nod/Templar) Leningrad has been left isolated by Tiberium, but with the recent developement of Tiberium Field Suits, the Templar and Nod are preparing an expedition to reestablish contact''&lt;br /&gt;
&lt;br /&gt;
''(Templar) A Temple of Nod is beseiged by mutants. Help rebuild relations with the Brotherhood by rescuing the brothers being held hostage''&lt;br /&gt;
&lt;br /&gt;
''(Forgotten) Life in isolated Leningrad has become unbearable. A new group is trying to resist the tyranny of Kairn Werzel''&lt;br /&gt;
&lt;br /&gt;
''(Nod/Templar) Tiber, where Tiberium was originally discovered, has undergone radical transformation. The Brotherhood and Templar are organizing an expedition to investigate the area''&lt;br /&gt;
&lt;br /&gt;
''(Lenin) Rumors hold that someone is forming a militia in Leningrad. Stop them before they do any harm''&lt;br /&gt;
&lt;br /&gt;
''(Forgotten) The Empire of Lenin has again refused reparations for the survivors of the Leningrad Isolation. The Forgotten have decided to retake the land where so many friends and family had died''&lt;br /&gt;
&lt;br /&gt;
''(Nod/Templar) Mark Coolidge of the Forgotten predicts Tiberium will overtake Vasuda in a few years time. An expedition has been organized to find an artifact that may save Vasuda''&lt;br /&gt;
&lt;br /&gt;
== Firestorm Crisis ==&lt;br /&gt;
&lt;br /&gt;
''(Nod) A deadly Artificially Intelligent Construct, dubbed Cabal, has gone rogue. It must be destroyed before the Templar learns of the experiment''&lt;br /&gt;
&lt;br /&gt;
''(Templar) The Brotherhood has tampered with the gift of sentience, and their experiment is preparing to attack Rome.''&lt;br /&gt;
&lt;br /&gt;
''(Nod) While Cabal is mired in Rome, deactivate the monstrosity and capture its core CCMCD''&lt;br /&gt;
&lt;br /&gt;
== 1420 ==&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Templar has betrayed the brothers sent to Madagai, and war has begun. A Shadow Team is being sent to Evega to destroy ammunition stores there''&lt;br /&gt;
&lt;br /&gt;
''(Templar) The Nod have begun using armed vehicles against knights on the battlefield, but the Church is developing their own battle vehicle. Secure salt deposits in the Notchston Mines to fuel Templar's vehicles''&lt;br /&gt;
&lt;br /&gt;
''(Forgotten) The Second Knights' Templar - Nod War has spread through the streets of various civilian towns and villages. Keep fellow mutants safe from the waging war''&lt;br /&gt;
&lt;br /&gt;
''(Nod) The war is going badly for the Brotherhood, and the Inner Circle is fleeing to Czechoslavakia. Defend the convoy against Templar attacks''&lt;br /&gt;
&lt;br /&gt;
''(Templar) The Order of the Star has divined the Nod's Inner Circle is fleeing. Capture them, so that justice may be meted out''&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Inner Circle has made it to Czechoslavakia, but has yet to arrive at a secure outpost. Protect the convoy from wild animals''&lt;br /&gt;
&lt;br /&gt;
''(Templar) The Inner Circle has been been captured, but Nod officers are making a last stand in Sarajevo. Because vehicles can't negotiate the rough terrain, a team of knights must infiltrate the fortress''&lt;br /&gt;
&lt;br /&gt;
== 1435 ==&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Brotherhood is ready to enact the Final Prophecy, but needs the Templar's Ion Cannon to be ready as soon as possible. Help the knights gather the materials necessary to the completion of the weapon''&lt;br /&gt;
&lt;br /&gt;
''(Templar) Sightings of possible Nod remnants have increased in Czechoslavakia. A team is beign assembled to eliminate these last refugees''&lt;br /&gt;
&lt;br /&gt;
''(Nod) The Brotherhood is almost ready to attack, but the Templar's industrial base will allow them to create vehicles faster than brothers can destroy them. Disable several factories, without arrousing suspicion''&lt;br /&gt;
&lt;br /&gt;
''(Templar) The Nod have resurfaced, but their headquarters has been discovered in the Desert of Nod. Defend a representative of the Order of the Star as she prepares an Ion Strike against this fortress''&lt;br /&gt;
&lt;br /&gt;
''(All) Months after the Ion Strike, Vasuda is under attack. While there is virtually no chance to stop the Invaders, hold them off so that civilians might escape''&lt;br /&gt;
&lt;br /&gt;
== 1455 ==&lt;br /&gt;
&lt;br /&gt;
''(All) Twenty years of domination has left people convinced the Scrin are invincible. Convince the surviving populace the Scrin can be defeated''&lt;br /&gt;
&lt;br /&gt;
''(All) The Brotherhood of Nod always had the best knowledge of Tiberium and the Tacitus, so it stands to reason they will know about the Scrin in greater detail than other survivors. A Temple in Czechoslavakia is believed to hold the Nod's Tacitus''&lt;br /&gt;
&lt;br /&gt;
''(All) Retake the Ion Cannon and destroy the Scrin's Mothership''&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
After the Aliens were repelled from Vasuda, the world was still in tatters. The entire remaining population were Tiberium mutants, and the entire planetary infrastructure had been destroyed. There was no organization beyond the Templar and the Nod, and there was no telling if they would still cooperate with each other. Most of the remaining population had spent twenty years as hunted animals, and many have spent the entire time avoiding anything that moved.&lt;br /&gt;
&lt;br /&gt;
The situation was not entirely lost, though. Much of the Scrin technology had been left intact, and could possibly be reverse engineered. Vasudans now had three heroes to rally behind. While the growth of Tiberium had rapidly increased during the Scrin Occupation, Sonic Emitters could still reverse the growth of the deadly crystal. The Brotherhood and Templar proved they could work together for a mutually beneficial cause.&lt;br /&gt;
&lt;br /&gt;
The options for play at this era are limitless.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
[[Category:Tiberium Rising]]&lt;br /&gt;
[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/1412</id>
		<title>1412</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/1412"/>
				<updated>2013-05-09T18:17:15Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* The Riot and The Departure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Tiberium Ascendant ==&lt;br /&gt;
&lt;br /&gt;
As 1412 approaches, Tiberium has begun to spread faster than the Church of Saint Cuthbert can stop it. The Brotherhood of Nod is gaining traction, particularly in [[Geography of Vasuda#Tiberium Zones|Yellow zones]]. Tiberium has also begun evolving into the ''riparius'' iteration, creating a more deadly and aggressive form of the crystal. With the ability to transform tiberium into other elements, the armies of the world are better armed than ever before.&lt;br /&gt;
&lt;br /&gt;
=== The Realization ===&lt;br /&gt;
&lt;br /&gt;
In 1408, the first sample ''Tiberium riparius'' is discovered. Soon, areas Tiberium wouldn't spread to were overrun. The Church realized they were unprepared for the task of ridding the world of Tiberium. Rather than continue to save all of the world, the Church focused its efforts on protecting Rome and the Califon Forest, areas deemed the most valuable.&lt;br /&gt;
&lt;br /&gt;
=== The Isolation of Leningrad ===&lt;br /&gt;
&lt;br /&gt;
In 1411, Tiberium rapidly grew throughout the Imperial Isthmus. Without Church support, the Empire could not remove the Tiberium quickly enough to halt it's growth. Within months, the Tiberium had created the first Red Zone in the area, a place where no sane nonmutant would dare to venture. Luckily, in 1412, the Templar had made significant improvements in their relationship with the Brotherhood. After helping rescue several Nod scientists during a mutant attack of a Nod Temple, both factions agreed to lead an expedition to Leningrad. Donned in the first Tiberium Field Suits and armed with Pitals, the joint group left for Leningrad. &lt;br /&gt;
&lt;br /&gt;
After facing countless attacks from mutated flora and fauna, as well as the first recorded Ion Storms, the survivors found a city ravaged by Tiberium. The remaining residents were either following a dictator known as Kairn Werzel or hiding. The Templar and Nod managed to kill Werzel and restore the Empire's control of the Capital.&lt;br /&gt;
&lt;br /&gt;
=== The Genesis Pit ===&lt;br /&gt;
&lt;br /&gt;
As the Templar and Nod worked to clear a safe path through the Imperial Isthmus for refugees from Leningrad and engineers to Leningrad, Nod scouts discovered a pit where the long-abandoned Tiber mining village had once stood. The pit was impressive, with a radius of 2 miles, and jagged edges. The Nod and Templar formulated a plan to plumb the depths of the so-called &amp;quot;Genesis Pit&amp;quot;. The Nod was convinced the most evolved form of Tiberium could be found within the crater. While the Templar was reticent over the prospect of sending its Knights to the very center of Tiberium's growth, the other two orders were eager to capitalize on diplomatic improvements with the Nod.&lt;br /&gt;
&lt;br /&gt;
The exact details of what happened in the Pit are unclear at best. Only the Nod elements of the team sent to the Genesis Pit returned, citing pure luck that they had survived. The Templar was suspicious, particularly because the Brothers had managed to retrieve everything they had needed. In the coming years, the Nod shared the new-found knowledge of Tiberium Transmutation (The process by which Tiberium atoms are broken down into common materials such as iron and copper) with the Church, hoping to smooth relations.&lt;br /&gt;
&lt;br /&gt;
=== The Riot and The Departure ===&lt;br /&gt;
&lt;br /&gt;
In mid-1416, tensions between the survivors of the Leningrad Catastrophe and the Empire had risen considerably. Mutants still demanded reparations for all they had lost and constant discrimination. However, the Empire was in tatters, unable to defend caravans from marauding beasts. While the Templar and Nod worked to defend critical routes which provided food and medicine, the Empire needed to make use of every resource available. Finally, they were even required to create a weapon, the Long-shot Pital, in order to increase revenue. However, the mutants were not satisfied.&lt;br /&gt;
&lt;br /&gt;
Crow Theodore Robot, a former knight, feared the mutants may attempt to overthrow the Empire in Leningrad. He began to organize a militia, which was directly prohibited by Emperor Lenin's Edicts. The militia was kept a secret for nearly a year, with only trusted people of Leningrad ever being invited to join.&lt;br /&gt;
&lt;br /&gt;
Robot was right, and the mutants did begin a riot. The riot turned out to be surprisingly well-organized. If it had not been for the militia, Leningrad may have been lost for the Empire. However, Lenin did not tolerate any violation of his edicts. In a statement which was spread to every territory of the Empire, he explained the edicts were to always be followed. The point of the Empire was not only to survive, but to maintain its moral integrity. The hideous casualties in the Riot were unacceptable to the Emperor. This was his last adress the the people of Vasuda. He has not been seen once since having made that statement.&lt;br /&gt;
&lt;br /&gt;
The Empire, reeling from the loss of its beloved leader, declared Robot an Enemy of the Empire. No one affiliated with the Empire would serve or help him in any way. The Empire never truly recovered from the loss of Emperor Trotsky. While many tried to take over, none could ever revive the Golden Age before the coming of Tiberium.&lt;br /&gt;
&lt;br /&gt;
=== The End was Nigh ===&lt;br /&gt;
&lt;br /&gt;
In 1417, Mark Coolidge, a former Cambridge Tiberium researcher, made a shocking statement: in five years, the world would be rendered uninhabitable by excessive growth of Tiberium. Even mutants wouldn't be able to tolerate the sheer amount of Tiberium that would be generated. Even the Brotherhood agreed that while Tiberium was the key to Ascenscion, Ascencsion wouldn't help the dead. They revealed the secret behind all of their advanced knowledge of Tiberium: the Tacitus, a device of alien origin which contained large stores of information about Tiberium and &amp;quot;other, unrelated, topics&amp;quot;. However, they only possessed a fragment of the Tacitus. Recent study had discovered another fragment was located in the center of Madagai, a mysterious island-continent barely explored by civilized groups.&lt;br /&gt;
&lt;br /&gt;
While the Nod wouldn't release the Tacitus, they pleaded with the knights for help in retrieving the other fragment. With the Tacitus complete, the Nod believed they might find a key to slowing the growth of Tiberium. The Templar, however, had another plan. They would kill the Nod elements of the team, and bring the second fragment to the Church. Many speculate why the Templar would do this. Historians suspect Kriss Amucire had a major role in turning the Templar completely against the Nod.&lt;br /&gt;
&lt;br /&gt;
On December, 1419 KTR, the Expedition left for Madagai.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Vehicles</id>
		<title>Vasudan Vehicles</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Vehicles"/>
				<updated>2013-05-09T01:55:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Vehicle Outline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the mid-1420s, Empire researchers discovered that a careful mixture of salt, water, and Tiberium produced a volatile fluid. Researchers the created the first combustion engines, which utilize the force of exploding Tiberium liquids to accomplish work. While this revolutionized industry on Vasuda, it also created a new method for travel: the Vehicle.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Outline ==&lt;br /&gt;
&lt;br /&gt;
Vehicles were originally created as a replacement for horses and other animals that often refuse to enter areas heavily contaminated with Tiberium Radiation. It wasn't until the Second Knights' Templar-Nod War that the Brotherhood began placing weapons which were to heavy for people to carry on their vehicles. The Templar quickly adopted the same tactic.&lt;br /&gt;
&lt;br /&gt;
''Name'': The name of the vehicle&lt;br /&gt;
&lt;br /&gt;
''Speed (MPH)'': The maximum speed of the vehicle when it is carrying a light load, measured in miles per hour&lt;br /&gt;
&lt;br /&gt;
''Fuel Consumption (MPG)'': The rate at which the vehicle consumes fuel when it is carrying a light load, measured in miles per gallon&lt;br /&gt;
&lt;br /&gt;
''Weaponry (Damage)'': The armaments of the vehicle, if any&lt;br /&gt;
&lt;br /&gt;
''# of Passengers'': The number of passengers, excluding the driver, the vehicle can carry&lt;br /&gt;
&lt;br /&gt;
''Moderate/Heavy Load'': The amount of weight a vehicle can carry. When a vehicle is carrying a medium load, it can only move 3/4 of its full speed. While hauling a heavy load, a vehicle can only move at half its normal top speed.&lt;br /&gt;
&lt;br /&gt;
''Era (Inventor)'': The general time when the vehicle first began service, and the inventing faction. Note that some vehicles serve long after they were created, and can be found in any later era&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Vehicles&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Speed (MPH)&lt;br /&gt;
! Fuel Consumption (MPG)&lt;br /&gt;
! Weaponry (Damage)&lt;br /&gt;
! # of Passengers&lt;br /&gt;
! Moderate/Heavy Load&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quadricycle'''&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
| 200/600 lb.&lt;br /&gt;
| 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Dualcycle'''&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
| 150/450 lb.&lt;br /&gt;
| Firestorm (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Tick Tank'''&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| Tock Cannon (4d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 300/900 lb.&lt;br /&gt;
| Late 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Titan Walker'''&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| 120mm Cannon (6d6)&lt;br /&gt;
| 1&lt;br /&gt;
| 230/690 lb.&lt;br /&gt;
| Late 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Dualcycle Mk. II'''&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
| 150/450 lb.&lt;br /&gt;
| 1435 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Devil's Tongue'''&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| Flamer (4d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 300/900 lb.&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Tank'''&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| Strike Rocket Swarm (10d6)&lt;br /&gt;
| 4&lt;br /&gt;
| 200/600 lb.&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mammoth Walker'''&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| Rail Cannon (6d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 300/900 lb.&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Orca Artillery'''&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| Firestorm Cannon (10d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 200/600&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vehicle Details ==&lt;br /&gt;
&lt;br /&gt;
'''Quadricycle:''' The first vehicle to have been created on Vasuda, the Quadricycle is a four-wheeled all terrain vehicle. While not particularly fast, many (particularly the Knights' Templar) found the ability to easily carry heavy equipment through Red Zones indispensable.&lt;br /&gt;
&lt;br /&gt;
'''Dualcycle:''' The Nod's first work in vehicles, this two-wheeled vehicle allowed brothers to quickly make their way past Cabal's defenses during the Firestorm Crisis&lt;br /&gt;
&lt;br /&gt;
'''Tock Tank:''' The first vehicle designed with the express purpose of war, the Tock Tank (so-called for the distinctive sound of its cannon) gave the Brotherhood a significant advantage in the early stages of the Second Knights' Templar - Nod War&lt;br /&gt;
&lt;br /&gt;
'''Titan Walker:''' Equipped with a massive cannon, this bipedal walker was the Templar's answer to the Brotherhood's Tock Tank. The massive 120 millimeter cannon was capable of leveling nearly all targets&lt;br /&gt;
&lt;br /&gt;
'''Dualcycle Mk. II:''' While the Nod was considered dead by this time, the Empire wouldn't let a good idea go to waste. By far the most fuel efficient vehicle to have been made, the Dualcycle Mk. II allowed for a far more mobile population&lt;br /&gt;
&lt;br /&gt;
'''Devil's Tongue:''' Considered to be one of the most insidious invention by the Nod, this anti-personnel tank scorched opposing infantry, causing horrific burns that earned it the name &amp;quot;Devil's Tongue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Stealth Tank:''' In keeping with the Brotherhood's credo of finesse over force, this vehicle carries a CCMCD which can render it invisible (as per the [[SRD:Invisibility (Spell)|''Invisibility'' spell]] for 10 minutes (20 minute cooldown between uses)&lt;br /&gt;
&lt;br /&gt;
'''Mammoth Walker:''' A quadrupedal walker armed with two massive Rail Cannons, it can attack twice per round&lt;br /&gt;
&lt;br /&gt;
'''Orca Artillery:''' This heavy artillery can lob it's shells over 500 feet, making it an unseen killer. It uses Firestorm shells, so-called for the volatile fluid that detonates on impact, starting fires approxamately 50% of the time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Vehicles</id>
		<title>Vasudan Vehicles</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Vehicles"/>
				<updated>2013-05-09T01:51:56Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the mid-1420s, Empire researchers discovered that a careful mixture of salt, water, and Tiberium produced a volatile fluid. Researchers the created the first combustion engines, which utilize the force of exploding Tiberium liquids to accomplish work. While this revolutionized industry on Vasuda, it also created a new method for travel: the Vehicle.&lt;br /&gt;
&lt;br /&gt;
== Vehicle Outline ==&lt;br /&gt;
&lt;br /&gt;
Vehicles were originally created as a replacement for horses and other animals that often refuse to enter areas heavily contaminated with Tiberium Radiation. It wasn't until the Second Knights' Templar-Nod War that the Brotherhood began placing weapons which were to heavy for people to carry on their vehicles. The Templar quickly adopted the same tactic.&lt;br /&gt;
&lt;br /&gt;
''Name'': The name of the vehicle&lt;br /&gt;
&lt;br /&gt;
''Speed (MPH)'': The maximum speed of the vehicle when it is carrying a light load, measured in miles per hour&lt;br /&gt;
&lt;br /&gt;
''Fuel Consumption (MPG)'': The rate at which the vehicle consumes fuel when it is carrying a light load, measured in miles per gallon&lt;br /&gt;
&lt;br /&gt;
''Weaponry (Damage)'': The armaments of the vehicle, if any&lt;br /&gt;
&lt;br /&gt;
''# of Passengers'': The number of passengers, excluding the driver, the vehicle can carry&lt;br /&gt;
&lt;br /&gt;
''Moderate/Heavy Load'': The amount of weight a vehicle can carry. When a vehicle is carrying a medium load, it can only move 3/4 of its full speed. While hauling a heavy load, a vehicle can only move at half its normal top speed.&lt;br /&gt;
&lt;br /&gt;
''Era (Inventor)'': The general time when the vehicle first began service, and the inventing faction. Note that some vehicles serve long after they were created, and can be found in any later era&lt;br /&gt;
&lt;br /&gt;
 {| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Vehicles&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Speed (MPH)&lt;br /&gt;
! Fuel Consumption (MPG)&lt;br /&gt;
! Weaponry (Damage)&lt;br /&gt;
! # of Passengers&lt;br /&gt;
! Moderate/Heavy Load&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''Quadricycle'''&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| None&lt;br /&gt;
| 4&lt;br /&gt;
| 200/600 lb.&lt;br /&gt;
| 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Dualcycle'''&lt;br /&gt;
| 10&lt;br /&gt;
| 30&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
| 150/450 lb.&lt;br /&gt;
| Firestorm (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Tick Tank'''&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| Tock Cannon (4d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 300/900 lb.&lt;br /&gt;
| Late 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Titan Walker'''&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| 120mm Cannon (6d6)&lt;br /&gt;
| 1&lt;br /&gt;
| 230/690 lb.&lt;br /&gt;
| Late 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Dualcycle Mk. II'''&lt;br /&gt;
| 40&lt;br /&gt;
| 50&lt;br /&gt;
| None&lt;br /&gt;
| 2&lt;br /&gt;
| 1435 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Devil's Tongue'''&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| Flamer (4d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth Tank'''&lt;br /&gt;
| 25&lt;br /&gt;
| 20&lt;br /&gt;
| Strike Rocket Swarm (10d6)&lt;br /&gt;
| 4&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mammoth Walker'''&lt;br /&gt;
| 15&lt;br /&gt;
| 20&lt;br /&gt;
| Rail Cannon (6d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Orca Artillery'''&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| Firestorm Cannon (10d6)&lt;br /&gt;
| 3&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vehicle Details ==&lt;br /&gt;
&lt;br /&gt;
'''Quadricycle:''' The first vehicle to have been created on Vasuda, the Quadricycle is a four-wheeled all terrain vehicle. While not particularly fast, many (particularly the Knights' Templar) found the ability to easily carry heavy equipment through Red Zones indispensable.&lt;br /&gt;
&lt;br /&gt;
'''Dualcycle:''' The Nod's first work in vehicles, this two-wheeled vehicle allowed brothers to quickly make their way past Cabal's defenses during the Firestorm Crisis&lt;br /&gt;
&lt;br /&gt;
'''Tock Tank:''' The first vehicle designed with the express purpose of war, the Tock Tank (so-called for the distinctive sound of its cannon) gave the Brotherhood a significant advantage in the early stages of the Second Knights' Templar - Nod War&lt;br /&gt;
&lt;br /&gt;
'''Titan Walker:''' Equipped with a massive cannon, this bipedal walker was the Templar's answer to the Brotherhood's Tock Tank. The massive 120 millimeter cannon was capable of leveling nearly all targets&lt;br /&gt;
&lt;br /&gt;
'''Dualcycle Mk. II:''' While the Nod was considered dead by this time, the Empire wouldn't let a good idea go to waste. By far the most fuel efficient vehicle to have been made, the Dualcycle Mk. II allowed for a far more mobile population&lt;br /&gt;
&lt;br /&gt;
'''Devil's Tongue:''' Considered to be one of the most insidious invention by the Nod, this anti-personnel tank scorched opposing infantry, causing horrific burns that earned it the name &amp;quot;Devil's Tongue&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Stealth Tank:''' In keeping with the Brotherhood's credo of finesse over force, this vehicle carries a CCMCD which can render it invisible (as per the [[SRD:Invisibility (Spell)|''Invisibility'' spell]] for 10 minutes (20 minute cooldown between uses)&lt;br /&gt;
&lt;br /&gt;
'''Mammoth Walker:''' A quadrupedal walker armed with two massive Rail Cannons, it can attack twice per round&lt;br /&gt;
&lt;br /&gt;
'''Orca Artillery:''' This heavy artillery can lob it's shells over 500 feet, making it an unseen killer. It uses Firestorm shells, so-called for the volatile fluid that detonates on impact, starting fires approxamately 50% of the time&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Skills_and_Feats</id>
		<title>Skills and Feats</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Skills_and_Feats"/>
				<updated>2013-05-08T03:16:58Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skills ===&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Tiberium)''': This application of the Knowledge skill allows a hero to recognize an unfamiliar mutated organism (DC = 10 + Creature's HD); Grasp the use of Tiberium in a piece of equipment (eg. the fact Pital class weapons use Tiberium in the place of gunpowder) (DC = 25), accurately predict the growth of Tiberium in an area over the course of a week (DC = 30 + 1/additional day, failure by five or more gives false results) or attempt an operation that would stabilize uncontrollable Tiberium growth in a mutant and restore lost constitution points (DC = 30).&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Technology)''': This skill lets someone identify a piece of unfamiliar technology (DC = Specified in device description), Fix an advanced device (DC = Specified in device description) or program a computer (DC = DM's decision, based on complexity).&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Factions)''': This replaces the Knowledge (Nobility and Royalty). Typical applications are recognizing flags, leadership, general relations with other factions, technological capacity and opinions about Tiberium.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
'''Brother of the Nod''': You are now a member of the Brotherhood of Nod, and relate better with your fellow brothers.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow members of the Brotherhood, +1 when interacting with allies of the Nod and a -4 penalty when parleying with enemies of the Brotherhood.&lt;br /&gt;
:Prerequisite: Member in good standing of the Brotherhood of Nod&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a member of the Brotherhood. This feat is gained automatically when you join the Nod.&lt;br /&gt;
&lt;br /&gt;
'''Knight of the Templar''': You are now a member of the Knights' Templar, and relate better with your fellow knights.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow Knights, +1 when interacting with allies of the Church and a -4 penalty when parleying with enemies of the Knights' Templar.&lt;br /&gt;
:Prerequisite: Member in good standing of the Knights' Templar&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a Knight. This feat is gained automatically when you join the Templar.&lt;br /&gt;
&lt;br /&gt;
'''Citizen of the Empire''': You are now a member of the Empire of Lenin, and relate better with your allies.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow Citizens of the Empire of Lenin, +1 when interacting with allies of Lenin and a -4 penalty when parleying with enemies of the Empire.&lt;br /&gt;
:Prerequisite: Member in good standing of the Empire of Lenin&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a Citizen. This feat is gained automatically when you join the Empire.&lt;br /&gt;
&lt;br /&gt;
'''The Black Hand''': You inspire fellow brothers to the heights of greatness.&lt;br /&gt;
:Benefit: Fellow members of the Brotherhood (not including yourself, or those within two levels of you) gain a +2 morale bonus to attack rolls and to all saves when you are in combat with them.&lt;br /&gt;
:Prerequisite: Member of the Black Hand of Nod.&lt;br /&gt;
:Special: This feat is gained automatically when you join the Black Hand. Brothers must know you are a member of the Black Hand and be able to see you for the morale bonus to apply.&lt;br /&gt;
&lt;br /&gt;
'''The Steel Talons''': Other Knights look in awe upon you. When you fight at their side, they know the battle must be won.&lt;br /&gt;
:Benefit: Fellow Knights (not including yourself, or those within two levels of you) gain a +4 morale bonus to attack rolls when they are in combat with you.&lt;br /&gt;
:Prerequisite: Member of the Steel Talons of Saint Cuthbert.&lt;br /&gt;
:Special: This feat is gained automatically after you join the Steel Talons. Knights must be able to see you and recognize you as a member of the Talons for the morale bonus to accrue.&lt;br /&gt;
&lt;br /&gt;
'''Firearms Proficiency''': You are trained to handle Pitals with grace.&lt;br /&gt;
:Benefit: You may now use Pitals without penalties.&lt;br /&gt;
:Special: A fighter may choose this as one of his bonus feats.&lt;br /&gt;
&lt;br /&gt;
'''Firearms Proficiency (Exotic)''': You have been taught to use a far more complex weapons.&lt;br /&gt;
:Benefit: Choose an energy weapon or an advanced Tiberium weapon. You are now proficient with that device.&lt;br /&gt;
:Prerequisite: Firearms Proficiency feat.&lt;br /&gt;
:Special: This feat may be granted to a character, even when they wouldn't normally be able to choose a feat (DM's Decision). A fighter may choose this as one of his bonus feats.&lt;br /&gt;
&lt;br /&gt;
'''Enduring Magic''': Your magic can be enhanced to survive even in Tiberium radiation. &lt;br /&gt;
:Benefit: Your magic can be tempered so it is no longer negated by Tiberium radiation. This feat does have its limits, though. Spells still cannot directly affect Tiberium crystals or mutants.  An enduring spell uses a spell slot two levels higher than normal.&lt;br /&gt;
:Special: If a mutant obtains this feat, they may cast magic, though each spell uses a slot three levels higher than normal&lt;br /&gt;
&lt;br /&gt;
'''Craft CCMCD''': You have learned the art of creating radiation-proof CCMCDs&lt;br /&gt;
:Benefit: You may now craft [[Vasudan Misc|Closed Circuit Magical Containment Devices]], equipment which can carry magic through Tiberium radiation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)</id>
		<title>Vasudan Misc (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-08T03:16:06Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Enhancing a Weapon with Tiberium */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Closed Circuit Magical Containment Devices ==&lt;br /&gt;
&lt;br /&gt;
With scrolls, wands, magical equipment and spellcasters rendered useless in Tiberium radiation, the Empire of Lenin created the Closed Circuit Magical Containment Device. CCMCDs (or CDs, in colloquial terminology) constantly cycles the raw energy used by a spell, maintaining the spell's structure through Tiberium-irradiated areas. As the spell recycles, it generates a feedback loop which maintains the spell's integrity, even after leaving the device and entering radiation. &lt;br /&gt;
&lt;br /&gt;
=== Creating a CCMCD ===&lt;br /&gt;
&lt;br /&gt;
A CCMCD is created by forcing a spell to constantly repeat itself in a specially prepared housing. First, the player must have the [[Skills and Feats|Craft CCMCD]] feat. Next the player must create the CCMCD housing. While the task itself is not particularly difficult (no Craft check required), the cost is exorbitant. Prior to 1420, creating a CCMCD cost its spell level x its caster level x 50 gp + any material components, and the creator must pay 1/15 of the price in experience. After 1420, though, the cost to create a CCMCD was its spell level x its caster level x 75 gp + any material components, and only 1/45 of the price in experience. While costly, CDs were vital to any sojourn through Tiberium if the group required magical back-up. A spell inside a CCMCD may be used only once.&lt;br /&gt;
&lt;br /&gt;
==== DM's Note ====&lt;br /&gt;
&lt;br /&gt;
''Hey, this seems unbalanced!''&lt;br /&gt;
:It may be. I have been unable to test this system, since none of my players want to wish to make CCMCDs. Here, I have adapted the rules for creating a scroll, and hope they work. Please inform me of any problems or suggestion in the talk of this page, and I will implement any useful ideas.&lt;br /&gt;
&lt;br /&gt;
=== Weapon/Armor Upgrades ===&lt;br /&gt;
&lt;br /&gt;
CCMCDs can be adapted for use with weapons and armor, enhancing their effectiveness in the antimagic of Tiberium. The creator must have both Craft Magic Arms and Armor and Craft CCMCD in order to create the item. The cost to construct a CCMCD for a weapon or suit of armor is +25% the cost of simply enhancing the item through normal means. If the item is created prior to 1420, multiply the experience price by 2; after 1420, the experience price remains the same.&lt;br /&gt;
&lt;br /&gt;
== Enhancing a Weapon with Tiberium ==&lt;br /&gt;
&lt;br /&gt;
Theoretically, any device can be modified to use Tiberium. The benefits are plentiful; Tiberium weaponry count as adamantium, magic and lawful weapons with regards to damage resistance, and can deal radiation damage. Ranged Tiberium-enhanced weapons do '''not''' bestow the benefit on their ammunition, so the ammunition must crafted individually. To enhance a weapon with Tiberium, refer to the following table for prices and benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Damage Enhancement&lt;br /&gt;
! Radiation&lt;br /&gt;
! Price*&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 100 TREM&lt;br /&gt;
| 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 150 TREM&lt;br /&gt;
| 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 200 TREM&lt;br /&gt;
| 22,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 250 TREM&lt;br /&gt;
| 40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 300 TREM&lt;br /&gt;
| 62,500 gp&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*This price is for 50 arrows, bolts, or bullets (Pital and sling)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)</id>
		<title>Vasudan Misc (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Misc_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-08T03:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;== Closed Circuit Magical Containment Devices ==  With scrolls, wands, magical equipment and spellcasters rendered useless in Tiberium radiation, the Empire of Lenin created t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Closed Circuit Magical Containment Devices ==&lt;br /&gt;
&lt;br /&gt;
With scrolls, wands, magical equipment and spellcasters rendered useless in Tiberium radiation, the Empire of Lenin created the Closed Circuit Magical Containment Device. CCMCDs (or CDs, in colloquial terminology) constantly cycles the raw energy used by a spell, maintaining the spell's structure through Tiberium-irradiated areas. As the spell recycles, it generates a feedback loop which maintains the spell's integrity, even after leaving the device and entering radiation. &lt;br /&gt;
&lt;br /&gt;
=== Creating a CCMCD ===&lt;br /&gt;
&lt;br /&gt;
A CCMCD is created by forcing a spell to constantly repeat itself in a specially prepared housing. First, the player must have the [[Skills and Feats|Craft CCMCD]] feat. Next the player must create the CCMCD housing. While the task itself is not particularly difficult (no Craft check required), the cost is exorbitant. Prior to 1420, creating a CCMCD cost its spell level x its caster level x 50 gp + any material components, and the creator must pay 1/15 of the price in experience. After 1420, though, the cost to create a CCMCD was its spell level x its caster level x 75 gp + any material components, and only 1/45 of the price in experience. While costly, CDs were vital to any sojourn through Tiberium if the group required magical back-up. A spell inside a CCMCD may be used only once.&lt;br /&gt;
&lt;br /&gt;
==== DM's Note ====&lt;br /&gt;
&lt;br /&gt;
''Hey, this seems unbalanced!''&lt;br /&gt;
:It may be. I have been unable to test this system, since none of my players want to wish to make CCMCDs. Here, I have adapted the rules for creating a scroll, and hope they work. Please inform me of any problems or suggestion in the talk of this page, and I will implement any useful ideas.&lt;br /&gt;
&lt;br /&gt;
=== Weapon/Armor Upgrades ===&lt;br /&gt;
&lt;br /&gt;
CCMCDs can be adapted for use with weapons and armor, enhancing their effectiveness in the antimagic of Tiberium. The creator must have both Craft Magic Arms and Armor and Craft CCMCD in order to create the item. The cost to construct a CCMCD for a weapon or suit of armor is +25% the cost of simply enhancing the item through normal means. If the item is created prior to 1420, multiply the experience price by 2; after 1420, the experience price remains the same.&lt;br /&gt;
&lt;br /&gt;
== Enhancing a Weapon with Tiberium ==&lt;br /&gt;
&lt;br /&gt;
Theoretically, any device can be modified to use Tiberium. The benefits are plentiful; Tiberium weaponry count as adamantium, magic and lawful weapons with regards to damage resistance, and can deal radiation damage. Ranged Tiberium-enhanced weapons do '''not''' bestow the benefit on their ammunition, so the ammunition must crafted individually. To enhance a weapon with Tiberium, refer to the following table for prices and benefits:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Damage Enhancement&lt;br /&gt;
! Radiation&lt;br /&gt;
! Price*&lt;br /&gt;
|-&lt;br /&gt;
| +1&lt;br /&gt;
| 100 TREM&lt;br /&gt;
| 2,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +2&lt;br /&gt;
| 150 TREM&lt;br /&gt;
| 10,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +3&lt;br /&gt;
| 200 TREM&lt;br /&gt;
| 22,500 gp&lt;br /&gt;
|-&lt;br /&gt;
| +4&lt;br /&gt;
| 250 TREM&lt;br /&gt;
| 40,000 gp&lt;br /&gt;
|-&lt;br /&gt;
| +5&lt;br /&gt;
| 300 TREM&lt;br /&gt;
| 62,500&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*This price is for 50 arrows, bolts, or bullets (Pital and sling)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Skills_and_Feats</id>
		<title>Skills and Feats</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Skills_and_Feats"/>
				<updated>2013-05-08T02:56:00Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skills ===&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Tiberium)''': This application of the Knowledge skill allows a hero to recognize an unfamiliar mutated organism (DC = 10 + Creature's HD); Grasp the use of Tiberium in a piece of equipment (eg. the fact Pital class weapons use Tiberium in the place of gunpowder) (DC = 25), accurately predict the growth of Tiberium in an area over the course of a week (DC = 30 + 1/additional day, failure by five or more gives false results) or attempt an operation that would stabilize uncontrollable Tiberium growth in a mutant and restore lost constitution points (DC = 30).&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Technology)''': This skill lets someone identify a piece of unfamiliar technology (DC = Specified in device description), Fix an advanced device (DC = Specified in device description) or program a computer (DC = DM's decision, based on complexity).&lt;br /&gt;
&lt;br /&gt;
'''Knowledge (Factions)''': This replaces the Knowledge (Nobility and Royalty). Typical applications are recognizing flags, leadership, general relations with other factions, technological capacity and opinions about Tiberium.&lt;br /&gt;
&lt;br /&gt;
=== Feats ===&lt;br /&gt;
&lt;br /&gt;
'''Brother of the Nod''': You are now a member of the Brotherhood of Nod, and relate better with your fellow brothers.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow members of the Brotherhood, +1 when interacting with allies of the Nod and a -4 penalty when parleying with enemies of the Brotherhood.&lt;br /&gt;
:Prerequisite: Member in good standing of the Brotherhood of Nod&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a member of the Brotherhood. This feat is gained automatically when you join the Nod.&lt;br /&gt;
&lt;br /&gt;
'''Knight of the Templar''': You are now a member of the Knights' Templar, and relate better with your fellow knights.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow Knights, +1 when interacting with allies of the Church and a -4 penalty when parleying with enemies of the Knights' Templar.&lt;br /&gt;
:Prerequisite: Member in good standing of the Knights' Templar&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a Knight. This feat is gained automatically when you join the Templar.&lt;br /&gt;
&lt;br /&gt;
'''Citizen of the Empire''': You are now a member of the Empire of Lenin, and relate better with your allies.&lt;br /&gt;
:Benefit: With this feat, you gain a +2 bonus to Charisma-based checks when dealing with fellow Citizens of the Empire of Lenin, +1 when interacting with allies of Lenin and a -4 penalty when parleying with enemies of the Empire.&lt;br /&gt;
:Prerequisite: Member in good standing of the Empire of Lenin&lt;br /&gt;
:Special: Penalities and bonuses only apply when the person your talking to knows you are a Citizen. This feat is gained automatically when you join the Empire.&lt;br /&gt;
&lt;br /&gt;
'''The Black Hand''': You inspire fellow brothers to the heights of greatness.&lt;br /&gt;
:Benefit: Fellow members of the Brotherhood (not including yourself, or those within two levels of you) gain a +2 morale bonus to attack rolls and to all saves when you are in combat with them.&lt;br /&gt;
:Prerequisite: Member of the Black Hand of Nod.&lt;br /&gt;
:Special: This feat is gained automatically when you join the Black Hand. Brothers must know you are a member of the Black Hand and be able to see you for the morale bonus to apply.&lt;br /&gt;
&lt;br /&gt;
'''The Steel Talons''': Other Knights look in awe upon you. When you fight at their side, they know the battle must be won.&lt;br /&gt;
:Benefit: Fellow Knights (not including yourself, or those within two levels of you) gain a +4 morale bonus to attack rolls when they are in combat with you.&lt;br /&gt;
:Prerequisite: Member of the Steel Talons of Saint Cuthbert.&lt;br /&gt;
:Special: This feat is gained automatically after you join the Steel Talons. Knights must be able to see you and recognize you as a member of the Talons for the morale bonus to accrue.&lt;br /&gt;
&lt;br /&gt;
'''Firearms Proficiency''': You are trained to handle Pitals with grace.&lt;br /&gt;
:Benefit: You may now use Pitals without penalties.&lt;br /&gt;
:Special: A fighter may choose this as one of his bonus feats.&lt;br /&gt;
&lt;br /&gt;
'''Firearms Proficiency (Exotic)''': You have been taught to use a far more complex weapons.&lt;br /&gt;
:Benefit: Choose an energy weapon or an advanced Tiberium weapon. You are now proficient with that device.&lt;br /&gt;
:Prerequisite: Firearms Proficiency feat.&lt;br /&gt;
:Special: This feat may be granted to a character, even when they wouldn't normally be able to choose a feat (DM's Decision). A fighter may choose this as one of his bonus feats.&lt;br /&gt;
&lt;br /&gt;
'''Enduring Magic''': Your magic can be enhanced to survive even in Tiberium radiation. &lt;br /&gt;
:Benefit: Your magic can be tempered so it is no longer negated by Tiberium radiation. This feat does have its limits, though. Spells still cannot directly affect Tiberium crystals or mutants.  An enduring spell uses a spell slot two levels higher than normal.&lt;br /&gt;
:Special: If a mutant obtains this feat, they may cast magic, though each spell uses a slot three levels higher than normal&lt;br /&gt;
&lt;br /&gt;
'''Craft CCMCD''': You have learned the art of creating radiation-proof CCMCDs&lt;br /&gt;
:Benefit: You may now craft [[Miscellaneous|Closed Circuit Magical Containment Devices]], equipment which can carry magic through Tiberium radiation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)</id>
		<title>Scrin (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-08T00:56:40Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* DM's Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Vasuda were given horrible proof that they were not alone on the Material Plane when the Scrin invaded. An advanced alien species, capable of traversing lightyears of space, the Scrin were lured to Vasuda by the detonation of Liquid Tiberium with an Ion Strike. The creatures swiftly overpowered the Templar and Nod's combined defense effort, and began spreading Tiberium throughout the planet, so they might harvest it. All Scrin shre the following traits:&lt;br /&gt;
&lt;br /&gt;
'''Scrin Traits:''' Scrin gain Fast Healing (TREM per hour/100) when exposed to Tiberium radiation. Scrin take double (x2) damage from sonic sources. All Scrin are connected to an Overseer via a hive mind. As long as one Scrin in a group is not flanked, none are considered flanked. If one is aware of a threat, they all are (which may lead to an escalation as reinforcement arrive). All Scrin are immune to magic that targets individuals, but are not immune to area effects. Scrin cannot use magic, even with the benefit of the [[Skills and Feats|Enduring Magic]] feat.&lt;br /&gt;
&lt;br /&gt;
Here are some of the most common Scrin to have invaded Vasuda:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buzzers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buzzers.jpg|200px|thumb|right|Buzzers are considered the most frightening creatures to Vasudans]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Buzzer&lt;br /&gt;
|size= Medium |type=[[Outsider]] (Swarm)&lt;br /&gt;
|hd=16d8+48 |hp=112&lt;br /&gt;
|init=+2 |sens=Tremor Sense &lt;br /&gt;
|speed=5 ft. (1 square), 30 ft. fly (Perfect)&lt;br /&gt;
|ac=18 |acmod=+2 dexterity, +6 natural armor |touch=12 |flat=16&lt;br /&gt;
|bab=+11 |grapple=-5&lt;br /&gt;
|at=Slam +11 Melee (5d6 + Shred + Bleed)&lt;br /&gt;
|full_at=3 Slams +11/+6/+1 (5d6 + Shred + Bleed)&lt;br /&gt;
|space=5 ft. |reach=0 ft.&lt;br /&gt;
|sa=Shred, Bleed&lt;br /&gt;
|sq=Scrin Traits, Swarm Traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=1 |dex=15 |con=18 |int=- |wis=14 |cha=14&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Scrin Outposts, Military Detachment&lt;br /&gt;
|org=Solitary, Swarm (4-5)&lt;br /&gt;
|cr=14&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A swarm of sentient, flying razors, buzzers are deployed to eliminate biological forces and terrorize populations.&lt;br /&gt;
''Bleed:'' Fortitude DC 21 or 1 point of damage per round for 5 rounds. Cumulative&lt;br /&gt;
''Shred:'' Fortitude DC 18 or 1d4 Constitution damage, as vital organs are lacerated&lt;br /&gt;
&lt;br /&gt;
=== Disintegrator ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disintegrator.jpg|200px|thumb|right|A Disintegrator, the bane of armored vehicles]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Disintegrator&lt;br /&gt;
|size= Small |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=10d8+40 |hp=80&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=+2 Dex, +6 natural armor, + 2 size |touch=14 |flat=18&lt;br /&gt;
|bab=+18 |grapple=+17&lt;br /&gt;
|at=Beam +20 Melee (2d6+9)&lt;br /&gt;
|full_at=4 Beams +20/+15/+10/+5 (2d6+9)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Beam&lt;br /&gt;
|sq=Scrin Traits&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=8 |dex=15 |con=15 |int=5 |wis=16 |cha=10&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]], [[Shot on the Run]]&lt;br /&gt;
|env=Scrin Outpost, Military Detachment&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=10-15 HD Small; 16-24 HD Medium&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A 4-legged creature with an attached energy cannon, disintegrators are used to destroy hardened structures and vehicles&lt;br /&gt;
&lt;br /&gt;
''Beam:'' A disintegrator uses it's energy cannon as its only attack. This cannon deals double damage to hardened targets, like vehicles or buildings&lt;br /&gt;
&lt;br /&gt;
''Volatile:'' If a Disintegrator is crushed by a vehicle, it explodes, dealing 6d6 damage to the vehicle&lt;br /&gt;
&lt;br /&gt;
=== Shock Trooper ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShockTrooper.jpg|200px|thumb|right|A Shock Trooper, the Scrin's heavy assault soldier]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Shock Trooper&lt;br /&gt;
|size= Large |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=20d8+75 |hp=155&lt;br /&gt;
|init=+10&lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=25 |acmod= -2 size, +5 Dex, +12 natural armor |touch=13 |flat=20&lt;br /&gt;
|bab=+15 |grapple=+18&lt;br /&gt;
|at=Photon Cannon +20 (3d6+15)&lt;br /&gt;
|full_at=4 Photon Cannons +20/+15/+10/+5 (3d6+15)&lt;br /&gt;
|space=10 ft. |reach=10 ft.&lt;br /&gt;
|sa=Photon Cannon&lt;br /&gt;
|sq=Scrin Traits, Blink Pack&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=15 |dex=20 |con=20 |int=12 |wis=15 |cha=10&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=&lt;br /&gt;
|env=Scrin Outposts, Military Detachments&lt;br /&gt;
|org=Solitary, Strike Group (4)&lt;br /&gt;
|cr=18&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=20-24 HD Large; 25-36 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These quadrupedal, top heavy creatures are used by the Scrin for heavy assaults. Somewhat more intelligent than the average human, they are armed with photon cannons&lt;br /&gt;
&lt;br /&gt;
''Photon Cannon:'' The only weapon Shock Troopers can use, Photon Cannons ignore hardness&lt;br /&gt;
&lt;br /&gt;
''Blink Pack:'' As a move action, the Shock Trooper can teleport up to 30 feet. Requires 2 rounds recharge&lt;br /&gt;
&lt;br /&gt;
=== Foremen ===&lt;br /&gt;
&lt;br /&gt;
Only vaguely referred to in the Tacitus, a Foreman is a psionic Scrin, charged with commanding an army. Experts agree that the destruction of the Scrin Mothership must have killed the Vasudan Scrin's Foreman, thus leaving the Scrin's remaining forces without any commander. Logic dictates that a cerebral Scrin would not be a dangerous combatant. However, Foremen have never actually been seen, and their combat capabilities have not been ascertained. Use extreme caution if approaching a suspected Foremen lair.&lt;br /&gt;
&lt;br /&gt;
=== DM's Note ===&lt;br /&gt;
&lt;br /&gt;
''What if the 'Psionics are Different' rule is in place?&lt;br /&gt;
:The Scrin can easily be affected by psionics, as they have no Power Resistance. Furthermore, to give an interesting option to your players, implement the following trait for all Scrin&lt;br /&gt;
:'''Userp Command:''' If one of a Scrin's mental faculties (Charisma, Intelligence or Wisdom) is reduced to 0 using psionic attacks, the psionic attacker may command the Scrin as a move action, as a [http://www.dandwiki.com/wiki/SRD3e:Turning_%26_Rebuking_Undead#Commanded|evil cleric commands an undead]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)</id>
		<title>Scrin (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-08T00:54:55Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Vasuda were given horrible proof that they were not alone on the Material Plane when the Scrin invaded. An advanced alien species, capable of traversing lightyears of space, the Scrin were lured to Vasuda by the detonation of Liquid Tiberium with an Ion Strike. The creatures swiftly overpowered the Templar and Nod's combined defense effort, and began spreading Tiberium throughout the planet, so they might harvest it. All Scrin shre the following traits:&lt;br /&gt;
&lt;br /&gt;
'''Scrin Traits:''' Scrin gain Fast Healing (TREM per hour/100) when exposed to Tiberium radiation. Scrin take double (x2) damage from sonic sources. All Scrin are connected to an Overseer via a hive mind. As long as one Scrin in a group is not flanked, none are considered flanked. If one is aware of a threat, they all are (which may lead to an escalation as reinforcement arrive). All Scrin are immune to magic that targets individuals, but are not immune to area effects. Scrin cannot use magic, even with the benefit of the [[Skills and Feats|Enduring Magic]] feat.&lt;br /&gt;
&lt;br /&gt;
Here are some of the most common Scrin to have invaded Vasuda:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buzzers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buzzers.jpg|200px|thumb|right|Buzzers are considered the most frightening creatures to Vasudans]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Buzzer&lt;br /&gt;
|size= Medium |type=[[Outsider]] (Swarm)&lt;br /&gt;
|hd=16d8+48 |hp=112&lt;br /&gt;
|init=+2 |sens=Tremor Sense &lt;br /&gt;
|speed=5 ft. (1 square), 30 ft. fly (Perfect)&lt;br /&gt;
|ac=18 |acmod=+2 dexterity, +6 natural armor |touch=12 |flat=16&lt;br /&gt;
|bab=+11 |grapple=-5&lt;br /&gt;
|at=Slam +11 Melee (5d6 + Shred + Bleed)&lt;br /&gt;
|full_at=3 Slams +11/+6/+1 (5d6 + Shred + Bleed)&lt;br /&gt;
|space=5 ft. |reach=0 ft.&lt;br /&gt;
|sa=Shred, Bleed&lt;br /&gt;
|sq=Scrin Traits, Swarm Traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=1 |dex=15 |con=18 |int=- |wis=14 |cha=14&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Scrin Outposts, Military Detachment&lt;br /&gt;
|org=Solitary, Swarm (4-5)&lt;br /&gt;
|cr=14&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A swarm of sentient, flying razors, buzzers are deployed to eliminate biological forces and terrorize populations.&lt;br /&gt;
''Bleed:'' Fortitude DC 21 or 1 point of damage per round for 5 rounds. Cumulative&lt;br /&gt;
''Shred:'' Fortitude DC 18 or 1d4 Constitution damage, as vital organs are lacerated&lt;br /&gt;
&lt;br /&gt;
=== Disintegrator ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disintegrator.jpg|200px|thumb|right|A Disintegrator, the bane of armored vehicles]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Disintegrator&lt;br /&gt;
|size= Small |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=10d8+40 |hp=80&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=+2 Dex, +6 natural armor, + 2 size |touch=14 |flat=18&lt;br /&gt;
|bab=+18 |grapple=+17&lt;br /&gt;
|at=Beam +20 Melee (2d6+9)&lt;br /&gt;
|full_at=4 Beams +20/+15/+10/+5 (2d6+9)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Beam&lt;br /&gt;
|sq=Scrin Traits&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=8 |dex=15 |con=15 |int=5 |wis=16 |cha=10&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]], [[Shot on the Run]]&lt;br /&gt;
|env=Scrin Outpost, Military Detachment&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=10-15 HD Small; 16-24 HD Medium&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A 4-legged creature with an attached energy cannon, disintegrators are used to destroy hardened structures and vehicles&lt;br /&gt;
&lt;br /&gt;
''Beam:'' A disintegrator uses it's energy cannon as its only attack. This cannon deals double damage to hardened targets, like vehicles or buildings&lt;br /&gt;
&lt;br /&gt;
''Volatile:'' If a Disintegrator is crushed by a vehicle, it explodes, dealing 6d6 damage to the vehicle&lt;br /&gt;
&lt;br /&gt;
=== Shock Trooper ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShockTrooper.jpg|200px|thumb|right|A Shock Trooper, the Scrin's heavy assault soldier]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Shock Trooper&lt;br /&gt;
|size= Large |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=20d8+75 |hp=155&lt;br /&gt;
|init=+10&lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=25 |acmod= -2 size, +5 Dex, +12 natural armor |touch=13 |flat=20&lt;br /&gt;
|bab=+15 |grapple=+18&lt;br /&gt;
|at=Photon Cannon +20 (3d6+15)&lt;br /&gt;
|full_at=4 Photon Cannons +20/+15/+10/+5 (3d6+15)&lt;br /&gt;
|space=10 ft. |reach=10 ft.&lt;br /&gt;
|sa=Photon Cannon&lt;br /&gt;
|sq=Scrin Traits, Blink Pack&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=15 |dex=20 |con=20 |int=12 |wis=15 |cha=10&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=&lt;br /&gt;
|env=Scrin Outposts, Military Detachments&lt;br /&gt;
|org=Solitary, Strike Group (4)&lt;br /&gt;
|cr=18&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=20-24 HD Large; 25-36 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These quadrupedal, top heavy creatures are used by the Scrin for heavy assaults. Somewhat more intelligent than the average human, they are armed with photon cannons&lt;br /&gt;
&lt;br /&gt;
''Photon Cannon:'' The only weapon Shock Troopers can use, Photon Cannons ignore hardness&lt;br /&gt;
&lt;br /&gt;
''Blink Pack:'' As a move action, the Shock Trooper can teleport up to 30 feet. Requires 2 rounds recharge&lt;br /&gt;
&lt;br /&gt;
=== Foremen ===&lt;br /&gt;
&lt;br /&gt;
Only vaguely referred to in the Tacitus, a Foreman is a psionic Scrin, charged with commanding an army. Experts agree that the destruction of the Scrin Mothership must have killed the Vasudan Scrin's Foreman, thus leaving the Scrin's remaining forces without any commander. Logic dictates that a cerebral Scrin would not be a dangerous combatant. However, Foremen have never actually been seen, and their combat capabilities have not been ascertained. Use extreme caution if approaching a suspected Foremen lair.&lt;br /&gt;
&lt;br /&gt;
=== DM's Note ===&lt;br /&gt;
&lt;br /&gt;
''What if the 'Psionics are Different' rule is in place?&lt;br /&gt;
:The Scrin can easily be affected by psionics, as they have no Power Resistance. Furthermore, to give an interesting option to your players, implement the following trait for all Scrin&lt;br /&gt;
:'''Userp Command:''' If one of a Scrin's mental faculties (Charisma, Intelligence or Wisdom) is reduced to 0 using psionic attacks, the psionic attacker may command the Scrin as a move action, as an [http://www.dandwiki.com/wiki/SRD3e:Turning_%26_Rebuking_Undead#Commanded|evil cleric commands an undead]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)</id>
		<title>Scrin (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-08T00:48:52Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Vasuda were given horrible proof that they were not alone on the Material Plane when the Scrin invaded. An advanced alien species, capable of traversing lightyears of space, the Scrin were lured to Vasuda by the detonation of Liquid Tiberium with an Ion Strike. The creatures swiftly overpowered the Templar and Nod's combined defense effort, and began spreading Tiberium throughout the planet, so they might harvest it. All Scrin shre the following traits:&lt;br /&gt;
&lt;br /&gt;
'''Scrin Traits:''' Scrin gain Fast Healing (TREM per hour/100) when exposed to Tiberium radiation. Scrin take double (x2) damage from sonic sources. All Scrin are connected to an Overseer via a hive mind. As long as one Scrin in a group is not flanked, none are considered flanked. If one is aware of a threat, they all are (which may lead to an escalation as reinforcement arrive). All Scrin are immune to magic that targets individuals, but are not immune to area effects. Scrin cannot use magic, even with the benefit of the [[Skills and Feats|Enduring Magic]] feat.&lt;br /&gt;
&lt;br /&gt;
Here are some of the most common Scrin to have invaded Vasuda:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Buzzers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buzzers.jpg|200px|thumb|right|Buzzers are considered the most frightening creatures to Vasudans]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Buzzer&lt;br /&gt;
|size= Medium |type=[[Outsider]] (Swarm)&lt;br /&gt;
|hd=16d8+48 |hp=112&lt;br /&gt;
|init=+2 |sens=Tremor Sense &lt;br /&gt;
|speed=5 ft. (1 square), 30 ft. fly (Perfect)&lt;br /&gt;
|ac=18 |acmod=+2 dexterity, +6 natural armor |touch=12 |flat=16&lt;br /&gt;
|bab=+11 |grapple=-5&lt;br /&gt;
|at=Slam +11 Melee (5d6 + Shred + Bleed)&lt;br /&gt;
|full_at=3 Slams +11/+6/+1 (5d6 + Shred + Bleed)&lt;br /&gt;
|space=5 ft. |reach=0 ft.&lt;br /&gt;
|sa=Shred, Bleed&lt;br /&gt;
|sq=Scrin Traits, Swarm Traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=1 |dex=15 |con=18 |int=- |wis=14 |cha=14&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Scrin Outposts, Military Detachment&lt;br /&gt;
|org=Solitary, Swarm (4-5)&lt;br /&gt;
|cr=14&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A swarm of sentient, flying razors, buzzers are deployed to eliminate biological forces and terrorize populations.&lt;br /&gt;
''Bleed:'' Fortitude DC 21 or 1 point of damage per round for 5 rounds. Cumulative&lt;br /&gt;
''Shred:'' Fortitude DC 18 or 1d4 Constitution damage, as vital organs are lacerated&lt;br /&gt;
&lt;br /&gt;
=== Disintegrator ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disintegrator.jpg|200px|thumb|right|A Disintegrator, the bane of armored vehicles]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Disintegrator&lt;br /&gt;
|size= Small |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=10d8+40 |hp=80&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=+2 Dex, +6 natural armor, + 2 size |touch=14 |flat=18&lt;br /&gt;
|bab=+18 |grapple=+17&lt;br /&gt;
|at=Beam +20 Melee (2d6+9)&lt;br /&gt;
|full_at=4 Beams +20/+15/+10/+5 (2d6+9)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Beam&lt;br /&gt;
|sq=Scrin Traits&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=8 |dex=15 |con=15 |int=5 |wis=16 |cha=10&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]], [[Shot on the Run]]&lt;br /&gt;
|env=Scrin Outpost, Military Detachment&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=10-15 HD Small; 16-24 HD Medium&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A 4-legged creature with an attached energy cannon, disintegrators are used to destroy hardened structures and vehicles&lt;br /&gt;
&lt;br /&gt;
''Beam:'' A disintegrator uses it's energy cannon as its only attack. This cannon deals double damage to hardened targets, like vehicles or buildings&lt;br /&gt;
&lt;br /&gt;
''Volatile:'' If a Disintegrator is crushed by a vehicle, it explodes, dealing 6d6 damage to the vehicle&lt;br /&gt;
&lt;br /&gt;
=== Shock Trooper ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShockTrooper.jpg|200px|thumb|right|A Shock Trooper, the Scrin's heavy assault soldier]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Shock Trooper&lt;br /&gt;
|size= Large |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=20d8+75 |hp=155&lt;br /&gt;
|init=+10&lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=25 |acmod= -2 size, +5 Dex, +12 natural armor |touch=13 |flat=20&lt;br /&gt;
|bab=+15 |grapple=+18&lt;br /&gt;
|at=Photon Cannon +20 (3d6+15)&lt;br /&gt;
|full_at=4 Photon Cannons +20/+15/+10/+5 (3d6+15)&lt;br /&gt;
|space=10 ft. |reach=10 ft.&lt;br /&gt;
|sa=Photon Cannon&lt;br /&gt;
|sq=Scrin Traits, Blink Pack&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=15 |dex=20 |con=20 |int=12 |wis=15 |cha=10&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=&lt;br /&gt;
|env=Scrin Outposts, Military Detachments&lt;br /&gt;
|org=Solitary, Strike Group (4)&lt;br /&gt;
|cr=18&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=20-24 HD Large; 25-36 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These quadrupedal, top heavy creatures are used by the Scrin for heavy assaults. Somewhat more intelligent than the average human, they are armed with photon cannons&lt;br /&gt;
&lt;br /&gt;
''Photon Cannon:'' The only weapon Shock Troopers can use, Photon Cannons ignore hardness&lt;br /&gt;
&lt;br /&gt;
''Blink Pack:'' As a move action, the Shock Trooper can teleport up to 30 feet. Requires 2 rounds recharge&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
''What if the 'Psionics are Different' rule is in place?&lt;br /&gt;
:The Scrin can easily be affected by psionics, as they have no Power Resistance. Furthermore, to give an interesting option to your players, implement the following trait for all Scrin&lt;br /&gt;
:'''Userp Command:''' If one of a Scrin's mental faculties (Charisma, Intelligence or Wisdom) is reduced to 0 using psionic attacks, the psionic attacker may command the Scrin as a move action, as an [http://www.dandwiki.com/wiki/SRD3e:Turning_%26_Rebuking_Undead#Commanded|evil cleric commands an undead]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)</id>
		<title>Scrin (Tiberium Rising Supplement)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Scrin_(Tiberium_Rising_Supplement)"/>
				<updated>2013-05-07T19:38:15Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;The inhabitants of Vasuda were given horrible proof that they were not alone on the Material Plane when the Scrin invaded. An advanced alien species, capable of traversing lig...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The inhabitants of Vasuda were given horrible proof that they were not alone on the Material Plane when the Scrin invaded. An advanced alien species, capable of traversing lightyears of space, the Scrin were lured to Vasuda by the detonation of Liquid Tiberium with an Ion Strike. The creatures swiftly overpowered the Templar and Nod's combined defense effort, and began spreading Tiberium throughout the planet, so they might harvest it. Here are some of the most common Scrin to have invaded Vasuda:&lt;br /&gt;
&lt;br /&gt;
=== Buzzers ===&lt;br /&gt;
&lt;br /&gt;
[[File:Buzzers.jpg|200px|thumb|left|Buzzers are considered the most frightening creatures to Vasudans]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Buzzer&lt;br /&gt;
|size= Medium |type=[[Outsider]] (Swarm)&lt;br /&gt;
|hd=16d8+48 |hp=112&lt;br /&gt;
|init=+2 |sens=Tremor Sense &lt;br /&gt;
|speed=5 ft. (1 square), 30 ft. fly (Perfect)&lt;br /&gt;
|ac=18 |acmod=+2 dexterity, +6 natural armor |touch=12 |flat=16&lt;br /&gt;
|bab=+11 |grapple=-5&lt;br /&gt;
|at=Slam +11 Melee (5d6 + Shred + Bleed)&lt;br /&gt;
|full_at=3 Slams +11/+6/+1 (5d6 + Shred + Bleed)&lt;br /&gt;
|space=5 ft. |reach=0 ft.&lt;br /&gt;
|sa=Shred, Bleed&lt;br /&gt;
|sq=Scrin Traits, Swarm Traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=1 |dex=15 |con=18 |int=- |wis=14 |cha=14&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Scrin Outposts, Military Detachment&lt;br /&gt;
|org=Solitary, Swarm (4-5)&lt;br /&gt;
|cr=14&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A swarm of sentient, flying razors, buzzers are deployed to eliminate biological forces and terrorize populations.&lt;br /&gt;
''Bleed:'' Fortitude DC 21 or 1 point of damage per round for 5 rounds. Cumulative&lt;br /&gt;
''Shred:'' Fortitude DC 18 or 1d4 Constitution damage, as vital organs are lacerated&lt;br /&gt;
&lt;br /&gt;
=== Disintegrator ===&lt;br /&gt;
&lt;br /&gt;
[[File:Disintegrator.jpg|200px|thumb|left|A Disintegrator, the bane of armored vehicles]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Disintegrator&lt;br /&gt;
|size= Small |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=10d8+40 |hp=80&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=+2 Dex, +6 natural armor, + 2 size |touch=14 |flat=18&lt;br /&gt;
|bab=+18 |grapple=+17&lt;br /&gt;
|at=Beam +20 Melee (2d6+9)&lt;br /&gt;
|full_at=4 Beams +20/+15/+10/+5 (2d6+9)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Beam&lt;br /&gt;
|sq=Scrin Traits&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=8 |dex=15 |con=15 |int=5 |wis=16 |cha=10&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]], [[Shot on the Run]]&lt;br /&gt;
|env=Scrin Outpost, Military Detachment&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=10-15 HD Small; 16-24 HD Medium&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A 4-legged creature with an attached energy cannon, disintegrators are used to destroy hardened structures and vehicles&lt;br /&gt;
&lt;br /&gt;
''Beam:'' A disintegrator uses it's energy cannon as its only attack. This cannon deals double damage to hardened targets, like vehicles or buildings&lt;br /&gt;
&lt;br /&gt;
''Volatile:'' If a Disintegrator is crushed by a vehicle, it explodes, dealing 6d6 damage to the vehicle&lt;br /&gt;
&lt;br /&gt;
=== Shock Trooper ===&lt;br /&gt;
&lt;br /&gt;
[[File:ShockTrooper.jpg|200px|thumb|left|A Shock Trooper, the Scrin's heavy assault soldier]] &lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Shock Trooper&lt;br /&gt;
|size= Large |type=[[Outsider]] (Scrin)&lt;br /&gt;
|hd=20d8+75 |hp=155&lt;br /&gt;
|init=+10&lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=25 |acmod= -2 size, +5 Dex, +12 natural armor |touch=13 |flat=20&lt;br /&gt;
|bab=+15 |grapple=+18&lt;br /&gt;
|at=Photon Cannon +20 (3d6+15)&lt;br /&gt;
|full_at=4 Photon Cannons +20/+15/+10/+5 (3d6+15)&lt;br /&gt;
|space=10 ft. |reach=10 ft.&lt;br /&gt;
|sa=Photon Cannon&lt;br /&gt;
|sq=Scrin Traits, Blink Pack&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=15 |dex=20 |con=20 |int=12 |wis=15 |cha=10&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=&lt;br /&gt;
|env=Scrin Outposts, Military Detachments&lt;br /&gt;
|org=Solitary, Strike Group (4)&lt;br /&gt;
|cr=18&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]-[[Evil]]&lt;br /&gt;
|adv=20-24 HD Large; 25-36 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These quadrupedal, top heavy creatures are used by the Scrin for heavy assaults. Somewhat more intelligent than the average human, they are armed with photon cannons&lt;br /&gt;
&lt;br /&gt;
''Photon Cannon:'' The only weapon Shock Troopers can use, Photon Cannons ignore hardness&lt;br /&gt;
&lt;br /&gt;
''Blink Pack:'' As a move action, the Shock Trooper can teleport up to 30 feet. Requires 2 rounds recharge&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:ShockTrooper.jpg</id>
		<title>File:ShockTrooper.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:ShockTrooper.jpg"/>
				<updated>2013-05-07T19:34:51Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Buzzers.jpg</id>
		<title>File:Buzzers.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Buzzers.jpg"/>
				<updated>2013-05-07T19:31:29Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Disintegrator.jpg</id>
		<title>File:Disintegrator.jpg</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Disintegrator.jpg"/>
				<updated>2013-05-07T19:19:57Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Recently_Evolved_Creatures</id>
		<title>Recently Evolved Creatures</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Recently_Evolved_Creatures"/>
				<updated>2013-05-07T18:32:35Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Visceroids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While humans, elves and other sentient organisms who are exposed to Tiberium Radiation do mutate, wild animals mutate to a greater degree, since sentient beings can often avoid furhter mutation by refraining from further Tiberium exposure. Furthermore, the intelligence of an organism may paly a factor in how far it mutates; an intelligent human may subconciously direct their evolution, where as a wild wolf cannot. Here follows a list of the more common and dangerous mutations:&lt;br /&gt;
&lt;br /&gt;
=== Visceroids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Visceroid.PNG|200px|thumb|right|A Visceroid]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Visceroid&lt;br /&gt;
|size= Medium |type=[[Ooze (Augmented)]]&lt;br /&gt;
|hd=16d8+48 |hp=120&lt;br /&gt;
|init=+10 |sens=Tremor Sense &lt;br /&gt;
|speed=60 ft. (12 squares)&lt;br /&gt;
|ac=25 |acmod=+6 dexterity, +9 natural armor |touch=16 |flat=19&lt;br /&gt;
|bab=+12 |grapple=+20&lt;br /&gt;
|at=Slam +16 Melee (1d8+2)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=None&lt;br /&gt;
|sq=Tiberium Mutants, Ooze traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=18 |dex=22 |con=16 |int=2 |wis=10 |cha=8&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Psuedo-pod), [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the first mutated creatures to appear, the visceroid was encountered as early as 1405. Originally roughly spherical in shape and capable of emitting only small clouds of toxic Tiberium gas, it was weak and not much of a threat. However, these unstable blobs of flesh soon evolved and became an actual threat, with the ability to expel a highly concentrated stream of toxic gas at any fools coming close. &lt;br /&gt;
The Visceroid of 1418 is a collection of pre-sentient protoplasm, with lightning-quick, extremely strong pseudopods and the ability to absorb great amounts of kinetic force. Smaller entities are relatively docile (colloquially referred to as &amp;quot;baby&amp;quot; visceroids), but larger specimens are capable of destroying entire cities.&lt;br /&gt;
The Visceroid population is directly tied to levels of Tiberium poisoning. Tiberium gas is a corrupting agent, breaking down virtually any living tissue it comes into contact with. Long term exposure cannot be treated and causes a spontaneous breakdown of the affected tissues nearly instantly, as Tiberium saturation within them reaches a certain point. Smaller Visceroids can merge to form adult forms, which are significantly more dangerous. &lt;br /&gt;
Unsubstantiated reports exist that some visceroids can reproduce, but most are unfortunate humans transformed by Tiberium.&lt;br /&gt;
&lt;br /&gt;
=== Tiberian Fiend ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberianFiend.PNG|200px|thumb|right|A Tiberian Fiend, in its natural (low-resolution) environment]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Tiberian Fiend&lt;br /&gt;
|size= Large |type=[[Animal (Augmented)]]&lt;br /&gt;
|hd=8d10+40 |hp=85&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=-1 size, +11 natural armor |touch=9 |flat=20&lt;br /&gt;
|bab=+8 |grapple=+20&lt;br /&gt;
|at=Bite +12 Melee (1d8+7)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Breath weapon, Trample 1d8+7&lt;br /&gt;
|sq=Scent, Tiberium Mutant&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=21 |dex=10 |con=21 |int=2 |wis=12 |cha=9&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones, sometimes Yellow Zones&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=7&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=9-15 HD Large; 16-24 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tiberium fiends are one of the many indigenous Vasudan species that have suffered some degree of Tiberium mutation. They typically stand about 5 feet tall at the shoulder, weigh around 400 pounds and have black or irridescent red skin. Their eyes glow an eerie green when struck by light at a certain angle, and their heads are elongated like a crocodile, their mouths full of sharp teeth. &lt;br /&gt;
Like most other land-based Tiberium-mutated life forms, their muscular and skeletal systems are much denser, making them much faster and stronger, easily able outrun a biped and dismember and/or disembowel their target often with a single swipe. They are generally avoided by human populations. &lt;br /&gt;
Their backs are covered with pure Tiberium crystals, which they launch at enemies and prey via high-pressure ducts in their snouts. Because these crystals are untainted by heavy metals and other minerals, they have the double effect of causing physical injury and accute Tiberium poisoning.&lt;br /&gt;
&lt;br /&gt;
'''Breath Weapon:''' The Tiberian Fied launches a shower of Tiberium crystals in a 60' cone, dealing 1d6 damage and 100 TREM (Reflex 19 half damage, no irradiation)&lt;br /&gt;
&lt;br /&gt;
=== Floater ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberiumFloater.PNG|200px|thumb|right|A Floater, one of the most desctructive mutations]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Floater&lt;br /&gt;
|size= Huge |type=[[Aberration (Augmented)]]&lt;br /&gt;
|hd=12d8+48 |hp=102&lt;br /&gt;
|init=+3 &lt;br /&gt;
|speed=40 ft. (8 squares), fly 80 ft. (average)&lt;br /&gt;
|ac=22 |acmod=-2 size, +3 Dex, +11 natural armor |touch=11 |flat=19&lt;br /&gt;
|bab=+9 |grapple=+25&lt;br /&gt;
|at=Tentacle +16 Melee (2d8+2/19-20)&lt;br /&gt;
|full_at=3 Tentacles +16/+11/+6 (2d8+2)&lt;br /&gt;
|space=15 ft. |reach=10 ft.&lt;br /&gt;
|sa=Ion Surge&lt;br /&gt;
|sq=Tiberium Mutant&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=26 |dex=17 |con=18 |int=14 |wis=17 |cha=13&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=[[Flyby Attack]], [[Improved Initiative]], [[Lightning Reflexes]], [[Improved Critical]] (tentacle), [[Weapon Focus]] (tentacle)&lt;br /&gt;
|env=Primarily Red Zones, Tiberium-Algea infested waters&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=13&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=13-18 HD Huge; 19-36 HD Gargantuan&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Floaters are a species of strange, jellyfish-like creatures that began to grow more and more prevalent as time went on and as the first phase of the Firestorm Crisis was drawing to a close. Floaters float over the battlefield, releasing Tiberium gas to move them through the air. The gas is dangerous to infantry, potentially turning them into visceroid. To attack larger targets, they typically latch on the prey to both tear it apart with its tentacles and send vast quantities of electricity through the target.&lt;br /&gt;
'''Ion Surge:''' If at least two of a floater's tentacles strike a target, a surge of Ionic electricity deals 2d6 damage to the target (Reflex DC 19 half)&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Weapons</id>
		<title>Vasudan Weapons</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Weapons"/>
				<updated>2013-05-07T18:29:26Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Tiberium Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Weapons Table Glossary===&lt;br /&gt;
&lt;br /&gt;
Weapons are described by a number of statistics, as shown on the Tables.&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
'''Critical: '''The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit or more, as indicated in the tables. &lt;br /&gt;
&lt;br /&gt;
'''Damage Type:''' Weapon damage is classified according to type: bludgeoning, energy (of a specific type), piercing, or slashing. Some creatures or characters may be resistant or immune to some forms of damage.&lt;br /&gt;
&lt;br /&gt;
'''Range Increment:''' Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of five range increments.&lt;br /&gt;
&lt;br /&gt;
'''Rate of Fire:''' Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.&lt;br /&gt;
&lt;br /&gt;
''Single Shot:'' A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Semiautomatic (S):'' Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Automatic (A):'' Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.&lt;br /&gt;
&lt;br /&gt;
'''Magazine:''' The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap&amp;amp;shy;on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, belt-fed, has an unlimited capacity; for this reason the entry does not also have a number. &lt;br /&gt;
&lt;br /&gt;
''Box:'' A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
''Cylinder:'' A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
''Internal:'' Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.&lt;br /&gt;
&lt;br /&gt;
''Linked:'' Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' This column gives the weapon’s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pital-class Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Pital (pronounced PIT-all) is a gunpowder weapon, though the 'gunpowder' is actually a careful mixture of salt peter and Tiberium (though the Tiberium is in such small amounts that it cannot self-replicate). Pitals tend to be heavy calliber, though this is not due to a technical limitation, but the design philosophy of Vasudans. The Pitals evolved over the years, from crude revolvers to advanced automatic rifles. All Pitals require the [[Skills and Feats (Thousandstar Supplement)|Firearms Proficiency Feat]].''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1399 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand'''&lt;br /&gt;
| 1d6&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 6 (Cylinder)&lt;br /&gt;
| Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1399 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 8 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Longshot'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 750'&lt;br /&gt;
| Single&lt;br /&gt;
| 4 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hand'''&lt;br /&gt;
| 1d8&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Box)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Late 1412 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Auto'''&lt;br /&gt;
| 2d8 (DC 15 Reflex for half damage)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| 60 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 11 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 16 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ultra-Cannon'''&lt;br /&gt;
| 3d6 (Ignores Hardness, half damage to biological units)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Bludgeoning/Piercing (Half each)&lt;br /&gt;
| 120'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 1 (Box)&lt;br /&gt;
| Huge&lt;br /&gt;
| 24 Lbs.&lt;br /&gt;
| Mid. 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Vulcan'''&lt;br /&gt;
| 3d10 (DC 15 Reflex Save for Half Damage, Ignores hardness)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 60' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| N/A (Belt-Fed)&lt;br /&gt;
| Huge&lt;br /&gt;
| 26 Lbs.&lt;br /&gt;
| Mid. Firestorm (GDI)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1399 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Pital''': The Mark 1 Hand Pital is the first Pital. Created by the Nod, this is a simple revolver. It is the only new firearm available in the 1399 era, and only to members of the then-secretive Brotherhood of Nod.&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Devastator Pital''': The answer to the Hand Pital's lack of true stopping power, this shotgun-like weapon fires a heavy caliber slug, though too slowly to be so devastating as to cause immediate death. These weapons are meant to be used at close range; the range increment is the maximum range of the Devastator. These weapons were shared with the Templar during the expedition to reestablish contact with Leningrad in 1413. The knights loved the weapon, since it matched their credo of brute force over finesse.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Longshot Pital''': Perhaps the most advanced use of gunpowder at the time of 1414, this Pital has the power to propel a bullet up to 750 feet away, with only a -1 cumulative penalty for each range increment exceeded. While it doesn't have the raw power of the Devastator, the ability to eliminate a target from such a distance makes it perhaps the most powerful weapon of all time, remaining in service throughout the decades.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hand Pital''': The second generation of the Hand Pital was upgraded to be more streamlined, as well as to have a larger ammunition capacity. Perhaps the most important upgrade to the design, though, was the so-called 'clip' of ammunition, which allowed the weapon to be reloaded in a single, seamless move. This allowed users to remain in fire fights longer and maintain the pressure on the enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Devastator Pital''': After having stolen the second half of the Tacitus from the Nod in 1419, the Knights' Templar knew it would face steep odds against the Nod's superior numbers. They immediately began production of their own second generation Devastator Pitals. These new weapons supported a lighter design and a larger ammunition storage chamber, as well as an upgrade to the guns' previously pitiful rate of fire. The end result was a powerful slugger with the capability to sustain heavy fire, with less pauses for reloading.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Auto Pital''': During the time in which the Nod was supposedly destroyed, they worked to produce a rapid firing rifle, which they could use to supress Templar soldiers and cut through the typically dense formations of the knights. While weapon used copious amounts of ammunition (10 bullets per round), it was reliable and cheap to build.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Devastator Pital''': Though Tiberium levels were falling thanks to the discovery of the crystal's vulnerability to sonic attacks, sonic devices were too bulky to be carried by the average knight into battle against mutated creatures. The Templar instead upgraded the reliable Devastator with an even greater capacity to store ammunition and larger caliber ammunition, leading to a far greater chance of injuring vital areas in mutated monsters.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ultra-Cannon Pital''': To counter the superiority of Nod vehicles, the Templar commissioned the Ultra-Cannon in 1421. This Pital uses 40mm armor-piercing shells, allowing it to easily penetrate the thick armor of the Brotherhood's tanks. Though it takes a full round to deploy the weapon, it can turn in a full circle, allowing it to react to the manueverability of the Nod buggies and the surprise ambushes of subterranean vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Vulcan Pital''': This weapon is devastating to infantry and vehicles alike. It was used by the Global Defense Initiative to counter Cabal's numerous cyborgs and suicide buggies. Like the Ultra-Cannon, it can be deployed in one round, and can turn in a full circle to target hostiles coming from any direction.&lt;br /&gt;
&lt;br /&gt;
= Energy Weaponry =&lt;br /&gt;
&lt;br /&gt;
''An energy weapon is a device that focuses energy of some type to accomplish a military goal. Hetfire lasers focus raw magical energy stored in a CCMCD through a lense made of 'Red' Tiberium with such speed the radiation cannot counteract the magic and instead merges with the magic. The result is a red, bone-melting laser. A Banshee pulse uses a blast of force tempered with a light amount of Ionic Tiberium radiation, emitting a pulse of white-blue energy that bludgeons the target and electrifies them. An Ion Cannon replaces the 'Red' Tiberium lense of a Hetfire laser with one of Ionic Tiberium, as well as launching a shard of Ionic Tiberium with the beam, resulting in a white, electrified Hetfire beam that explodes upon encountering a solid. Neutrino-class weapons use low level Ionic Tiberium radiation to hamper the nervous system, eventually causing unconciousness with enough exposure. Each energy weapon requires a [[Skills and Feats (Thousandstar Supplement)|Firearm Proficiency (Exotic)]] feat to be handled proficiently.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Energy Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hetfire Laser'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x3&lt;br /&gt;
| Energy (Fire&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 5 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 18 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand Neutrino'''&lt;br /&gt;
| 1d6 (Non-Lethal)&lt;br /&gt;
| 17-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Rifle Neutrino'''&lt;br /&gt;
| 1d10 (Non-Lethal)&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 100'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Isis Laser'''&lt;br /&gt;
| 3d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 100'&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Firestorm (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Banshee Pulse Rifle'''&lt;br /&gt;
| 2d8 (Double Damage to Machines)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity)&lt;br /&gt;
| 60'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 20 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 17 Pounds&lt;br /&gt;
| Mid. Firestorm (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Energy Weapons&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Portable Ion Cannon'''&lt;br /&gt;
| 2d6 (Ignores Hardness)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| 50'&lt;br /&gt;
| Single&lt;br /&gt;
| 3 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 15 Pounds&lt;br /&gt;
|Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ion Cannon'''&lt;br /&gt;
| 10d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| Special&lt;br /&gt;
| 1/60 minutes&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hetfire Laser'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 15 (Box)&lt;br /&gt;
| Medium&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Energy Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hetfire Laser:''' The Brotherhoods first experiment with Energy weaponry, the first Hetfire lasers a bulky and cumbersome. While the CCMCDs used as ammunition for this device are expensive, this laser excels at starting fires and striking fear into enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Neutrino:''' With the invention of the Neutrino, the Empire were capable of defending convoys through dangerous regions where Tiberium prevented the use of magic, without giving up their strict, anti-murder beliefs. It's light weight and no need to reload also made it a popular sidearm for many brothers and knights.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Rifle Neutrino:''' An upgrade to the handheld Neutrino creates a weapon with a greater ability to defend ability. Despite its longer range than most Pitals, most knights and brothers eschew the relatively weak Neutrino&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Isis Laser:''' An upgraded version of the Hetfire Laser, Cabal used these stationary platforms to defend various chokepoints and facilities.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Banshee Pulse Rifle:''' With Cabal threatening vital areas such as Rome, the Empire created a weapon for both the Brotherhood and Templar. Essentially a high-powered Neutrino with a CCMCD to add force effects to the electrical blasts, the CCMCD proved highly effective against Cabal's Cyborgs&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Portable Ion Cannon:''' With the Nod's resurgence, and heavy reliance on vehicles, the Church's researchers created a mobile version of the Ion Cannon. The Portable Ion Cannon provided knights with an effective counter to the Nod, though it was less useful against infantry. The Portable Ion Cannon also proved effective against heavily armored Scrin targets, too&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ion Cannon:''' The Ion Cannon was a large weapon, used to project a high-powered surge of energy almost anywhere on the planet. A member of the Order of the Star casts an [[SRD: Enlarge Spell|extended range]] [[Jess' Twin Portals (3.5e Spell)|''Jess' Twin Portals'']], one above the Ion Cannon's firing aperture, another above the targeted area. Knights then have 1 round to evacuate the area, or become collateral damage as the blast scorches the area of life.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hetfire Laser:''' A more portable and deadly form of the Hetfire laser, partially based off of Cabal's Isis Laser&lt;br /&gt;
&lt;br /&gt;
= Tiberium Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Tiberium weapon uses Tiberium as the primary method of attack, making use of it's radiation, density and explosiveness. Nonmutants fear these weapons, as they invariably deliver some amount of Tiberium radiation, though nonmutants also fear such weapons for their ability to slice through the thickest hide. On a natural attack roll of 1, a character must make a DC 15 Reflex save or expose themselves to a dosage of Tiberium radiation.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Tiberium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Tiberium Longsword'''&lt;br /&gt;
| 1d8 + 100 TREM&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 4 Pounds&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Tibrium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Tiberium Longsword'''&lt;br /&gt;
| 1d12 + 200 TREM&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 5 Lbs.&lt;br /&gt;
| 1420 (Forgotten)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Grenade'''&lt;br /&gt;
| 4d6 (20' Radius, DC 15 Reflex for half damage) + 200 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Slashing, Enery (Tiberium)&lt;br /&gt;
| 50'&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| 1425 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shaped Explosive'''&lt;br /&gt;
| 2d6&lt;br /&gt;
| N/A&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
| N/A&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| Mid. 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm Crisis Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Launcher'''&lt;br /&gt;
| 3d6 (10' Radius, DC 15 Reflex for half damage) + 500 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Single&lt;br /&gt;
| 1 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| Firestorm Crisis (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Radiation Gun'''&lt;br /&gt;
| 1,000 TREM (Fortitude DC 20 half, Fortitude DC 10 quarter)&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Tiberium)&lt;br /&gt;
| 50' (Maximum)&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 12 Pounds&lt;br /&gt;
| Firestorm Crisis (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 3 Tiberium Longsword'''&lt;br /&gt;
| 2d10 + 600 TREM + Stunned for 1 round (DC 25 Fortitude negates, 2 rounds on critical)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Slashing, Energy (Tiberium, Electricity)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Tiberium Longsword:''' While the Empire created the method for limiting the radiation of a Tiberium shard, mutants are credited with first using the crystals as weapons. While knights initially considered Tiberium weaponry an anathema, many grudgingly acknowledged Tiberium's superiority to standard steel and iron.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Tiberium Longsword:''' By this time, the Forgotten ws organized enough so that they could actually create Tiberium weaponry. Tiberium's crystalline structure can be made to be serated, thus causing more devastating injuries and imparting more radiation.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Grenade:''' A devastating anti-personel weapon, the Templar made this weapon specifically for the Madagai expedition, to deal with dangerous mutated animals&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shaped Explosive:''' A focused explosive developed by the Nod for the Madagai expedition, these can easily destroy any obstructions in the expedition's path. During the Firestorm Crisis, Shaped Explosives proved vital in destroying Cabal's outposts. Shaped explosives cannot be used as thrown weapons, but a player may take an attack action to plant it on a target. It then detonates in 5 rounds&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Launcher:''' The Church created this weapon to deal devastating damage across a large area. This weapon is credited with allowing the Steel Talons' to successfully defend Rome&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Radiation Gun:''' Considered the most reviled weapon in Vasudan history, Cabal deployed this weapon to create mutants of the Templar and Nod armies&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Tiberium Longsword:''' The last Tiberium weapon to have been developed by the Forgotten, significant advances in the understanding of knowledge Tiberium allow this weapon to create a powerful burst of Tiberium energy to overload a Tiberium mutant's nervous system&lt;br /&gt;
&lt;br /&gt;
= DM's Note =&lt;br /&gt;
&lt;br /&gt;
All of these weapons are designed to provide characters new weapons in a world without magical enchantments. These weapons, while seeming overpowered at first look, are designed for higher levels. The most powerful weapons exist in eras where Tiberium has become so far spread that magical enchantments cannot be used to upgrade weapons. Other methods to keep the weapons on edge with more powerful monsters include alternate ammunition and CCMCD upgrades, located in the [[Miscellaneous]] section of Gear and Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Weapons</id>
		<title>Vasudan Weapons</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Weapons"/>
				<updated>2013-05-07T18:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Tiberium Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Weapons Table Glossary===&lt;br /&gt;
&lt;br /&gt;
Weapons are described by a number of statistics, as shown on the Tables.&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
'''Critical: '''The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit or more, as indicated in the tables. &lt;br /&gt;
&lt;br /&gt;
'''Damage Type:''' Weapon damage is classified according to type: bludgeoning, energy (of a specific type), piercing, or slashing. Some creatures or characters may be resistant or immune to some forms of damage.&lt;br /&gt;
&lt;br /&gt;
'''Range Increment:''' Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of five range increments.&lt;br /&gt;
&lt;br /&gt;
'''Rate of Fire:''' Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.&lt;br /&gt;
&lt;br /&gt;
''Single Shot:'' A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Semiautomatic (S):'' Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Automatic (A):'' Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.&lt;br /&gt;
&lt;br /&gt;
'''Magazine:''' The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap&amp;amp;shy;on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, belt-fed, has an unlimited capacity; for this reason the entry does not also have a number. &lt;br /&gt;
&lt;br /&gt;
''Box:'' A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
''Cylinder:'' A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
''Internal:'' Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.&lt;br /&gt;
&lt;br /&gt;
''Linked:'' Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' This column gives the weapon’s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pital-class Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Pital (pronounced PIT-all) is a gunpowder weapon, though the 'gunpowder' is actually a careful mixture of salt peter and Tiberium (though the Tiberium is in such small amounts that it cannot self-replicate). Pitals tend to be heavy calliber, though this is not due to a technical limitation, but the design philosophy of Vasudans. The Pitals evolved over the years, from crude revolvers to advanced automatic rifles. All Pitals require the [[Skills and Feats (Thousandstar Supplement)|Firearms Proficiency Feat]].''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1399 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand'''&lt;br /&gt;
| 1d6&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 6 (Cylinder)&lt;br /&gt;
| Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1399 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 8 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Longshot'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 750'&lt;br /&gt;
| Single&lt;br /&gt;
| 4 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hand'''&lt;br /&gt;
| 1d8&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Box)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Late 1412 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Auto'''&lt;br /&gt;
| 2d8 (DC 15 Reflex for half damage)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| 60 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 11 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 16 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ultra-Cannon'''&lt;br /&gt;
| 3d6 (Ignores Hardness, half damage to biological units)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Bludgeoning/Piercing (Half each)&lt;br /&gt;
| 120'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 1 (Box)&lt;br /&gt;
| Huge&lt;br /&gt;
| 24 Lbs.&lt;br /&gt;
| Mid. 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Vulcan'''&lt;br /&gt;
| 3d10 (DC 15 Reflex Save for Half Damage, Ignores hardness)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 60' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| N/A (Belt-Fed)&lt;br /&gt;
| Huge&lt;br /&gt;
| 26 Lbs.&lt;br /&gt;
| Mid. Firestorm (GDI)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1399 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Pital''': The Mark 1 Hand Pital is the first Pital. Created by the Nod, this is a simple revolver. It is the only new firearm available in the 1399 era, and only to members of the then-secretive Brotherhood of Nod.&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Devastator Pital''': The answer to the Hand Pital's lack of true stopping power, this shotgun-like weapon fires a heavy caliber slug, though too slowly to be so devastating as to cause immediate death. These weapons are meant to be used at close range; the range increment is the maximum range of the Devastator. These weapons were shared with the Templar during the expedition to reestablish contact with Leningrad in 1413. The knights loved the weapon, since it matched their credo of brute force over finesse.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Longshot Pital''': Perhaps the most advanced use of gunpowder at the time of 1414, this Pital has the power to propel a bullet up to 750 feet away, with only a -1 cumulative penalty for each range increment exceeded. While it doesn't have the raw power of the Devastator, the ability to eliminate a target from such a distance makes it perhaps the most powerful weapon of all time, remaining in service throughout the decades.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hand Pital''': The second generation of the Hand Pital was upgraded to be more streamlined, as well as to have a larger ammunition capacity. Perhaps the most important upgrade to the design, though, was the so-called 'clip' of ammunition, which allowed the weapon to be reloaded in a single, seamless move. This allowed users to remain in fire fights longer and maintain the pressure on the enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Devastator Pital''': After having stolen the second half of the Tacitus from the Nod in 1419, the Knights' Templar knew it would face steep odds against the Nod's superior numbers. They immediately began production of their own second generation Devastator Pitals. These new weapons supported a lighter design and a larger ammunition storage chamber, as well as an upgrade to the guns' previously pitiful rate of fire. The end result was a powerful slugger with the capability to sustain heavy fire, with less pauses for reloading.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Auto Pital''': During the time in which the Nod was supposedly destroyed, they worked to produce a rapid firing rifle, which they could use to supress Templar soldiers and cut through the typically dense formations of the knights. While weapon used copious amounts of ammunition (10 bullets per round), it was reliable and cheap to build.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Devastator Pital''': Though Tiberium levels were falling thanks to the discovery of the crystal's vulnerability to sonic attacks, sonic devices were too bulky to be carried by the average knight into battle against mutated creatures. The Templar instead upgraded the reliable Devastator with an even greater capacity to store ammunition and larger caliber ammunition, leading to a far greater chance of injuring vital areas in mutated monsters.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ultra-Cannon Pital''': To counter the superiority of Nod vehicles, the Templar commissioned the Ultra-Cannon in 1421. This Pital uses 40mm armor-piercing shells, allowing it to easily penetrate the thick armor of the Brotherhood's tanks. Though it takes a full round to deploy the weapon, it can turn in a full circle, allowing it to react to the manueverability of the Nod buggies and the surprise ambushes of subterranean vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Vulcan Pital''': This weapon is devastating to infantry and vehicles alike. It was used by the Global Defense Initiative to counter Cabal's numerous cyborgs and suicide buggies. Like the Ultra-Cannon, it can be deployed in one round, and can turn in a full circle to target hostiles coming from any direction.&lt;br /&gt;
&lt;br /&gt;
= Energy Weaponry =&lt;br /&gt;
&lt;br /&gt;
''An energy weapon is a device that focuses energy of some type to accomplish a military goal. Hetfire lasers focus raw magical energy stored in a CCMCD through a lense made of 'Red' Tiberium with such speed the radiation cannot counteract the magic and instead merges with the magic. The result is a red, bone-melting laser. A Banshee pulse uses a blast of force tempered with a light amount of Ionic Tiberium radiation, emitting a pulse of white-blue energy that bludgeons the target and electrifies them. An Ion Cannon replaces the 'Red' Tiberium lense of a Hetfire laser with one of Ionic Tiberium, as well as launching a shard of Ionic Tiberium with the beam, resulting in a white, electrified Hetfire beam that explodes upon encountering a solid. Neutrino-class weapons use low level Ionic Tiberium radiation to hamper the nervous system, eventually causing unconciousness with enough exposure. Each energy weapon requires a [[Skills and Feats (Thousandstar Supplement)|Firearm Proficiency (Exotic)]] feat to be handled proficiently.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Energy Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hetfire Laser'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x3&lt;br /&gt;
| Energy (Fire&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 5 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 18 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand Neutrino'''&lt;br /&gt;
| 1d6 (Non-Lethal)&lt;br /&gt;
| 17-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Rifle Neutrino'''&lt;br /&gt;
| 1d10 (Non-Lethal)&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 100'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Isis Laser'''&lt;br /&gt;
| 3d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 100'&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Firestorm (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Banshee Pulse Rifle'''&lt;br /&gt;
| 2d8 (Double Damage to Machines)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity)&lt;br /&gt;
| 60'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 20 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 17 Pounds&lt;br /&gt;
| Mid. Firestorm (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Energy Weapons&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Portable Ion Cannon'''&lt;br /&gt;
| 2d6 (Ignores Hardness)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| 50'&lt;br /&gt;
| Single&lt;br /&gt;
| 3 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 15 Pounds&lt;br /&gt;
|Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ion Cannon'''&lt;br /&gt;
| 10d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| Special&lt;br /&gt;
| 1/60 minutes&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hetfire Laser'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 15 (Box)&lt;br /&gt;
| Medium&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Energy Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hetfire Laser:''' The Brotherhoods first experiment with Energy weaponry, the first Hetfire lasers a bulky and cumbersome. While the CCMCDs used as ammunition for this device are expensive, this laser excels at starting fires and striking fear into enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Neutrino:''' With the invention of the Neutrino, the Empire were capable of defending convoys through dangerous regions where Tiberium prevented the use of magic, without giving up their strict, anti-murder beliefs. It's light weight and no need to reload also made it a popular sidearm for many brothers and knights.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Rifle Neutrino:''' An upgrade to the handheld Neutrino creates a weapon with a greater ability to defend ability. Despite its longer range than most Pitals, most knights and brothers eschew the relatively weak Neutrino&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Isis Laser:''' An upgraded version of the Hetfire Laser, Cabal used these stationary platforms to defend various chokepoints and facilities.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Banshee Pulse Rifle:''' With Cabal threatening vital areas such as Rome, the Empire created a weapon for both the Brotherhood and Templar. Essentially a high-powered Neutrino with a CCMCD to add force effects to the electrical blasts, the CCMCD proved highly effective against Cabal's Cyborgs&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Portable Ion Cannon:''' With the Nod's resurgence, and heavy reliance on vehicles, the Church's researchers created a mobile version of the Ion Cannon. The Portable Ion Cannon provided knights with an effective counter to the Nod, though it was less useful against infantry. The Portable Ion Cannon also proved effective against heavily armored Scrin targets, too&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ion Cannon:''' The Ion Cannon was a large weapon, used to project a high-powered surge of energy almost anywhere on the planet. A member of the Order of the Star casts an [[SRD: Enlarge Spell|extended range]] [[Jess' Twin Portals (3.5e Spell)|''Jess' Twin Portals'']], one above the Ion Cannon's firing aperture, another above the targeted area. Knights then have 1 round to evacuate the area, or become collateral damage as the blast scorches the area of life.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hetfire Laser:''' A more portable and deadly form of the Hetfire laser, partially based off of Cabal's Isis Laser&lt;br /&gt;
&lt;br /&gt;
= Tiberium Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Tiberium weapon uses Tiberium as the primary method of attack, making use of it's radiation, density and explosiveness. Nonmutants fear these weapons, as they invariably deliver some amount of Tiberium radiation, though nonmutants also fear such weapons for their ability to slice through the thickest hide. On a natural attack roll of 1, a character must make a DC 15 Reflex save or expose themselves to a dosage of Tiberium radiation.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Tiberium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Tiberium Longsword'''&lt;br /&gt;
| 1d8 + 100 TREM&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
|  Small - Medium&lt;br /&gt;
| 4 Pounds&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Tibrium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Tiberium Longsword'''&lt;br /&gt;
| 1d12 + 200 TREM&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 5 Lbs.&lt;br /&gt;
| 1420 (Forgotten)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Grenade'''&lt;br /&gt;
| 4d6 (20' Radius, DC 15 Reflex for half damage) + 200 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Slashing, Enery (Tiberium)&lt;br /&gt;
| 10'&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| 1425 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shaped Explosive'''&lt;br /&gt;
| 2d6&lt;br /&gt;
| N/A&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
| 30'&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| Mid. 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm Crisis Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Launcher'''&lt;br /&gt;
| 3d6 (10' Radius, DC 15 Reflex for half damage) + 500 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Single&lt;br /&gt;
| 1 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| Firestorm Crisis (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Radiation Gun'''&lt;br /&gt;
| 1,000 TREM (Fortitude DC 20 half, Fortitude DC 10 quarter)&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Tiberium)&lt;br /&gt;
| 50' (Maximum)&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 12 Pounds&lt;br /&gt;
| Firestorm Crisis (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 3 Tiberium Longsword'''&lt;br /&gt;
| 2d10 + 600 TREM + Stunned for 1 round (DC 25 Fortitude negates, 2 rounds on critical)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Slashing, Energy (Tiberium, Electricity)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Tiberium Longsword:''' While the Empire created the method for limiting the radiation of a Tiberium shard, mutants are credited with first using the crystals as weapons. While knights initially considered Tiberium weaponry an anathema, many grudgingly acknowledged Tiberium's superiority to standard steel and iron.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Tiberium Longsword:''' By this time, the Forgotten ws organized enough so that they could actually create Tiberium weaponry. Tiberium's crystalline structure can be made to be serated, thus causing more devastating injuries and imparting more radiation.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Grenade:''' A devastating anti-personel weapon, the Templar made this weapon specifically for the Madagai expedition, to deal with dangerous mutated animals&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shaped Explosive:''' A focused explosive developed by the Nod for the Madagai expedition, these can easily destroy any obstructions in the expedition's path. During the Firestorm Crisis, Shaped Explosives proved vital in destroying Cabal's outposts&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Launcher:''' The Church created this weapon to deal devastating damage across a large area. This weapon is credited with allowing the Steel Talons' to successfully defend Rome&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Radiation Gun:''' Considered the most reviled weapon in Vasudan history, Cabal deployed this weapon to create mutants of the Templar and Nod armies&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Tiberium Longsword:''' The last Tiberium weapon to have been developed by the Forgotten, significant advances in the understanding of knowledge Tiberium allow this weapon to create a powerful burst of Tiberium energy to overload a Tiberium mutant's nervous system&lt;br /&gt;
&lt;br /&gt;
= DM's Note =&lt;br /&gt;
&lt;br /&gt;
All of these weapons are designed to provide characters new weapons in a world without magical enchantments. These weapons, while seeming overpowered at first look, are designed for higher levels. The most powerful weapons exist in eras where Tiberium has become so far spread that magical enchantments cannot be used to upgrade weapons. Other methods to keep the weapons on edge with more powerful monsters include alternate ammunition and CCMCD upgrades, located in the [[Miscellaneous]] section of Gear and Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Weapons</id>
		<title>Vasudan Weapons</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Weapons"/>
				<updated>2013-05-07T18:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Weapons Table Glossary===&lt;br /&gt;
&lt;br /&gt;
Weapons are described by a number of statistics, as shown on the Tables.&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' The damage the weapon deals on a successful hit.&lt;br /&gt;
&lt;br /&gt;
'''Critical: '''The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit or more, as indicated in the tables. &lt;br /&gt;
&lt;br /&gt;
'''Damage Type:''' Weapon damage is classified according to type: bludgeoning, energy (of a specific type), piercing, or slashing. Some creatures or characters may be resistant or immune to some forms of damage.&lt;br /&gt;
&lt;br /&gt;
'''Range Increment:''' Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of five range increments.&lt;br /&gt;
&lt;br /&gt;
'''Rate of Fire:''' Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.&lt;br /&gt;
&lt;br /&gt;
''Single Shot:'' A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapon) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other ability that normally allow more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Semiautomatic (S):'' Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.&lt;br /&gt;
&lt;br /&gt;
''Automatic (A):'' Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.&lt;br /&gt;
&lt;br /&gt;
'''Magazine:''' The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap&amp;amp;shy;on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, belt-fed, has an unlimited capacity; for this reason the entry does not also have a number. &lt;br /&gt;
&lt;br /&gt;
''Box:'' A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.&lt;br /&gt;
&lt;br /&gt;
''Cylinder:'' A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.&lt;br /&gt;
&lt;br /&gt;
''Internal:'' Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.&lt;br /&gt;
&lt;br /&gt;
''Linked:'' Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon.&lt;br /&gt;
&lt;br /&gt;
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.&lt;br /&gt;
&lt;br /&gt;
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' This column gives the weapon’s weight when fully loaded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Pital-class Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Pital (pronounced PIT-all) is a gunpowder weapon, though the 'gunpowder' is actually a careful mixture of salt peter and Tiberium (though the Tiberium is in such small amounts that it cannot self-replicate). Pitals tend to be heavy calliber, though this is not due to a technical limitation, but the design philosophy of Vasudans. The Pitals evolved over the years, from crude revolvers to advanced automatic rifles. All Pitals require the [[Skills and Feats (Thousandstar Supplement)|Firearms Proficiency Feat]].''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1399 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand'''&lt;br /&gt;
| 1d6&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 6 (Cylinder)&lt;br /&gt;
| Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1399 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 8 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Longshot'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 750'&lt;br /&gt;
| Single&lt;br /&gt;
| 4 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hand'''&lt;br /&gt;
| 1d8&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Box)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1412 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Devastator'''&lt;br /&gt;
| 1d12&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 12 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Late 1412 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Auto'''&lt;br /&gt;
| 2d8 (DC 15 Reflex for half damage)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 30' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| 60 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 11 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Devastator'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Piercing/Bludgeoning (Half each)&lt;br /&gt;
| 20'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 16 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 16 Lbs.&lt;br /&gt;
| 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ultra-Cannon'''&lt;br /&gt;
| 3d6 (Ignores Hardness, half damage to biological units)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Bludgeoning/Piercing (Half each)&lt;br /&gt;
| 120'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 1 (Box)&lt;br /&gt;
| Huge&lt;br /&gt;
| 24 Lbs.&lt;br /&gt;
| Mid. 1420 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Pitals'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Vulcan'''&lt;br /&gt;
| 3d10 (DC 15 Reflex Save for Half Damage, Ignores hardness)&lt;br /&gt;
| N/A&lt;br /&gt;
| Piercing&lt;br /&gt;
| 60' Cone&lt;br /&gt;
| Automatic&lt;br /&gt;
| N/A (Belt-Fed)&lt;br /&gt;
| Huge&lt;br /&gt;
| 26 Lbs.&lt;br /&gt;
| Mid. Firestorm (GDI)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 1399 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Pital''': The Mark 1 Hand Pital is the first Pital. Created by the Nod, this is a simple revolver. It is the only new firearm available in the 1399 era, and only to members of the then-secretive Brotherhood of Nod.&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Devastator Pital''': The answer to the Hand Pital's lack of true stopping power, this shotgun-like weapon fires a heavy caliber slug, though too slowly to be so devastating as to cause immediate death. These weapons are meant to be used at close range; the range increment is the maximum range of the Devastator. These weapons were shared with the Templar during the expedition to reestablish contact with Leningrad in 1413. The knights loved the weapon, since it matched their credo of brute force over finesse.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Longshot Pital''': Perhaps the most advanced use of gunpowder at the time of 1414, this Pital has the power to propel a bullet up to 750 feet away, with only a -1 cumulative penalty for each range increment exceeded. While it doesn't have the raw power of the Devastator, the ability to eliminate a target from such a distance makes it perhaps the most powerful weapon of all time, remaining in service throughout the decades.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hand Pital''': The second generation of the Hand Pital was upgraded to be more streamlined, as well as to have a larger ammunition capacity. Perhaps the most important upgrade to the design, though, was the so-called 'clip' of ammunition, which allowed the weapon to be reloaded in a single, seamless move. This allowed users to remain in fire fights longer and maintain the pressure on the enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Devastator Pital''': After having stolen the second half of the Tacitus from the Nod in 1419, the Knights' Templar knew it would face steep odds against the Nod's superior numbers. They immediately began production of their own second generation Devastator Pitals. These new weapons supported a lighter design and a larger ammunition storage chamber, as well as an upgrade to the guns' previously pitiful rate of fire. The end result was a powerful slugger with the capability to sustain heavy fire, with less pauses for reloading.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Auto Pital''': During the time in which the Nod was supposedly destroyed, they worked to produce a rapid firing rifle, which they could use to supress Templar soldiers and cut through the typically dense formations of the knights. While weapon used copious amounts of ammunition (10 bullets per round), it was reliable and cheap to build.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Devastator Pital''': Though Tiberium levels were falling thanks to the discovery of the crystal's vulnerability to sonic attacks, sonic devices were too bulky to be carried by the average knight into battle against mutated creatures. The Templar instead upgraded the reliable Devastator with an even greater capacity to store ammunition and larger caliber ammunition, leading to a far greater chance of injuring vital areas in mutated monsters.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ultra-Cannon Pital''': To counter the superiority of Nod vehicles, the Templar commissioned the Ultra-Cannon in 1421. This Pital uses 40mm armor-piercing shells, allowing it to easily penetrate the thick armor of the Brotherhood's tanks. Though it takes a full round to deploy the weapon, it can turn in a full circle, allowing it to react to the manueverability of the Nod buggies and the surprise ambushes of subterranean vehicles.&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Pitals ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Vulcan Pital''': This weapon is devastating to infantry and vehicles alike. It was used by the Global Defense Initiative to counter Cabal's numerous cyborgs and suicide buggies. Like the Ultra-Cannon, it can be deployed in one round, and can turn in a full circle to target hostiles coming from any direction.&lt;br /&gt;
&lt;br /&gt;
= Energy Weaponry =&lt;br /&gt;
&lt;br /&gt;
''An energy weapon is a device that focuses energy of some type to accomplish a military goal. Hetfire lasers focus raw magical energy stored in a CCMCD through a lense made of 'Red' Tiberium with such speed the radiation cannot counteract the magic and instead merges with the magic. The result is a red, bone-melting laser. A Banshee pulse uses a blast of force tempered with a light amount of Ionic Tiberium radiation, emitting a pulse of white-blue energy that bludgeons the target and electrifies them. An Ion Cannon replaces the 'Red' Tiberium lense of a Hetfire laser with one of Ionic Tiberium, as well as launching a shard of Ionic Tiberium with the beam, resulting in a white, electrified Hetfire beam that explodes upon encountering a solid. Neutrino-class weapons use low level Ionic Tiberium radiation to hamper the nervous system, eventually causing unconciousness with enough exposure. Each energy weapon requires a [[Skills and Feats (Thousandstar Supplement)|Firearm Proficiency (Exotic)]] feat to be handled proficiently.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Energy Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hetfire Laser'''&lt;br /&gt;
| 1d10&lt;br /&gt;
| 20/x3&lt;br /&gt;
| Energy (Fire&lt;br /&gt;
| 20'&lt;br /&gt;
| Single&lt;br /&gt;
| 5 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 18 Lbs.&lt;br /&gt;
| 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Hand Neutrino'''&lt;br /&gt;
| 1d6 (Non-Lethal)&lt;br /&gt;
| 17-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Small&lt;br /&gt;
| 3 Lbs.&lt;br /&gt;
| 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Rifle Neutrino'''&lt;br /&gt;
| 1d10 (Non-Lethal)&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Electricity)&lt;br /&gt;
| 100'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 14 Lbs.&lt;br /&gt;
| Mid. 1420 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''Firestorm Crisis Era Energy Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Isis Laser'''&lt;br /&gt;
| 3d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 100'&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Firestorm (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Banshee Pulse Rifle'''&lt;br /&gt;
| 2d8 (Double Damage to Machines)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity)&lt;br /&gt;
| 60'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 20 (Box)&lt;br /&gt;
| Large&lt;br /&gt;
| 17 Pounds&lt;br /&gt;
| Mid. Firestorm (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Energy Weapons&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Portable Ion Cannon'''&lt;br /&gt;
| 2d6 (Ignores Hardness)&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| 50'&lt;br /&gt;
| Single&lt;br /&gt;
| 3 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 15 Pounds&lt;br /&gt;
|Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Ion Cannon'''&lt;br /&gt;
| 10d6 (Ignores Hardness)&lt;br /&gt;
| N/A (Auto-Targeting Computer)&lt;br /&gt;
| Bludgeoning, Energy (Electricity, Fire)&lt;br /&gt;
| Special&lt;br /&gt;
| 1/60 minutes&lt;br /&gt;
| N/A (Autoloading Tiberium Cores)&lt;br /&gt;
| Huge&lt;br /&gt;
| N/A (Not man-portable)&lt;br /&gt;
| Mid. 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Hetfire Laser'''&lt;br /&gt;
| 2d8&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Semiautomatic&lt;br /&gt;
| 15 (Box)&lt;br /&gt;
| Medium&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| 1435 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Energy Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hetfire Laser:''' The Brotherhoods first experiment with Energy weaponry, the first Hetfire lasers a bulky and cumbersome. While the CCMCDs used as ammunition for this device are expensive, this laser excels at starting fires and striking fear into enemies.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Hand Neutrino:''' With the invention of the Neutrino, the Empire were capable of defending convoys through dangerous regions where Tiberium prevented the use of magic, without giving up their strict, anti-murder beliefs. It's light weight and no need to reload also made it a popular sidearm for many brothers and knights.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Rifle Neutrino:''' An upgrade to the handheld Neutrino creates a weapon with a greater ability to defend ability. Despite its longer range than most Pitals, most knights and brothers eschew the relatively weak Neutrino&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Isis Laser:''' An upgraded version of the Hetfire Laser, Cabal used these stationary platforms to defend various chokepoints and facilities.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Banshee Pulse Rifle:''' With Cabal threatening vital areas such as Rome, the Empire created a weapon for both the Brotherhood and Templar. Essentially a high-powered Neutrino with a CCMCD to add force effects to the electrical blasts, the CCMCD proved highly effective against Cabal's Cyborgs&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Energy Weapons ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Portable Ion Cannon:''' With the Nod's resurgence, and heavy reliance on vehicles, the Church's researchers created a mobile version of the Ion Cannon. The Portable Ion Cannon provided knights with an effective counter to the Nod, though it was less useful against infantry. The Portable Ion Cannon also proved effective against heavily armored Scrin targets, too&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Ion Cannon:''' The Ion Cannon was a large weapon, used to project a high-powered surge of energy almost anywhere on the planet. A member of the Order of the Star casts an [[SRD: Enlarge Spell|extended range]] [[Jess' Twin Portals (3.5e Spell)|''Jess' Twin Portals'']], one above the Ion Cannon's firing aperture, another above the targeted area. Knights then have 1 round to evacuate the area, or become collateral damage as the blast scorches the area of life.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Hetfire Laser:''' A more portable and deadly form of the Hetfire laser, partially based off of Cabal's Isis Laser&lt;br /&gt;
&lt;br /&gt;
= Tiberium Weaponry =&lt;br /&gt;
&lt;br /&gt;
''A Tiberium weapon uses Tiberium as the primary method of attack, making use of it's radiation, density and explosiveness. Nonmutants fear these weapons, as they invariably deliver some amount of Tiberium radiation, though nonmutants also fear such weapons for their ability to slice through the thickest hide. On a natural attack roll of 1, a character must make a DC 15 Reflex save or expose themselves to a dosage of Tiberium radiation.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Pital-class Weaponry&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Damage&lt;br /&gt;
! Critical&lt;br /&gt;
! Damage Type&lt;br /&gt;
! Range Increment&lt;br /&gt;
! Rate of Fire&lt;br /&gt;
! Magazine&lt;br /&gt;
! Size&lt;br /&gt;
! Weight&lt;br /&gt;
! Era (Inventor)&lt;br /&gt;
|-&lt;br /&gt;
| '''1412 Era Tiberium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Tiberium Longsword'''&lt;br /&gt;
| 1d8 + 100 TREM&lt;br /&gt;
| 19-20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
|  Small - Medium&lt;br /&gt;
| 4 Pounds&lt;br /&gt;
| Mid. 1412 (Lenin)&lt;br /&gt;
|-&lt;br /&gt;
| '''1420 Era Tibrium Weapons'''&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 2 Tiberium Longsword'''&lt;br /&gt;
| 1d12 + 200 TREM&lt;br /&gt;
| 20/x2&lt;br /&gt;
| Slashing, Energy (Tiberium)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 5 Lbs.&lt;br /&gt;
| 1420 (Forgotten)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Grenade'''&lt;br /&gt;
| 4d6 (20' Radius, DC 15 Reflex for half damage) + 200 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Slashing, Enery (Tiberium)&lt;br /&gt;
| 10'&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| 1425 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shaped Explosive'''&lt;br /&gt;
| 2d6&lt;br /&gt;
| N/A&lt;br /&gt;
| Bludgeoning&lt;br /&gt;
| 30'&lt;br /&gt;
| Tiny&lt;br /&gt;
| 1 Pound&lt;br /&gt;
| Mid. 1420 (Nod)&lt;br /&gt;
|-&lt;br /&gt;
| Firestorm Crisis Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Shrapnel Launcher'''&lt;br /&gt;
| 3d6 (10' Radius, DC 15 Reflex for half damage) + 500 TREM&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Fire)&lt;br /&gt;
| 30'&lt;br /&gt;
| Single&lt;br /&gt;
| 1 (Internal)&lt;br /&gt;
| Large&lt;br /&gt;
| 7 Pounds&lt;br /&gt;
| Firestorm Crisis (Templar)&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 1 Radiation Gun'''&lt;br /&gt;
| 1,000 TREM (Fortitude DC 20 half, Fortitude DC 10 quarter)&lt;br /&gt;
| N/A&lt;br /&gt;
| Energy (Tiberium)&lt;br /&gt;
| 50' (Maximum)&lt;br /&gt;
| Single&lt;br /&gt;
| N/A (Internal Generator)&lt;br /&gt;
| Large&lt;br /&gt;
| 12 Pounds&lt;br /&gt;
| Firestorm Crisis (Cabal)&lt;br /&gt;
|-&lt;br /&gt;
| 1435 Era Tiberium Weaponry&lt;br /&gt;
|-&lt;br /&gt;
| '''Mk. 3 Tiberium Longsword'''&lt;br /&gt;
| 2d10 + 600 TREM + Stunned for 1 round (DC 25 Fortitude negates, 2 rounds on critical)&lt;br /&gt;
| 19-20/x3&lt;br /&gt;
| Slashing, Energy (Tiberium, Electricity)&lt;br /&gt;
| N/A&lt;br /&gt;
| Small - Medium&lt;br /&gt;
| 4 Lbs.&lt;br /&gt;
| 1435 (Templar)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== 1412 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Tiberium Longsword:''' While the Empire created the method for limiting the radiation of a Tiberium shard, mutants are credited with first using the crystals as weapons. While knights initially considered Tiberium weaponry an anathema, many grudgingly acknowledged Tiberium's superiority to standard steel and iron.&lt;br /&gt;
&lt;br /&gt;
=== 1420 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 2 Tiberium Longsword:''' By this time, the Forgotten ws organized enough so that they could actually create Tiberium weaponry. Tiberium's crystalline structure can be made to be serated, thus causing more devastating injuries and imparting more radiation.&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Grenade:''' A devastating anti-personel weapon, the Templar made this weapon specifically for the Madagai expedition, to deal with dangerous mutated animals&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shaped Explosive:''' A focused explosive developed by the Nod for the Madagai expedition, these can easily destroy any obstructions in the expedition's path. During the Firestorm Crisis, Shaped Explosives proved vital in destroying Cabal's outposts&lt;br /&gt;
&lt;br /&gt;
=== Firestorm Crisis Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Shrapnel Launcher:''' The Church created this weapon to deal devastating damage across a large area. This weapon is credited with allowing the Steel Talons' to successfully defend Rome&lt;br /&gt;
&lt;br /&gt;
'''Mk. 1 Radiation Gun:''' Considered the most reviled weapon in Vasudan history, Cabal deployed this weapon to create mutants of the Templar and Nod armies&lt;br /&gt;
&lt;br /&gt;
=== 1435 Era Tiberium Weaponry ===&lt;br /&gt;
&lt;br /&gt;
'''Mk. 3 Tiberium Longsword:''' The last Tiberium weapon to have been developed by the Forgotten, significant advances in the understanding of knowledge Tiberium allow this weapon to create a powerful burst of Tiberium energy to overload a Tiberium mutant's nervous system&lt;br /&gt;
&lt;br /&gt;
= DM's Note =&lt;br /&gt;
&lt;br /&gt;
All of these weapons are designed to provide characters new weapons in a world without magical enchantments. These weapons, while seeming overpowered at first look, are designed for higher levels. The most powerful weapons exist in eras where Tiberium has become so far spread that magical enchantments cannot be used to upgrade weapons. Other methods to keep the weapons on edge with more powerful monsters include alternate ammunition and CCMCD upgrades, located in the [[Miscellaneous]] section of Gear and Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Vasudan_Armor</id>
		<title>Vasudan Armor</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Vasudan_Armor"/>
				<updated>2013-05-07T16:03:41Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Armor Qualities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Armor Qualities =&lt;br /&gt;
&lt;br /&gt;
'''Armor/Shield Bonus''' &lt;br /&gt;
&lt;br /&gt;
Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.&lt;br /&gt;
&lt;br /&gt;
'''Maximum Dex Bonus'''&lt;br /&gt;
&lt;br /&gt;
This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities. &lt;br /&gt;
&lt;br /&gt;
Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC. &lt;br /&gt;
&lt;br /&gt;
Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class&lt;br /&gt;
&lt;br /&gt;
'''Armor Check Penalty'''&lt;br /&gt;
&lt;br /&gt;
Any armor heavier than leather hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.&lt;br /&gt;
&lt;br /&gt;
'''Arcane Spell Failure'''&lt;br /&gt;
&lt;br /&gt;
Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.&lt;br /&gt;
&lt;br /&gt;
'''Speed'''&lt;br /&gt;
&lt;br /&gt;
Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. &lt;br /&gt;
&lt;br /&gt;
They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.&lt;br /&gt;
&lt;br /&gt;
'''Weight'''&lt;br /&gt;
&lt;br /&gt;
This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much&lt;br /&gt;
&lt;br /&gt;
'''Type'''&lt;br /&gt;
&lt;br /&gt;
Whether the armor is classified as light, medium or heavy.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|+ Armor&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Armor/Shield Bonus&lt;br /&gt;
! Maximum Dex Bonus&lt;br /&gt;
! Armor Check Penalty&lt;br /&gt;
! Arcane Spell Failure&lt;br /&gt;
! Speed (30 ft.)&lt;br /&gt;
! Speed (20 ft.)&lt;br /&gt;
! Weight&lt;br /&gt;
! Type &lt;br /&gt;
! Inventor&lt;br /&gt;
|-&lt;br /&gt;
| 1412 Era Armor&lt;br /&gt;
|-&lt;br /&gt;
| ''Tiberium Field Suit''&lt;br /&gt;
| +1&lt;br /&gt;
| +5&lt;br /&gt;
| -4&lt;br /&gt;
| 40%&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 15 lb.&lt;br /&gt;
| Light&lt;br /&gt;
| Lenin/Nod&lt;br /&gt;
|-&lt;br /&gt;
| ''Shadow Armor''&lt;br /&gt;
| +0&lt;br /&gt;
| +8&lt;br /&gt;
| -0&lt;br /&gt;
| 0%&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 5 lb.&lt;br /&gt;
| Light&lt;br /&gt;
| Nod&lt;br /&gt;
|-&lt;br /&gt;
| 1420 Era Armor&lt;br /&gt;
|-&lt;br /&gt;
| ''Ceramic Armor''&lt;br /&gt;
| +4&lt;br /&gt;
| +8&lt;br /&gt;
| -4&lt;br /&gt;
| 40%&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 35 lb.&lt;br /&gt;
| Medium&lt;br /&gt;
| Templar&lt;br /&gt;
|-&lt;br /&gt;
| ''Reinforced Shadow Armor''&lt;br /&gt;
| +4&lt;br /&gt;
| +6&lt;br /&gt;
| -2&lt;br /&gt;
| 10%&lt;br /&gt;
| 30&lt;br /&gt;
| 20&lt;br /&gt;
| 10 lb.&lt;br /&gt;
| Light&lt;br /&gt;
| Nod&lt;br /&gt;
|-&lt;br /&gt;
| ''Hazardous Environment Suit''&lt;br /&gt;
| +2&lt;br /&gt;
| +2&lt;br /&gt;
| -4&lt;br /&gt;
| 60%&lt;br /&gt;
| 20&lt;br /&gt;
| 15&lt;br /&gt;
| 45 lb.&lt;br /&gt;
| Heavy&lt;br /&gt;
| Lenin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
'''Tiberium Field Suit''': These suits were first developed by the Nod to explore areas contaminated by Tiberium Radiation. The Empire developed to suits independently of the Nod for the same purpose. This armor negates 300 REM/hour of Tiberium radiation. While this is not suffiecient to protect completely against the radiation of Tiberium, it does protect them enough to study the crystals or cross through Tiberium Fields.&lt;br /&gt;
&lt;br /&gt;
'''Shadow Armor''': This armor is made of thick cloth, designed to muffle sounds and camouflage the wearer. It is not very useful in direct combat, though. It provides a +2 bonus to Move Silently and Hide Checks.&lt;br /&gt;
&lt;br /&gt;
'''Ceramic Armor''': Made of interlocking ceramic plates treated to resist Tiberium radiation, this suit gives the wearer protection against both attack and Tiberium. It was developed by the Knights' Templar to counter Tiberium-based weapons, and allow attack of Nod bases in Tiberium fields. It absorbs 300 TREM/hour.&lt;br /&gt;
&lt;br /&gt;
'''Reinforced Shadow Armor''': The armor was upgraded with studded leather treated to resist Tiberium radiation, so that Brothers may last longer in the battle field and in Tiberium fields. It grants a +4 bonus to Move Silently and Hide checks, and absorbs 300 TREM/hour.&lt;br /&gt;
&lt;br /&gt;
'''Hazardous Environment Suit''': This cumbersome suit is capable of resisting up to 1,000 TREM/hour, allowing researchers to spend extensive amounts of time in the field, researching Tiberium and Tiberium-mutated lifeforms.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Recently_Evolved_Creatures</id>
		<title>Recently Evolved Creatures</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Recently_Evolved_Creatures"/>
				<updated>2013-05-07T02:37:02Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While humans, elves and other sentient organisms who are exposed to Tiberium Radiation do mutate, wild animals mutate to a greater degree, since sentient beings can often avoid furhter mutation by refraining from further Tiberium exposure. Furthermore, the intelligence of an organism may paly a factor in how far it mutates; an intelligent human may subconciously direct their evolution, where as a wild wolf cannot. Here follows a list of the more common and dangerous mutations:&lt;br /&gt;
&lt;br /&gt;
=== Visceroids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Visceroid.PNG|200px|thumb|right|A Visceroid]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Visceroid&lt;br /&gt;
|size= Medium |type=[[Ooze (Augmented)]]&lt;br /&gt;
|hd=16d8+48 |hp=120&lt;br /&gt;
|init=+10 |sens=Tremor Sense &lt;br /&gt;
|speed=60 ft. (12 squares)&lt;br /&gt;
|ac=25 |acmod=+6 dexterity, +9 natural armor |touch=16 |flat=19&lt;br /&gt;
|bab=+12 |grapple=+20&lt;br /&gt;
|at=Slam +16 Melee (1d8+2)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=None&lt;br /&gt;
|sq=Tiberium Mutants, Ooze traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=18 |dex=22 |con=16 |int=2 |wis=10 |cha=8&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the first mutated creatures to appear, the visceroid was encountered as early as 1405. Originally roughly spherical in shape and capable of emitting only small clouds of toxic Tiberium gas, it was weak and not much of a threat. However, these unstable blobs of flesh soon evolved and became an actual threat, with the ability to expel a highly concentrated stream of toxic gas at any fools coming close. &lt;br /&gt;
The Visceroid of 1418 is a collection of pre-sentient protoplasm, with lightning-quick, extremely strong pseudopods and the ability to absorb great amounts of kinetic force. Smaller entities are relatively docile (colloquially referred to as &amp;quot;baby&amp;quot; visceroids), but larger specimens are capable of destroying entire cities.&lt;br /&gt;
The Visceroid population is directly tied to levels of Tiberium poisoning. Tiberium gas is a corrupting agent, breaking down virtually any living tissue it comes into contact with. Long term exposure cannot be treated and causes a spontaneous breakdown of the affected tissues nearly instantly, as Tiberium saturation within them reaches a certain point. Smaller Visceroids can merge to form adult forms, which are significantly more dangerous. &lt;br /&gt;
Unsubstantiated reports exist that some visceroids can reproduce, but most are unfortunate humans transformed by Tiberium. &lt;br /&gt;
&lt;br /&gt;
=== Tiberian Fiend ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberianFiend.PNG|200px|thumb|right|A Tiberian Fiend, in its natural (low-resolution) environment]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Tiberian Fiend&lt;br /&gt;
|size= Large |type=[[Animal (Augmented)]]&lt;br /&gt;
|hd=8d10+40 |hp=85&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=-1 size, +11 natural armor |touch=9 |flat=20&lt;br /&gt;
|bab=+8 |grapple=+20&lt;br /&gt;
|at=Bite +12 Melee (1d8+7)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Breath weapon, Trample 1d8+7&lt;br /&gt;
|sq=Scent, Tiberium Mutant&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=21 |dex=10 |con=21 |int=2 |wis=12 |cha=9&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones, sometimes Yellow Zones&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=7&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=9-15 HD Large; 16-24 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tiberium fiends are one of the many indigenous Vasudan species that have suffered some degree of Tiberium mutation. They typically stand about 5 feet tall at the shoulder, weigh around 400 pounds and have black or irridescent red skin. Their eyes glow an eerie green when struck by light at a certain angle, and their heads are elongated like a crocodile, their mouths full of sharp teeth. &lt;br /&gt;
Like most other land-based Tiberium-mutated life forms, their muscular and skeletal systems are much denser, making them much faster and stronger, easily able outrun a biped and dismember and/or disembowel their target often with a single swipe. They are generally avoided by human populations. &lt;br /&gt;
Their backs are covered with pure Tiberium crystals, which they launch at enemies and prey via high-pressure ducts in their snouts. Because these crystals are untainted by heavy metals and other minerals, they have the double effect of causing physical injury and accute Tiberium poisoning.&lt;br /&gt;
&lt;br /&gt;
'''Breath Weapon:''' The Tiberian Fied launches a shower of Tiberium crystals in a 60' cone, dealing 1d6 damage and 100 TREM (Reflex 19 half damage, no irradiation)&lt;br /&gt;
&lt;br /&gt;
=== Floater ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberiumFloater.PNG|200px|thumb|right|A Floater, one of the most desctructive mutations]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Floater&lt;br /&gt;
|size= Huge |type=[[Aberration (Augmented)]]&lt;br /&gt;
|hd=12d8+48 |hp=102&lt;br /&gt;
|init=+3 &lt;br /&gt;
|speed=40 ft. (8 squares), fly 80 ft. (average)&lt;br /&gt;
|ac=22 |acmod=-2 size, +3 Dex, +11 natural armor |touch=11 |flat=19&lt;br /&gt;
|bab=+9 |grapple=+25&lt;br /&gt;
|at=Tentacle +16 Melee (2d8+2/19-20)&lt;br /&gt;
|full_at=3 Tentacles +16/+11/+6 (2d8+2)&lt;br /&gt;
|space=15 ft. |reach=10 ft.&lt;br /&gt;
|sa=Ion Surge&lt;br /&gt;
|sq=Tiberium Mutant&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=26 |dex=17 |con=18 |int=14 |wis=17 |cha=13&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=[[Flyby Attack]], [[Improved Initiative]], [[Lightning Reflexes]], [[Improved Critical]] (tentacle), [[Weapon Focus]] (tentacle)&lt;br /&gt;
|env=Primarily Red Zones, Tiberium-Algea infested waters&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=13&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=13-18 HD Huge; 19-36 HD Gargantuan&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Floaters are a species of strange, jellyfish-like creatures that began to grow more and more prevalent as time went on and as the first phase of the Firestorm Crisis was drawing to a close. Floaters float over the battlefield, releasing Tiberium gas to move them through the air. The gas is dangerous to infantry, potentially turning them into visceroid. To attack larger targets, they typically latch on the prey to both tear it apart with its tentacles and send vast quantities of electricity through the target.&lt;br /&gt;
'''Ion Surge:''' If at least two of a floater's tentacles strike a target, a surge of Ionic electricity deals 2d6 damage to the target (Reflex DC 19 half)&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Recently_Evolved_Creatures</id>
		<title>Recently Evolved Creatures</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Recently_Evolved_Creatures"/>
				<updated>2013-05-07T02:32:37Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While humans, elves and other sentient organisms who are exposed to Tiberium Radiation do mutate, wild animals mutate to a greater degree, since sentient beings can often avoid furhter mutation by refraining from further Tiberium exposure. Furthermore, the intelligence of an organism may paly a factor in how far it mutates; an intelligent human may subconciously direct their evolution, where as a wild wolf cannot. Here follows a list of the more common and dangerous mutations:&lt;br /&gt;
&lt;br /&gt;
=== Visceroids ===&lt;br /&gt;
&lt;br /&gt;
[[File:Visceroid.png|200px|thumb|right|alt text]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Visceroid&lt;br /&gt;
|size= Medium |type=[[Ooze (Augmented)]]&lt;br /&gt;
|hd=16d8+48 |hp=120&lt;br /&gt;
|init=+10 |sens=Tremor Sense &lt;br /&gt;
|speed=60 ft. (12 squares)&lt;br /&gt;
|ac=25 |acmod=+6 dexterity, +9 natural armor |touch=16 |flat=19&lt;br /&gt;
|bab=+12 |grapple=+20&lt;br /&gt;
|at=Slam +16 Melee (1d8+2)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=None&lt;br /&gt;
|sq=Tiberium Mutants, Ooze traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=18 |dex=22 |con=16 |int=2 |wis=10 |cha=8&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the first mutated creatures to appear, the visceroid was encountered as early as 1405. Originally roughly spherical in shape and capable of emitting only small clouds of toxic Tiberium gas, it was weak and not much of a threat. However, these unstable blobs of flesh soon evolved and became an actual threat, with the ability to expel a highly concentrated stream of toxic gas at any fools coming close. &lt;br /&gt;
The Visceroid of 1418 is a collection of pre-sentient protoplasm, with lightning-quick, extremely strong pseudopods and the ability to absorb great amounts of kinetic force. Smaller entities are relatively docile (colloquially referred to as &amp;quot;baby&amp;quot; visceroids), but larger specimens are capable of destroying entire cities.&lt;br /&gt;
The Visceroid population is directly tied to levels of Tiberium poisoning. Tiberium gas is a corrupting agent, breaking down virtually any living tissue it comes into contact with. Long term exposure cannot be treated and causes a spontaneous breakdown of the affected tissues nearly instantly, as Tiberium saturation within them reaches a certain point. Smaller Visceroids can merge to form adult forms, which are significantly more dangerous. &lt;br /&gt;
Unsubstantiated reports exist that some visceroids can reproduce, but most are unfortunate humans transformed by Tiberium. &lt;br /&gt;
&lt;br /&gt;
=== Tiberian Fiend ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberiumFiend.png|200px|thumb|right|alt text]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Tiberian Fiend&lt;br /&gt;
|size= Large |type=[[Animal (Augmented)]]&lt;br /&gt;
|hd=8d10+40 |hp=85&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=-1 size, +11 natural armor |touch=9 |flat=20&lt;br /&gt;
|bab=+8 |grapple=+20&lt;br /&gt;
|at=Bite +12 Melee (1d8+7)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Breath weapon, Trample 1d8+7&lt;br /&gt;
|sq=Scent, Tiberium Mutant&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=21 |dex=10 |con=21 |int=2 |wis=12 |cha=9&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones, sometimes Yellow Zones&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=7&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=9-15 HD Large; 16-24 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tiberium fiends are one of the many indigenous Vasudan species that have suffered some degree of Tiberium mutation. They typically stand about 5 feet tall at the shoulder, weigh around 400 pounds and have black or irridescent red skin. Their eyes glow an eerie green when struck by light at a certain angle, and their heads are elongated like a crocodile, their mouths full of sharp teeth. &lt;br /&gt;
Like most other land-based Tiberium-mutated life forms, their muscular and skeletal systems are much denser, making them much faster and stronger, easily able outrun a biped and dismember and/or disembowel their target often with a single swipe. They are generally avoided by human populations. &lt;br /&gt;
Their backs are covered with pure Tiberium crystals, which they launch at enemies and prey via high-pressure ducts in their snouts. Because these crystals are untainted by heavy metals and other minerals, they have the double effect of causing physical injury and accute Tiberium poisoning.&lt;br /&gt;
&lt;br /&gt;
'''Breath Weapon:''' The Tiberian Fied launches a shower of Tiberium crystals in a 60' cone, dealing 1d6 damage and 100 TREM (Reflex 19 half damage, no irradiation)&lt;br /&gt;
&lt;br /&gt;
=== Floater ===&lt;br /&gt;
&lt;br /&gt;
[[File:TiberiumFloater.png|200px|thumb|right|alt text]]&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Floater&lt;br /&gt;
|size= Huge |type=[[Aberration (Augmented)]]&lt;br /&gt;
|hd=12d8+48 |hp=102&lt;br /&gt;
|init=+3 &lt;br /&gt;
|speed=40 ft. (8 squares), fly 80 ft. (average)&lt;br /&gt;
|ac=22 |acmod=-2 size, +3 Dex, +11 natural armor |touch=11 |flat=19&lt;br /&gt;
|bab=+9 |grapple=+25&lt;br /&gt;
|at=Tentacle +16 Melee (2d8+2/19-20)&lt;br /&gt;
|full_at=3 Tentacles +16/+11/+6 (2d8+2)&lt;br /&gt;
|space=15 ft. |reach=10 ft.&lt;br /&gt;
|sa=Ion Surge&lt;br /&gt;
|sq=Tiberium Mutant&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=26 |dex=17 |con=18 |int=14 |wis=17 |cha=13&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=[[Flyby Attack]], [[Improved Initiative]], [[Lightning Reflexes]], [[Improved Critical]] (tentacle), [[Weapon Focus]] (tentacle)&lt;br /&gt;
|env=Primarily Red Zones, Tiberium-Algea infested waters&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=13&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=13-18 HD Huge; 19-36 HD Gargantuan&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Floaters are a species of strange, jellyfish-like creatures that began to grow more and more prevalent as time went on and as the first phase of the Firestorm Crisis was drawing to a close. Floaters float over the battlefield, releasing Tiberium gas to move them through the air. The gas is dangerous to infantry, potentially turning them into visceroid. To attack larger targets, they typically latch on the prey to both tear it apart with its tentacles and send vast quantities of electricity through the target.&lt;br /&gt;
'''Ion Surge:''' If at least two of a floater's tentacles strike a target, a surge of Ionic electricity deals 2d6 damage to the target (Reflex DC 19 half)&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:Visceroid.PNG</id>
		<title>File:Visceroid.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:Visceroid.PNG"/>
				<updated>2013-05-07T02:29:59Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: An amorphous creature, featured in Tiberium Rising 3.5e Campaign Setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An amorphous creature, featured in Tiberium Rising 3.5e Campaign Setting&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:TiberiumFloater.PNG</id>
		<title>File:TiberiumFloater.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:TiberiumFloater.PNG"/>
				<updated>2013-05-07T02:27:35Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: A deadly creature, featured in the Tiberium Rising 3.5e Campaign Setting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A deadly creature, featured in the Tiberium Rising 3.5e Campaign Setting&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/File:TiberianFiend.PNG</id>
		<title>File:TiberianFiend.PNG</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/File:TiberianFiend.PNG"/>
				<updated>2013-05-07T02:25:40Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: A Tiberian Fiend, as depicted in Command and Conquer 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Tiberian Fiend, as depicted in Command and Conquer 2&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Recently_Evolved_Creatures</id>
		<title>Recently Evolved Creatures</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Recently_Evolved_Creatures"/>
				<updated>2013-05-07T02:16:34Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;While humans, elves and other sentient organisms who are exposed to Tiberium Radiation do mutate, wild animals mutate to a greater degree, since sentient beings can often avoi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While humans, elves and other sentient organisms who are exposed to Tiberium Radiation do mutate, wild animals mutate to a greater degree, since sentient beings can often avoid furhter mutation by refraining from further Tiberium exposure. Furthermore, the intelligence of an organism may paly a factor in how far it mutates; an intelligent human may subconciously direct their evolution, where as a wild wolf cannot. Here follows a list of the more common and dangerous mutations:&lt;br /&gt;
&lt;br /&gt;
=== Visceroids ===&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Visceroid&lt;br /&gt;
|size= Medium |type=[[Ooze (Augmented)]]&lt;br /&gt;
|hd=16d8+48 |hp=120&lt;br /&gt;
|init=+10 |sens=Tremor Sense &lt;br /&gt;
|speed=60 ft. (12 squares)&lt;br /&gt;
|ac=25 |acmod=+6 dexterity, +9 natural armor |touch=16 |flat=19&lt;br /&gt;
|bab=+12 |grapple=+20&lt;br /&gt;
|at=Slam +16 Melee (1d8+2)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=None&lt;br /&gt;
|sq=Tiberium Mutants, Ooze traits&lt;br /&gt;
|fort=+12 |ref=+15 |will=+7&lt;br /&gt;
|str=18 |dex=22 |con=16 |int=2 |wis=10 |cha=8&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Combat Expertise]], [[Improved Natural Armor]], [[Improved Natural Attack]] (Beak), [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=10&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=16-19 HD Medium; 20-22 HD Large&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the first mutated creatures to appear, the visceroid was encountered as early as 1405. Originally roughly spherical in shape and capable of emitting only small clouds of toxic Tiberium gas, it was weak and not much of a threat. However, these unstable blobs of flesh soon evolved and became an actual threat, with the ability to expel a highly concentrated stream of toxic gas at any fools coming close. &lt;br /&gt;
The Visceroid of 1418 is a collection of pre-sentient protoplasm, with lightning-quick, extremely strong pseudopods and the ability to absorb great amounts of kinetic force. Smaller entities are relatively docile (colloquially referred to as &amp;quot;baby&amp;quot; visceroids), but larger specimens are capable of destroying entire cities.&lt;br /&gt;
The Visceroid population is directly tied to levels of Tiberium poisoning. Tiberium gas is a corrupting agent, breaking down virtually any living tissue it comes into contact with. Long term exposure cannot be treated and causes a spontaneous breakdown of the affected tissues nearly instantly, as Tiberium saturation within them reaches a certain point. Smaller Visceroids can merge to form adult forms, which are significantly more dangerous. &lt;br /&gt;
Unsubstantiated reports exist that some visceroids can reproduce, but most are unfortunate humans transformed by Tiberium. &lt;br /&gt;
&lt;br /&gt;
=== Tiberian Fiend ===&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Tiberian Fiend&lt;br /&gt;
|size= Large |type=[[Animal (Augmented)]]&lt;br /&gt;
|hd=8d10+40 |hp=85&lt;br /&gt;
|init=+4 &lt;br /&gt;
|speed=30 ft. (6 squares)&lt;br /&gt;
|ac=20 |acmod=-1 size, +11 natural armor |touch=9 |flat=20&lt;br /&gt;
|bab=+8 |grapple=+20&lt;br /&gt;
|at=Bite +12 Melee (1d8+7)&lt;br /&gt;
|full_at=3 Slams +16/+11/+6 (1d8+2)&lt;br /&gt;
|space=5 ft. |reach=5 ft.&lt;br /&gt;
|sa=Breath weapon, Trample 1d8+7&lt;br /&gt;
|sq=Scent, Tiberium Mutant&lt;br /&gt;
|fort=+11 |ref=+6 |will=+5&lt;br /&gt;
|str=21 |dex=10 |con=21 |int=2 |wis=12 |cha=9&lt;br /&gt;
|skills=Listen +14, Spot +14, Jump +19&lt;br /&gt;
|feats=[[Alertness]], [[Improved Initiative]], [[Iron Will]]&lt;br /&gt;
|env=Primarily Red Zones, sometimes Yellow Zones&lt;br /&gt;
|org=Solitary, pair or pack (3-4)&lt;br /&gt;
|cr=7&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=9-15 HD Large; 16-24 HD Huge&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tiberium fiends are one of the many indigenous Vasudan species that have suffered some degree of Tiberium mutation. They typically stand about 5 feet tall at the shoulder, weigh around 400 pounds and have black or irridescent red skin. Their eyes glow an eerie green when struck by light at a certain angle, and their heads are elongated like a crocodile, their mouths full of sharp teeth. &lt;br /&gt;
Like most other land-based Tiberium-mutated life forms, their muscular and skeletal systems are much denser, making them much faster and stronger, easily able outrun a biped and dismember and/or disembowel their target often with a single swipe. They are generally avoided by human populations. &lt;br /&gt;
Their backs are covered with pure Tiberium crystals, which they launch at enemies and prey via high-pressure ducts in their snouts. Because these crystals are untainted by heavy metals and other minerals, they have the double effect of causing physical injury and accute Tiberium poisoning.&lt;br /&gt;
&lt;br /&gt;
'''Breath Weapon:''' The Tiberian Fied launches a shower of Tiberium crystals in a 60' cone, dealing 1d6 damage and 100 TREM (Reflex 19 half damage, no irradiation)&lt;br /&gt;
&lt;br /&gt;
=== Floater ===&lt;br /&gt;
&lt;br /&gt;
{{3.5e Creature&lt;br /&gt;
|creature=Floater&lt;br /&gt;
|size= Huge |type=[[Aberration (Augmented)]]&lt;br /&gt;
|hd=12d8+48 |hp=102&lt;br /&gt;
|init=+3 &lt;br /&gt;
|speed=40 ft. (8 squares), fly 80 ft. (average)&lt;br /&gt;
|ac=22 |acmod=-2 size, +3 Dex, +11 natural armor |touch=11 |flat=19&lt;br /&gt;
|bab=+9 |grapple=+25&lt;br /&gt;
|at=Tentacle +16 Melee (2d8+2/19-20)&lt;br /&gt;
|full_at=3 Tentacles +16/+11/+6 (2d8+2)&lt;br /&gt;
|space=15 ft. |reach=10 ft.&lt;br /&gt;
|sa=Ion Surge&lt;br /&gt;
|sq=Tiberium Mutant&lt;br /&gt;
|fort=+8 |ref=+9 |will=+11&lt;br /&gt;
|str=26 |dex=17 |con=18 |int=14 |wis=17 |cha=13&lt;br /&gt;
|skills=Listen +15, Spot +15, Move Silently +15, Hide +11&lt;br /&gt;
|feats=[[Flyby Attack]], [[Improved Initiative]], [[Lightning Reflexes]], [[Improved Critical]] (tentacle), [[Weapon Focus]] (tentacle)&lt;br /&gt;
|env=Primarily Red Zones, Tiberium-Algea infested waters&lt;br /&gt;
|org=Solitary&lt;br /&gt;
|cr=13&lt;br /&gt;
|treas=none&lt;br /&gt;
|align=Always [[Neutral]]&lt;br /&gt;
|adv=13-18 HD Huge; 19-36 HD Gargantuan&lt;br /&gt;
|la=&amp;amp;mdash;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Floaters are a species of strange, jellyfish-like creatures that began to grow more and more prevalent as time went on and as the first phase of the Firestorm Crisis was drawing to a close. Floaters float over the battlefield, releasing Tiberium gas to move them through the air. The gas is dangerous to infantry, potentially turning them into visceroid. To attack larger targets, they typically latch on the prey to both tear it apart with its tentacles and send vast quantities of electricity through the target.&lt;br /&gt;
'''Ion Surge:''' If at least two of a floater's tentacles strike a target, a surge of Ionic electricity deals 2d6 damage to the target (Reflex DC 19 half)&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Tiberium</id>
		<title>Tiberium</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Tiberium"/>
				<updated>2013-05-07T01:35:49Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Psionics are Different */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is Tiberium? =&lt;br /&gt;
&lt;br /&gt;
Tiberium is an ionic crystalline lattice, often taking the form of a crystal. It is incredibly dense and extremely dangerous. In early stages of Tiberium's evolution (1404-1413), the crystal grew from seemingly organic, plant-like pods. These pods release roots deep into the soil, leeching minerals and metals out of the soil and transforming them into the 118&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; element, Tiberium. The elemental Tiberium is then arranged into a crystalline structure which emits Tiberium radiation. &lt;br /&gt;
&lt;br /&gt;
Tiberium originally spread through the extensive root networks of the pods, creating vast fields of pods all connected to a massive root sytem. The radiation of the crystalline Tiberium also created a number Tiberium crystal that were not based in pods. In 1414, Tiberium had begun outputting so much radiation that the pods themselves were converted into Tiberium. From that point forward, crystalline Tiberium spread through direct converion of other minerals through the radiation. This increase in radiation led to a rapid spread of the deadly crystal and higher incidences of mutation, making it imperative that the growth be somehow checked.&lt;br /&gt;
&lt;br /&gt;
The growth rate of any given Tiberium subtype assumes an optimum environment. Growth rates are slower in less favorable territory. Tiberium favors hot and humid climates. Because of this, arctic regions and tundras are virtually devoid of the crystal.&lt;br /&gt;
&lt;br /&gt;
= Types of Tiberium =&lt;br /&gt;
&lt;br /&gt;
=== ''Tiberium arboreus'' (Pod Tiberium) ===&lt;br /&gt;
&lt;br /&gt;
[[File:200px-Tiber.jpg|frame|alt=Puzzle globe|''Tiberium arboreus'', the earliest form of Tiberium]]&lt;br /&gt;
&lt;br /&gt;
The simplest and earliest form of Tiberium, this began flourishing in 1404. This form features Tiberium crystals sprouting from a semi-organic pod. The crystals are formed from minerals leeched from the soil by roots extended deep into the earth. These minerals are then broken down into subatomic particles by the Tiberium radiation. The particles then coalesce into atoms of elemental Tiberium, which in turn organize into dull green Tiberium crystals. New pods are formed by sprouting from the root network, creating extensive fields of pods, all connected to the same root system. The Tiberium crystals nestled in the pod emit copious amounts of Tiberium radiation when they grow large enough. This radiation converts small amounts of the atmosphere into Tiberium crystals, resulting in gas with microscopic crystals.&lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
:''' Rate of Growth ''': 5 feet per week&lt;br /&gt;
:''' Radiation Output ''': 50 TREM/hour&lt;br /&gt;
:''' Hardness ''': 20&lt;br /&gt;
:''' HP ''': 50&lt;br /&gt;
:''' Optimum Heat/Humidity ''': 39&amp;amp;deg;F; 10% Humidity&lt;br /&gt;
:''' Age of &amp;quot;Maturity&amp;quot; ''': 10 years&lt;br /&gt;
&lt;br /&gt;
=== ''Tiberium riparius'' (Green Tiberium) ===&lt;br /&gt;
&lt;br /&gt;
[[File:453px-New Tiberium Growth.jpg|frame|alt=Puzzle globe|Green Tiberium is far more prolific than pod tiberium and far more radioactive]]&lt;br /&gt;
&lt;br /&gt;
As Pod Tiberium grows, the Tiberium crystals begin to emit enough radiation to convert solid materials directly into crystalline Tiberium, including the 'pod' in which the Tiberium originally grew. At this stage, the Tiberium crystals glow bright green and spread far more rapidly. This phenomenon leads many researchers to believe Pod Tiberium is akin to a seed, sustaining the Tiberium until it can asimilate solid matter on its own. As Tiberium reaches this stage of evolution and radiation output increases, incidences of biological mutation are far more common. In addition, the Tiberium spreads far more rapidly, by as much as a yard a day. In this stage, the Nod discovered a method by which one could transform amounts of Tiberium into usable metals, like iron or copper. This sparked an industrial revolution in Vasuda, as armies could now supply all of their soldiers with high quality weaponry. Interestingly, material created out of Tiberium are not reassimilated into elemental Tiberium, allowing inventors to place shards of Tiberium directly into weapons, creating the first Tiberium weapons.&lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
:''' Rate of Growth ''': 21 feet per week&lt;br /&gt;
:''' Radiation Output ''': 350 TREM/hour&lt;br /&gt;
:''' Hardness ''': 5&lt;br /&gt;
:''' HP ''': 10&lt;br /&gt;
:''' Optimum Heat/Humidity ''': 85&amp;amp;deg;F; 45% Humidity&lt;br /&gt;
:''' Age of &amp;quot;Maturity&amp;quot; ''': 6 years&lt;br /&gt;
&lt;br /&gt;
=== ''Tiberium venifera'' (Blue Tiberium) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Blue.jpg|frame|alt=Puzzle globe|Blue Tiberium is far more dense and far more explosive than previous forms]]&lt;br /&gt;
&lt;br /&gt;
Green Tiberium is constantly evolving, with the ionic matrix constantly becomes denser. In humid regions, this leads to the evolution of ''Tiberium venifera'', a denser and more radioactive form of crystal. This form of crystal spreads in the same way as Green Tiberium, though it spreads slower due to the density of the crystal. For an unknown reason, the crystals take on a blue tint and a bright blue glow. As this form is far more dense, it creates far more material for the same amount of effort, making it more valuable than Green Tiberium for industrial uses. However, the crystals output incredibly more tiberium, and if handled improperly, they can actually explode, showering the surrounding area with shards of Tiberium and large amounts of radiation.&lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
:''' Rate of Growth ''': 10 feet per week&lt;br /&gt;
:''' Radiation Output ''': 1,000 TREM/hour&lt;br /&gt;
:''' Hardness ''': 5&lt;br /&gt;
:''' HP ''': 5&lt;br /&gt;
:''' Optimum Heat/Humidity ''': 99&amp;amp;deg;F; 80% Humidity&lt;br /&gt;
:''' Age of &amp;quot;Maturity&amp;quot; ''': 7 years&lt;br /&gt;
&lt;br /&gt;
=== ''Tiberium cruentis'' (Red Tiberium) ===&lt;br /&gt;
&lt;br /&gt;
[[File:Redtiberum.jpg|frame|alt=Puzzle globe|Red Tiberium is incredibly rare and deadly]]&lt;br /&gt;
&lt;br /&gt;
Red Tiberium is the product of the evolution of Blue Tiberium in very humid regions of the equator. It is even denser than than Blue Tiberium and is very explosive, but is incredibly rare.&lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
:''' Rate of Growth ''': 1 foot per week&lt;br /&gt;
:''' Radiation Output ''': 2,000 TREM/hour&lt;br /&gt;
:''' Hardness ''': 3&lt;br /&gt;
:''' HP ''': 5&lt;br /&gt;
:''' Optimum Heat/Humidity ''': 107&amp;amp;deg;F; 100% Humidity&lt;br /&gt;
:''' Age of &amp;quot;Maturity&amp;quot; ''': 6 years&lt;br /&gt;
&lt;br /&gt;
=== ''Tiberium ionnus'' (Ionic Tiberium) ===&lt;br /&gt;
&lt;br /&gt;
Ionic Tiberium is the culmination of Tiberium evolution that has been observed on Vasuda. This form only evolves from ''Tiberium cruentis'' in the most humid areas of the planet. While it is so dense as to be impossible to be transformed and no longer emits radiation, Ionic Tiberium is virtually pure energy in a solid phase. A single mistake in handling the crystals could lead to a fatal explosion. Ionic Tiberium is most commonly used in Ion Cannons, where the energy merges into a CCMCD blast almost seemlessly, creating a devastating beam.&lt;br /&gt;
&lt;br /&gt;
==== Statistics ====&lt;br /&gt;
:''' Rate of Growth ''': N/A; if Ionic Tiberium grows at all, it is on such a slow scale as to be immeasurable.&lt;br /&gt;
:''' Radiation Output ''': 0 TREM/hour&lt;br /&gt;
:''' Hardness ''': 0&lt;br /&gt;
:''' HP ''': 1&lt;br /&gt;
&lt;br /&gt;
= Gameplay Information =&lt;br /&gt;
&lt;br /&gt;
=== Magic and Dieties ===&lt;br /&gt;
&lt;br /&gt;
Tiberium generates a permanent [[SRD:Antimagic Field|''antimagic field'']], though it is somewhat more powerful. The field has a 30' radius (except in the case of Pod Tiberium, in which the radius is 5'), and summoned creatures wink out of existence, with no save. Artifacts and dieties are also affected by the field. In fact, Tiberium supresses any contact with a god. No communication within any area affected by Tiberium radiation can ever contact a diety, and vice versa. Dieties have absolutely no power to affect Tiberium in any way, save for to order their followers to eliminate the crystal.&lt;br /&gt;
&lt;br /&gt;
=== Radiation ===&lt;br /&gt;
&lt;br /&gt;
All Tiberium constantly emits an amount of Tiberium radiation in a 30' radius around each crystal (except for ''Tiberium arboreus'', in which case the radius is 5' from the crystals). Radiation is measured in Tiberium Radiation Equivalent in Mammal, or TREM. Depending on the level of radiation exposure, a creature may be merely sickened or transformed into a mutant, unless they make a Fortitude save against a DC specified for the level of radiation the subject has recieved. If the save is successful, then the Constitution damage is halved, rounding down.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;d20&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|+'''Table: Tiberium Radiation Effects'''&lt;br /&gt;
|-&lt;br /&gt;
! TREM Exposure !! ALIGN=&amp;quot;CENTER&amp;quot; |  Fortitude DC !! ALIGN=&amp;quot;CENTER&amp;quot; |  Constitution Damage&lt;br /&gt;
|-&lt;br /&gt;
|500 TREM|| ALIGN=&amp;quot;CENTER&amp;quot; | 12|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d4-2 &lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|1,000 TREM|| ALIGN=&amp;quot;CENTER&amp;quot; | 18|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6-1&lt;br /&gt;
|-&lt;br /&gt;
|2,000 TREM|| ALIGN=&amp;quot;CENTER&amp;quot; | 24|| ALIGN=&amp;quot;CENTER&amp;quot; | 2d6&lt;br /&gt;
|- class=&amp;quot;even&amp;quot;&lt;br /&gt;
|3,000 TREM|| ALIGN=&amp;quot;CENTER&amp;quot; | 30|| ALIGN=&amp;quot;CENTER&amp;quot; | 1d6 + Mutation&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Radiation in a creature is cumulative. Tiberium radiation in a creature decreases at a rate of 5 TREM/hour. When a creature is mutated, it immediately gains the Tiberium Mutant Template appropriate to its type. Any Constitution damage is not immediately healed when a subject is mutated, and when a person's Constitution reaches 0, they die.&lt;br /&gt;
&lt;br /&gt;
Radiation causes flecks of Tiberium to grow in the subjects body. At first, the body's immune system recognizes the Tiberium as a foreign contaminant, and attempts to purge the microscopic crystals. This results in sickness and nausea, as the body purges the Tiberium. When Tiberium raditation builds up in large ammounts, the body 'gives up' trying to purge the invader and recognizes it as part of the body. The Tiberium then melds into the creature's body.&lt;br /&gt;
&lt;br /&gt;
=== Evolution ===&lt;br /&gt;
&lt;br /&gt;
Tiberium will only evolve to the next stage if the current form is in it's optimum territory and has reached its appropriate age, both of which are specified in the statistics. Once the Tiberium has met both requirements, it transforms over the course of a week, taking on the properties of the next evolutionary stage. Note that whenever a mass of crystals evolves, the climate of the surrounding area slowly becomes hotter and more humid, creating more area that is favorable for Tiberium evolution.&lt;br /&gt;
&lt;br /&gt;
=== ''Psionics are Different'' ===&lt;br /&gt;
&lt;br /&gt;
Do you, as a DM, use the ''Psionics Handbook''? If so, you may be familiar with the &amp;quot;Psionics are Different&amp;quot; rule, in which Psionics are treated as a system completely seperate from magic. Spell resistance does not effect powers, [[SRD:Dispel Magic| Dispel Magic]] is useless against powers and vice versa.&lt;br /&gt;
&lt;br /&gt;
If you use this rule (as I do), then you may apply the following changes to Tiberium:&lt;br /&gt;
&lt;br /&gt;
* Tiberium's Anti-magic effect does '''not''' apply to Psionics.&lt;br /&gt;
&lt;br /&gt;
* However, Psionics are hampered, as though by the [[SRD:Catapsi|Catapsi]] effect.&lt;br /&gt;
&lt;br /&gt;
* There are '''no''' Psionic counterparts to CCMCDs.&lt;br /&gt;
&lt;br /&gt;
* CCMCDs are 25% cheaper to create (in order to pacify spellcasting members of a party).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Tiberium_Mutant_(3.5e_Template)</id>
		<title>Tiberium Mutant (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Tiberium_Mutant_(3.5e_Template)"/>
				<updated>2013-05-06T03:02:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* Creating a Tiberium Mutant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:209px-Tiberianmutant.jpg‎|Tiberium Mutant|thumb|209px|right|alt=Example alt text|Tiberium Mutant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Tiberium Mutant =&lt;br /&gt;
&lt;br /&gt;
A Tiberium mutant is an organism that has been eposed to copious amount of Tiberium radiation, enough to cause fundamental changes to the creature's DNA structure. They are immune to Tiberium radiation, and are in fact healed by it. Mutants tend to be somewhat stronger than the average of their species and can run faster. However, depending on the era of play, the green tint of skin and flecks of Tiberium that grow over the body may hamper socialization with nonmutants.&lt;br /&gt;
&lt;br /&gt;
== Creating a Tiberium Mutant ==&lt;br /&gt;
&lt;br /&gt;
Only Humanoids can use this template when they become a Tiberium mutant (For other organisms, use the [[Tiberium Mutation Template|Tiberium Mutant Template (Non-PC)]]). A mutant is created after exposure to 3,000 REM of Tiberium Radiation. However, six months after they have become a mutant, there is a 75% chance the Tiberium inside their body will begin to grow uncontrollably, dealing 1 point of Constitution drain every two weeks as Tiberium begins to encroach on their internal organs. When they are reduced to one point of Constitution, they are rendered helpless, wracked with pain as shards of Tiberium pierce throughout the individual's body. When the Constitution reaches zero, the mutant is dead. Once Tiberium has begun to grow uncontrollably, it is nearly impossible to save the mutant, though rare medical procedures may be available, leaving the surviving mutant in debt to the doctor who performed the operation. An person who is born to mutated parents is automatically mutated, though there is no chance for Tiberium to begin growing uncontrollably in someone who was born a mutant. &lt;br /&gt;
&lt;br /&gt;
=== Special Qualities ===&lt;br /&gt;
&lt;br /&gt;
'''Tiberium-based Metabolism''': A Tiberium mutant is completely immune to Tiberium sickness caused by exposure to Tiberium radiation. In fact, they heal 1 point of damage for every 1,000 TREM absorbed. They also gain 5' to their base speed while exposed to radiation. A mutant may also eat food that contains small amounts of Tiberium.&lt;br /&gt;
&lt;br /&gt;
'''Magical Immunity''': A Tiberium mutant generates a low level ammount of Tiberium radiation, though not nearly enough to be measured on the TREM Scale. This amount of radiation is enough to defeat any magical spell targeted at the mutant, though spells that only affect the surface, such as ''Shout'' or ''Fireball'', still affect the mutant as normal. This immunity to magic also precludes a mutant from using magic, unless they use the [[Skills and Feats|Enduring Magic]] feat.&lt;br /&gt;
&lt;br /&gt;
'''Sonic Vulnerability''': A Tiberium mutant takes +50% damage from sonic attacks, such as ''Shout''.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
+1 Strength, +1 Dexterity, -2 Constitution&lt;br /&gt;
&lt;br /&gt;
Mutants are often stronger and more dexterous than the average member of their species, thanks to the infusion of the Tiberium radiation into their musculature and nervous system, though not by much. However, mutants are plagued by a variety of Tiberium-induced maladies, tumors and cancers, leaving much to be desired in their health.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
+2 Knowledge (Tiberium), since they have an innate understanding of Tiberium&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
&lt;br /&gt;
Generally, Tiberium mutants live in slums with other mutants. Some mutants live in the harsh Red zones, testing their skill and (more importantly) avoiding all nonmutants.&lt;br /&gt;
&lt;br /&gt;
=== Challenge Rating ===&lt;br /&gt;
&lt;br /&gt;
+0 (If you feel this is unfair, please tell me why)&lt;br /&gt;
&lt;br /&gt;
=== Alignment ===&lt;br /&gt;
&lt;br /&gt;
As base creature, though many mutants tend toward a nuetral outlook. They just want to live their lives.&lt;br /&gt;
&lt;br /&gt;
=== Advancement ===&lt;br /&gt;
&lt;br /&gt;
As base creature&lt;br /&gt;
&lt;br /&gt;
=== Level Adjustment ===&lt;br /&gt;
&lt;br /&gt;
+0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Tiberium_Mutation_(3.5e_Template)</id>
		<title>Tiberium Mutation (3.5e Template)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Tiberium_Mutation_(3.5e_Template)"/>
				<updated>2013-05-06T02:55:27Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;&amp;quot;Tiberium Mutant&amp;quot; is a template that can be acquired by nearly any corporeal creature (other than magical beasts) that has been exposed to too much Tiberium radiation, hereaft...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;Tiberium Mutant&amp;quot; is a template that can be acquired by nearly any corporeal creature (other than magical beasts) that has been exposed to too much Tiberium radiation, hereafter refered to as the base creature.&lt;br /&gt;
&lt;br /&gt;
Tiberium mutants are the result of Tiberium bonding with the creature on a molecular level. Once the body stops fighting the Tiberium infection, a mutant enjoys modest boosts to strength, hand-eye coordination, and often find themselves to be healed by further exposure to radiation. Unfortunately, a mutant's compromised immune system leaves them more vulnerable to disease, and many mutants die within months of their mutation.&lt;br /&gt;
&lt;br /&gt;
Tiberium Mutants are considered augmented humanoids/animals, and uses all of the base creatures characteristics save for the changes noted here.&lt;br /&gt;
&lt;br /&gt;
'''HD:''' A Tiberium mutant's hit dice remain the same&lt;br /&gt;
&lt;br /&gt;
'''Speed:''' Tiberium mutants gain 10' (2 squares) while exposed to Tiberium radiation, as energy infuses their musculature&lt;br /&gt;
&lt;br /&gt;
'''AC:''' +2 Natural Armor, as crystals infuse the creatures flesh. Increase if you desire a more powerful creature&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' Tiberium mutants deal +1d6 damage with their natural weapons, if any, as Tiberium hardens their claws and fangs&lt;br /&gt;
&lt;br /&gt;
'''Special Qualities:''' &lt;br /&gt;
&lt;br /&gt;
''Tiberium-based Metabolism:'' A Tiberium mutant is not only immune to the harmful effects of Tiberium exposure, but rather gain Fast Healing at a rate of +1 per 500 TREM/hour of exposure&lt;br /&gt;
&lt;br /&gt;
''Magic Immunity:'' All Tiberium mutants generate a small amount of Tiberium radiation. While not enough to risk mutating nearby creatures, this background radiation will defeat any spell that directly targets the mutant. Spells that attack an area still effect the mutant, though their natural environment may make this difficult. In addition, a mutant cannot use any magical spells, potions or scrolls.&lt;br /&gt;
&lt;br /&gt;
''Sonic Vulnerability:'' Mutants take +100% damage from sonic sources, such as ''Shout''&lt;br /&gt;
&lt;br /&gt;
'''Abilities:''' +2 Strength, +2 Dexterity, -5 Constitution&lt;br /&gt;
&lt;br /&gt;
'''Skills:''' +4 Knowledge (Tiberium)&lt;br /&gt;
&lt;br /&gt;
'''Environment:''' While a Tiberium Mutant can survive in any region the base creature can, they're more often found in Yellow or Red zones than in Tiberium-free Blue zones.&lt;br /&gt;
&lt;br /&gt;
'''Challenge Rating:''' +1 (+2 if in Tiberium Radiation)&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
Feel free to add to this template if you require a stronger challenge for your heroes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Prominent_Leaders_of_the_Forgotten</id>
		<title>Prominent Leaders of the Forgotten</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Prominent_Leaders_of_the_Forgotten"/>
				<updated>2013-05-06T01:35:00Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;== The Forgotten - Summary ==  The Forgotten is not so much a faction as a champion for the equality of mutants. This group has little concern for geopolitics, and could care ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Forgotten - Summary ==&lt;br /&gt;
&lt;br /&gt;
The Forgotten is not so much a faction as a champion for the equality of mutants. This group has little concern for geopolitics, and could care less about Tiberium (after all, Tiberium is what poisoned them). What does concern the mutants of the Forgotten is equal rights. They will not stand aside and watch as mutants are used as political ploys, then abandoned in the slums from whence they came.&lt;br /&gt;
&lt;br /&gt;
=== Kairn Werzel ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Dwarf'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Warrior'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Dictator'''&lt;br /&gt;
&lt;br /&gt;
While Kairn Werzel was not a member of the Forgotten, and no mutant would ever praise him, he had an important impact on the movement. During his despotic rule over Leningrad during the Isolation, many of the future founders of the Forgotten, including Saul of Leningrad, made names for themselves by actively fighting his dictatorship. Werzel may not have directly contributed to the movement, he helped those who would lead the Forgotten to make names for themselves, and garner respect for the mutant cause&lt;br /&gt;
&lt;br /&gt;
=== Saul of Leningrad ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Human'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Founder, Leader'''&lt;br /&gt;
&lt;br /&gt;
Saul of Leningrad founded the Forgotten in early 1415, as a group of vigillantes to maintain peace in mutant slums. Often, non-mutants would enter the slums and either steal valuables, vandalize buildings, or (rarely) kill mutants. He lead efforts to get reparations for the survivors of the Isolation, but the crippled Empire was unable to help them. In 1416, Saul lead the mutants to riot in Leningrad, believe only those who had suffered for the Capital deserved to live there. Unfortunately, the revolt failed, though from that point forward, the Forgotten was taken seriously.&lt;br /&gt;
&lt;br /&gt;
=== Mark Coolidge ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Half-elf'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Expert'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Tiberium Researcher'''&lt;br /&gt;
&lt;br /&gt;
After leaving the Empire in the aftermath of Emperor Lenin's disappearance, Mark Coolidge joined the Forgotten's fight for mutant rights. Using his Cambridge education and experience in Tiberium research, he developed a number of ballistic weapons to keep the Forgotten a viable force. He still continued his reasearch, and some theorize that he helped the Church decode its portion of the Tacitus. Many report Forgotten mutants picking theough the aftermath of many Firestorm Crisis skirmishes, likely to provide Coolidge with technology to research and adapt for the mutant cause&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
'''What about the Invasion? Who lived and died?'''&lt;br /&gt;
:This is something you will have to decide for yourself. It is not likely that many of the important characters could have survived the 20-odd years of alien domination, but you might decide that one of these people is important to your game. An entire adventure could be based on tracking down and saving one of leaders.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Important_Brothers_of_the_Nod</id>
		<title>Important Brothers of the Nod</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Important_Brothers_of_the_Nod"/>
				<updated>2013-05-06T01:32:25Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;== Brotherhood of Nod - Summary ==  While most consider this to be the most recent group to have emerged on Vasuda, the Brotherhood claims to have existed for millenia. This o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Brotherhood of Nod - Summary ==&lt;br /&gt;
&lt;br /&gt;
While most consider this to be the most recent group to have emerged on Vasuda, the Brotherhood claims to have existed for millenia. This orgnization is dedicated to providing a sense of belonging to those that society abandons. Furthermore, it also holds Tiberium as the key to &amp;quot;Ascension&amp;quot;, a vague prophecy of the enhancement of sentient beings.&lt;br /&gt;
&lt;br /&gt;
=== Kane of Sarajevo ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Human'''&lt;br /&gt;
&lt;br /&gt;
'''Class: N/A'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Founder, Prophet'''&lt;br /&gt;
&lt;br /&gt;
While the Prophet Kane of Sarajevo is believed to have died long before the emergence of Tiberium, many consider him to be the catalyst of the destruction in the Knights' Templar - Nod Wars. His prophecies are the touching stone of the Brotherhood, and center around creating a society that excludes no one. However, since the Church of Saint Cuthbert regularly exiled heretics who violated the Church laws, the Nod has many members whom the Church will not deal with. Perhaps the most significant of Kane's prophecies is that of Tiberium; that if it were allowed to spread, the Ascension of mankind would be at hand. This prophecy lead to virtually all of the conflicts between the Templar and the Brotherhood.&lt;br /&gt;
&lt;br /&gt;
=== Anton Slavic ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Dwarf'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Military Commander'''&lt;br /&gt;
&lt;br /&gt;
Anton Slavic was the highest commander of the Nod's military, and a member of the Inner Circle, the Nod's leaders. While he isn't quite as convinced of Kane's prophecies regarding Tiberium, he does hold providing the lost with shelter as the highest goal; he himself was a driven out of his village after being falsely accused of murder. Slavic's guerilla tactics is credited with providing the Brotherhood with important victories, and allowing it to survive despite the Templar's overwhelming force. After the Ion Strike of the Liquid Tiberium in 1435, Slavic went into hiding, like the rest of the Inner Circle. Most believe he returned to Czechoslovakia, his homeland.&lt;br /&gt;
&lt;br /&gt;
=== Allessa Costello ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Female'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Gnome'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Expert'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Researcher'''&lt;br /&gt;
&lt;br /&gt;
The Brotherhood does not discriminate against anyone who has been placed into a lower place in society, and many women can be found in its higher echelons. Abbott Allessa Costello, a member of the Inner Circle, played an important role in decoding the Nod's fragment of the Tacitus, and provided the Brotherhood with a number of critical technological innovtions, from Pitals to combustion engines. As the Nod was fleeing during the Second Knights' Templar - Nod War, she disappeared during the Templar's attack on the convoy carrying what was though to be the entire Inner Circle. If she had known of Kane's Final Prophecy, she may have been able to wrn the Brotherhood of the calamity that would follow the Ion Strike on the supply of Liquid Tiberium.&lt;br /&gt;
&lt;br /&gt;
=== Eric Marcion ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Half-Orc'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Cleric'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Proselytizer'''&lt;br /&gt;
&lt;br /&gt;
Brother Eric Marcion was responsible for stirring up the members of the Nod so that they would be willing to die for their cause. He is credited with having given the Brotherhood its psuedo-religious trappings, so that members would feel a part of something larger than themselves. Despite his brutish features, Brother Marcion was able to convert hundreds of people from all walks of life to sacrifice luxuries, necessities and even their lives in the name of Kane. As a member of the Inner Circle, he was the always the first to uphold the teachings of the Prophet Kane in all of the Nod's actions&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
'''What about the Invasion? Who lived and died?'''&lt;br /&gt;
:This is something you will have to decide for yourself. It is not likely that many of the important characters could have survived the 20-odd years of alien domination, but you might decide that one of these people is important to your game. An entire adventure could be based on tracking down and saving one of leaders.&lt;br /&gt;
&lt;br /&gt;
'''Was Kane insane?'''&lt;br /&gt;
:At first glance, probably. However, while he brought to Scrin to Vasuda, they have been defeated, and those who remain now have the Scrin's technology. Perhaps this is what he meant by Ascension.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Significant_Citizens_of_the_Empire</id>
		<title>Significant Citizens of the Empire</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Significant_Citizens_of_the_Empire"/>
				<updated>2013-05-06T01:30:13Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: Created page with &amp;quot;== Empire of Lenin - Summary ==  The first and only civilization on Vasuda to be founded an the principles of peace, the Empire has risen to power through a superior economic ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Empire of Lenin - Summary ==&lt;br /&gt;
&lt;br /&gt;
The first and only civilization on Vasuda to be founded an the principles of peace, the Empire has risen to power through a superior economic model, not war. The Empire only maintains a small security force for guarding caravans, and much of its funds are used to provide education and a good standard of living for it's citizens.&lt;br /&gt;
&lt;br /&gt;
=== Lenin Trotsky ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Human'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Aristocrat'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Founder, Emperor'''&lt;br /&gt;
&lt;br /&gt;
Acknowledged by everyone as the most intelligent person on Vasuda, Emperor Lenin Trotsky was born in a small village in what was later called the Imperial Isthmus. By fifteen, Trotsky had already assumed control of the village and had created an incredibly successful series of trading caravans. With the accumulated wealth, Emperor Lenin began the construction of Leningrad (the capital's name was chosen by the people of the village, the Emperor was not very narcissistic) and Cambridge University, as centers of art and knowledge. He sponsored a number of individuals who wanted to conduct research in &amp;quot;mundane&amp;quot; (non-magical) fields. The time during which Emperor Lenin directed the Empire is considered its golden age.&lt;br /&gt;
&lt;br /&gt;
Sadly, he disappeared shortly after the Leningrad riots in 1416, where a secretly organized militia fought against the Forgotten rioters, but also caused severe collateral damage. In his last message to the people of the Empire, he explained that he made his edicts against violence and weaponry for a reason, and that the Empire's integrity mattered more than any territory it held. Lenin Trotsky was never heard from again, and the Empire fell into decline, never to recapture its glory days.&lt;br /&gt;
&lt;br /&gt;
=== Crow Theodore Robot ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Human'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Fighter'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Formed Leningrad Militia'''&lt;br /&gt;
&lt;br /&gt;
Former Knight Crow T. Robot feared that in the mid-1416's, mutants would attempt to overthrow the Empire's control of it's most important city, Leningrad. He began to arm the citizens in Leningrad, although secretly, since forming a militia was against the Emperor's Edicts. Crow was correct, and the mutants did attempt to capture Leningrad. Many experts agree that if Robot had not organized the militia, the city would most likely have been lost. However, Emperor Lenin disappeared, and Robot was held responsible. After being exiled from the Empire, most believe he rejoined the Knights. Vague records suggest he might have been on the expedition to retrieve the Tacitus from Madagai.&lt;br /&gt;
&lt;br /&gt;
=== Mark Coolidge ===&lt;br /&gt;
&lt;br /&gt;
'''Gender: Male'''&lt;br /&gt;
&lt;br /&gt;
'''Species: Half-elf'''&lt;br /&gt;
&lt;br /&gt;
'''Class: Expert'''&lt;br /&gt;
&lt;br /&gt;
'''Role: Tiberium Resercher'''&lt;br /&gt;
&lt;br /&gt;
Mark Coolidge graduated from Cambridge Univeristy in 1408, and began studying Tiberium. He made important discoveries about the nature of Tiberium, including the prediction that Tiberium would render the planet uninhaitable by 1422. This dire prediction motivated the Templar and the Nod to cooperate in retrieving the second half of the Tacitus. Coolidge eventually left the Empire to help the Forgotten in their struggle for a place in the world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DM's Note ==&lt;br /&gt;
&lt;br /&gt;
'''What about the Invasion? Who lived and died?'''&lt;br /&gt;
:This is something you will have to decide for yourself. It is not likely that many of the important characters could have survived the 20-odd years of alien domination, but you might decide that one of these people is important to your game. An entire adventure could be based on tracking down and saving one of leaders.&lt;br /&gt;
&lt;br /&gt;
'''What happened Lenin Trotsky?'''&lt;br /&gt;
:Again, this is left intentionally vague, so that you might design your own adventure around finding the most intelligent man on Vasuda. Perhaps he went into the wilderness, or left to another plane, so that he might avoid those too stupid to help themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[Tiberium Rising (3.5e Campaign Setting)| Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
{{Back to DnD Campaign Settings|category=Tiberium Rising}}[[Category:User]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Music_Appreciation_Society_(TNW)</id>
		<title>Music Appreciation Society (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Music_Appreciation_Society_(TNW)"/>
				<updated>2013-03-21T18:52:15Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Music Appreciation Society, also known as The Society or MApS, was formed in Vancouver, Canada. They are deicated to stopping slavery, and strive to create a world where everyone will have a right to education, food and safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Society saw it's beginnings in 2153, when Community Vault 760 opened to the world. This Vault's particular experiment was to preserve the greatest music in history. However the Vault's &amp;quot;Community&amp;quot; directive prevented it from reserving space for musicians, whom Vault-Tec sent to Vault 92. When the survivors emerged into the post-apocalyptic ruins of Vancouver, British Columbia. While Vancouver hadn't been touched by the nuclear war, 76 years without anyone to care for the city had left it in terrible condition. The people of Vault 760-C took it upon themselves to rebuild Vancouver. Those who had been born and raised in the Vault had come to hold a revernetial attitude towards music, and made it their primary goal to find and preserve any music they could find.&lt;br /&gt;
&lt;br /&gt;
For over a century year, the people of Vault 760-C ran Vancouver as a nuetral city, unconcerned with political issues raging in the world around them. Inside Vancouver, one could find lodging, food and all manner of weapons for surviving in the wastes. The people of Vancouver still combed the wastes for music, often holding it as more valuable than any amount of money. However, slavery was never tolerated inside the town. Indeed, any slavers who entered the town would be imprisoned, and their slaves would be freed. Many who escaped from bondage often made their way to Vancouver, the only place that would guarantee their freedom. Eventually, Vancouver became the wealthier than any of the nearby tribes.&lt;br /&gt;
&lt;br /&gt;
In 2160, the people of Vancouver saw the wretched state of the wasteland, and decided something must be done. After what later became known as &amp;quot;The Great Debate&amp;quot;, the they agreed to a series of principles that wouldn't be compromised. They then founded the '''M'''usic '''Ap'''preciation '''S'''ociety ('''MApS'''), an organization dedicated to civilizing the world. A council of experts in various fields, from military strategy to production to technology, was created to run the MApS. In the course of 20 years, the Society, as it is most commonly refered to as, has eliminated dozens of bands of raiders, slavers and others who would stand in the way of civilization, and has assimilated those who agree with the Society's goals.&lt;br /&gt;
&lt;br /&gt;
Now, in 2282, the Society is preparing to move south, where rumor holds that a new republic of California has been founded . . .&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
The result of the Great Debate, the Treaty of Vancouver governs the Society's actions in almost all cases. Any and all who wish to be a part of the MApS  are required to review and agree to the Treaty's principles, even if they were born into the Society. The MApS wants all of its members to be truly dedicated to the Society, not because they were born to it, but because they agreed to join it. Here are the higlights:&lt;br /&gt;
&lt;br /&gt;
* A military may be maintained, though war is only waged after mutual agreement by the entire Council.&lt;br /&gt;
* Slavery and the disenfranchisement of anyone within its borders will not be tolerated.&lt;br /&gt;
* Members of the Society are exempt from certain taxes, and are guaranteed medical care, housing and education.&lt;br /&gt;
* The Society will maintain a radio broadcast throughout all of its territory, to provide music, information and warnings to its citizens&lt;br /&gt;
* The Society is ''not'' a democracy. The Council handles all important decisions in accordance with the Treaty of Vancouver's principles.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
The Society has scavenged technology from the wastes that surrounding it, and has attempted to replicate the technology it has found, with limited success. Gun and ammunition manufacturing has been a priority, providing the army of the Society with a decent and reliable supply of ammunition. The creation of new technology has not been well funded, since education and other programs take a considerable portion of the MApS' funds. Thus, the army of the society is conventionally aremd, but well taken care of.&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
While the Society has yet to contact any of the other major tribes, here is a relatively good prediction of how it will relate to others:&lt;br /&gt;
&lt;br /&gt;
* '''New California Republic''': In most cases, the goals of the MApS and the NCR coincide, though the Society is more committed to social policies, such as healthcare and education. While they will likely be allies, the Society will certainly push the NCR to change its social policies.&lt;br /&gt;
* '''Caesar's Legion''': There is no way the Legion and the Society will ever get along; they are simply to different. The Legion is a slaving nation, which the MApS will not stand for; in the eyes of the Legion, the Society coddles the weak. If the Society were to go to war with the Legion on its own, the war would be bloody and long, though the Society would have little chance for success. However, if it were to be aided by the New Californi Republic, Caesar's Legion would be in jeopardy&lt;br /&gt;
* '''European Union''': The MApS and the EU would most likely become fast allies, since both organizations believe in helping those who can't help themselves. However,the society would most likely object to the EU's member states largely autonomous nature&lt;br /&gt;
* '''People's Republic of Asia''': The Society and the Republic both believe the same things, and neither would likely have an issue with the other. However, if the MApS were to become closely allied with the PRA, this would most likely cause friction with the NCR and EU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Glossary_(TNW)</id>
		<title>Glossary (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Glossary_(TNW)"/>
				<updated>2013-03-21T18:36:29Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Languages evolve and adapt to fit their environment, and the Nuclear Wasteland is no exception. What follows is a list of slang and invented terms that have come into use by many Wastelanders.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Word&lt;br /&gt;
! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Waster&lt;br /&gt;
| A survivor in the nuclear wastelands, often used to imply low education or intelligence&lt;br /&gt;
|-&lt;br /&gt;
| Wastes&lt;br /&gt;
| The Nuclear Wasteland. May also refer to particularly desolate areas&lt;br /&gt;
|-&lt;br /&gt;
| MApS&lt;br /&gt;
| Abbreviation for &amp;quot;Music Appreciation Society&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Rads&lt;br /&gt;
| Slang term for &amp;quot;Radiation Equivalent in Mammals&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| REM&lt;br /&gt;
| Abbreviation of &amp;quot;Radiation Equivalent in Mammals&amp;quot;, a system of measurement for radiation exposure&lt;br /&gt;
|-&lt;br /&gt;
| Slaver&lt;br /&gt;
| An individual who enslaves other individuals&lt;br /&gt;
|-&lt;br /&gt;
| NCR&lt;br /&gt;
| Abbreviation for &amp;quot;New California Republic&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Tribe&lt;br /&gt;
| A collection of individuals, cooperating towards a similar goal. This is any type of organized society, and includes both small and large groups&lt;br /&gt;
|-&lt;br /&gt;
| Raider&lt;br /&gt;
| Individuals who attack anyone, for no reason other that to cause misery. While they tend to work in groups, raiders are not classified as tribes&lt;br /&gt;
|-&lt;br /&gt;
| Pre-war&lt;br /&gt;
| Anything with its origins prior to the nuclear war. Pre-war technology is often incredibly valuable and rare&lt;br /&gt;
|-&lt;br /&gt;
| Caps&lt;br /&gt;
| Nuka-Cola bottle caps, the most common currency of the wasteland. These are used over paper money due to their rarity and difficulty to reproduce&lt;br /&gt;
|-&lt;br /&gt;
| MApS NeARa&lt;br /&gt;
| Abreviation for &amp;quot;Music Appreciation Society News and Radio&amp;quot;, a radio station broadcasted throughout Society territory to disseminate news and music&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)</id>
		<title>About the Nuclear Wasteland (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)"/>
				<updated>2013-03-21T18:30:20Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: /* The GM's Note */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
;''Quote from the'' Fallout 3 Manual&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''Nuclear war. The very words conjure images of mushroom clouds, gas masks, and bewildered children ducking and covering under their school desks. But it's the aftermath of such a conflict that truly coptures our imaginations, in large part because there's no real-world equivalent we can relate to. Mankind may have witnessed the horror of the atomic bomb, but thankfully we've somehow succeeded in not blowing up the entire planet. At least, not yet.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''The Nuclear Wasteland presents a much grimmer reality. Imagine if, after World War II, the timeline had split. Our world forked into one branch, the Nuclear Wasteland universe the other. In that other branch, technology progressed at a much more impressive rate, while American society remained locked in the cultural norms of the 1950's. It was on idyllic &amp;quot;world of tomorrow,&amp;quot; filled with servant robots, beehive hairdos, and fusion-powered cars. And then in the year 2077, at the climax of a long running war with China, it all went to hell in a globe-shattering nuclear war.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a custom made campaign, created by me, [[User:Yossarian|Yossarian]]. It incorporates features from the ''Fallout'' Series, created for D20 Modern. However, this campaign incorporates the entire world, not only the (relatively) small areas used in ''Fallout''.&lt;br /&gt;
&lt;br /&gt;
== A note about the campaign ==&lt;br /&gt;
&lt;br /&gt;
This campaign is best for players who want to live in a post-nuclear-apocalyptic world. Technology, while not quite space-age, is decidedly more advanced than what one would find in a modern world. The global aspects of the campaign give the players a chance to go around the world, visiting unfamiliar lands and new factions. Survival isn't easy, and ammunition is scarce (if the GM decides so, of course).&lt;br /&gt;
&lt;br /&gt;
I encourage you to modify this campaign setting for your own use, but refrain from editting the wiki pages, so that others may have access to the original content. Feel free to share your ideas for technology, alternate organizations or anything else [[Talk:About the Nuclear Wasteland (TNW)|here, in the discussion of this page]].&lt;br /&gt;
&lt;br /&gt;
Have Fun!!!&lt;br /&gt;
&lt;br /&gt;
== The GM's Note ==&lt;br /&gt;
&lt;br /&gt;
Throughout this Setting, I have placed 'GM's Notes.' These are my notes to the Game Master, explaining the reasons I have changed certain things, or giving ideas on how the world could be modified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/Music_Appreciation_Society_(TNW)</id>
		<title>Music Appreciation Society (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/Music_Appreciation_Society_(TNW)"/>
				<updated>2013-03-21T18:29:52Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Music Appreciation Society, also known as The Society or MApS, was formed in Vancouver, Canada. They are deicated to stopping slavery, and strive to create a world where everyone will have a right to education, food and safety.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Society saw it's beginnings in 2153, when Community Vault 760 opened to the world. This Vault's particular experiment was to preserve the greatest music in history. However the Vault's &amp;quot;Community&amp;quot; directive prevented it from reserving space for musicians, whom Vault-Tec sent to Vault 92. When the survivors emerged into the post-apocalyptic ruins of Vancouver, British Columbia. While Vancouver hadn't been touched by the nuclear war, 76 years without anyone to care for the city had left it in terrible condition. The people of Vault 760-C took it upon themselves to rebuild Vancouver. Those who had been born and raised in the Vault had come to hold a revernetial attitude towards music, and made it their primary goal to find and preserve any music they could find.&lt;br /&gt;
&lt;br /&gt;
For over a century year, the people of Vault 760-C ran Vancouver as a nuetral city, unconcerned with political issues raging in the world around them. Inside Vancouver, one could find lodging, food and all manner of weapons for surviving in the wastes. The people of Vancouver still combed the wastes for music, often holding it as more valuable than any amount of money. However, slavery was never tolerated inside the town. Indeed, any slavers who entered the town would be imprisoned, and their slaves would be freed. Many who escaped from bondage often made their way to Vancouver, the only place that would guarantee their freedom. Eventually, Vancouver became the wealthier than any of the nearby tribes.&lt;br /&gt;
&lt;br /&gt;
In 2160, the people of Vancouver saw the wretched state of the wasteland, and decided something must be done. After what later became known as &amp;quot;The Great Debate&amp;quot;, the they agreed to a series of principles that wouldn't be compromised. They then founded the '''M'''usic '''Ap'''preciation '''S'''ociety ('''MApS'''), an organization dedicated to civilizing the world. A council of experts in various fields, from military strategy to production to technology, was created to run the MApS. In the course of 20 years, the Society, as it is most commonly refered to as, has eliminated dozens of bands of raiders, slavers and others who would stand in the way of civilization, and has assimilated those who agree with the Society's goals.&lt;br /&gt;
&lt;br /&gt;
Now, in 2282, the Society is preparing to move south, where rumor holds that a new republic of California has been founded . . .&lt;br /&gt;
&lt;br /&gt;
== Principles ==&lt;br /&gt;
&lt;br /&gt;
The result of the Great Debate, the Treaty of Vancouver governs the Society's actions in almost all cases. Any and all who wish to be a part of the MApS  are required to review and agree to the Treaty's principles, even if they were born into the Society. The MApS wants all of its members to be truly dedicated to the Society, not because they were born to it, but because they agreed to join it. Here are the higlights:&lt;br /&gt;
&lt;br /&gt;
* A military may be maintained, though war is only waged after mutual agreement by the entire Council.&lt;br /&gt;
* Slavery and the disenfranchisement of anyone within its borders will not be tolerated.&lt;br /&gt;
* Members of the Society are exempt from certain taxes, and are guaranteed medical care, housing and education.&lt;br /&gt;
* The Society will maintain a radio broadcast throughout all of its territory, to provide music, information and warnings to its citizens&lt;br /&gt;
* The Society is ''not'' a democracy. The Council handles all important decisions in accordance with the Treaty of Vancouver's principles.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
The Society has scavenged technology from the wastes that surrounding it, and has attempted to replicate the technology it has found, with limited success. Gun and ammunition manufacturing has been a priority, providing the army of the Society with a decent and reliable supply of ammunition. The creation of new technology has not been well funded, since education and other programs take a considerable portion of the MApS' funds. Thus, the army of the society is conventionally aremd, but well taken care of.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland (D20 Modern Campaign Setting)|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/The_Nuclear_Wasteland_(D20_Modern_Campaign_Setting)</id>
		<title>The Nuclear Wasteland (D20 Modern Campaign Setting)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/The_Nuclear_Wasteland_(D20_Modern_Campaign_Setting)"/>
				<updated>2013-03-21T18:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Campaign Setting Rating|5}}&lt;br /&gt;
= The Nuclear Wasteland =&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;big&amp;gt;&amp;lt;big&amp;gt;The World of Terra&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''In the year 2077, the Resource War between China and the U.S. reached a tipping point. Nuclear missiles were launched, and in less than two hours, the world was devastated. Over 200 years later, the world is rebuilding. The Music Appreciation Society, an organization founded on preserving music, has begun a campaign to help the world. Caesar's Legion, a slaving nation which has already conquered 84 tribes, is gearing to expand to the west. The New California Republic's scouts tell tales of New Vegas, a city untouched by the nuclear holocaust. The European Union, a coalition of governments cooperating to create a stronger economy, has begun exploring the land around it. The People's Republic of Asia, an organization working to rebuild a central government, strives to take back the Wastes. None of these tribes have met each other yet, but the time is nearing . . .''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
{| class=&amp;quot;column&amp;quot; style=&amp;quot;width: 100%;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;Player Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Races (TNW)|Races]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The sentient offspring of nuclear radiation&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Classes (TNW)|Classes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The people who survive&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Gear and Equipment (TNW)|Gear and Equipment]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Scavenged tech that will keep you alive.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Skills and Feats (TNW)|Skills and Feats]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The skills to survive&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 33%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;big&amp;gt;World Reference&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
;[[Geography of Terra(TNW)|Geography of Terra]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;A changed land&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Organizations of Terra&lt;br /&gt;
* [[Music Appreciation Society (TNW)|The Music Appreciation Society]]&lt;br /&gt;
* [[New California Republic (TNW)|The New California Republic]]&lt;br /&gt;
* [[Caesar's Legion (TNW)|Caesar's Legion]]&lt;br /&gt;
* [[European Union (TNW)|The European Union]]&lt;br /&gt;
* [[People's Republic of Asia(TNW)|The People's Republic of Asia]]&lt;br /&gt;
* [[Miscellaneous Tribes (TNW)|Miscellaneous Tribes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Radiation (TNW)|Radiation]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;What you'll need to know&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[Glossary (TNW)|Glossary]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The lingo of the Wasteland&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 34%;&amp;quot; |&lt;br /&gt;
'''&amp;lt;BIG&amp;gt;GM Info&amp;lt;/BIG&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;[[About the Nuclear Wasteland (TNW)|About the Nuclear Wasteland]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;What the setting is all about and how it ought to be used.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Monsters and Threats&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Mutants and other threats.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[Mutated Animals (TNW)|Mutated Animals]]&lt;br /&gt;
* [[Sentient Threats (TNW)|Sentient Threats]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;[[Adventure Hooks (TNW)|Adventuring in the Wastes]]&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;Make your mark in the Wasteland.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;NPCs, Minions, and Notables&lt;br /&gt;
:&amp;lt;div style=&amp;quot;font-size: smaller;&amp;quot;&amp;gt;The people your players may see, talk to, or kill.&amp;lt;/div&amp;gt;&lt;br /&gt;
* [[MApS People (TNW)|The People of the Society]]&lt;br /&gt;
* [[NCR People (TNW)|The Citizens of the Republic]]&lt;br /&gt;
* [[Legion People (TNW)|The Members of the Legion]]&lt;br /&gt;
* [[EU People (TNW)|The Citizens of the EU]]&lt;br /&gt;
* [[PRA People (TNW)|The People of Asia]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;messagebox protected&amp;quot; style=&amp;quot;border:2px solid #99B; padding:0px; font-size:0.9em; width: 100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;&amp;lt;h2&amp;gt;Legal Disclaimer&amp;lt;/h2&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;center&amp;gt;This is '''not''' affiliated with the owner(s) of any copyright material presented on this page.  Copyrights and trademarks for any books, films, and other promotional materials are held by their respective owners and their use is allowed under the [http://en.wikipedia.org/wiki/Fair_use fair use] clause of the [http://en.wikipedia.org/wiki/Copyright Copyright Law].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)</id>
		<title>About the Nuclear Wasteland (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)"/>
				<updated>2013-03-21T18:09:30Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
;''Quote from the'' Fallout 3 Manual&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''Nuclear war. The very words conjure images of mushroom clouds, gas masks, and bewildered children ducking and covering under their school desks. But it's the aftermath of such a conflict that truly coptures our imaginations, in large part because there's no real-world equivalent we can relate to. Mankind may have witnessed the horror of the atomic bomb, but thankfully we've somehow succeeded in not blowing up the entire planet. At least, not yet.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''The Nuclear Wasteland presents a much grimmer reality. Imagine if, after World War II, the timeline had split. Our world forked into one branch, the Nuclear Wasteland universe the other. In that other branch, technology progressed at a much more impressive rate, while American society remained locked in the cultural norms of the 1950's. It was on idyllic &amp;quot;world of tomorrow,&amp;quot; filled with servant robots, beehive hairdos, and fusion-powered cars. And then in the year 2077, at the climax of a long running war with China, it all went to hell in a globe-shattering nuclear war.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a custom made campaign, created by me, [[User:Yossarian|Yossarian]]. It incorporates features from the ''Fallout'' Series, created for D20 Modern. However, this campaign incorporates the entire world, not only the (relatively) small areas used in ''Fallout''.&lt;br /&gt;
&lt;br /&gt;
== A note about the campaign ==&lt;br /&gt;
&lt;br /&gt;
This campaign is best for players who want to live in a post-nuclear-apocalyptic world. Technology, while not quite space-age, is decidedly more advanced than what one would find in a modern world. The global aspects of the campaign give the players a chance to go around the world, visiting unfamiliar lands and new factions. Survival isn't easy, and ammunition is scarce (if the GM decides so, of course).&lt;br /&gt;
&lt;br /&gt;
I encourage you to modify this campaign setting for your own use, but refrain from editting the wiki pages, so that others may have access to the original content. Feel free to share your ideas for technology, alternate organizations or anything else [[Talk:About the Nuclear Wasteland (TNW)|here, in the discussion of this page]].&lt;br /&gt;
&lt;br /&gt;
Have Fun!!!&lt;br /&gt;
&lt;br /&gt;
== The GM's Note ==&lt;br /&gt;
&lt;br /&gt;
Throughout this Setting, I have placed 'GM's Notes.' These are my notes to the Game Master, explaining the reasons I have changed certain things, or giving ideas on how the world could be modified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)</id>
		<title>About the Nuclear Wasteland (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)"/>
				<updated>2013-03-21T18:08:56Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
;''Quote from the'' Fallout 3 Manual&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''Nuclear war. The very words conjure images of mushroom clouds, gas masks, and bewildered children ducking and covering under their school desks. But it's the aftermath of such a conflict that truly coptures our imaginations, in large part because there's no real-world equivalent we can relate to. Mankind may have witnessed the horror of the atomic bomb, but thankfully we've somehow succeeded in not blowing up the entire planet. At least, not yet.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''The Nuclear Wasteland presents a much grimmer reality. Imagine if, after World War II, the timeline had split. Our world forked into one branch, the Nuclear Wasteland universe the other. In that other branch, technology progressed at amuch more impressive rate, while American society remained locked in the cultural norms of the 1950's. It was on idyllic &amp;quot;world of tomorrow,&amp;quot; filled with servant robots, beehive hairdos, and fusion-powered cars. And then in the year 2077, at the climax of a long running war with China, it all went to hell in a globe-shattering nuclear war.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a custom made campaign, created by me, [[User:Yossarian|Yossarian]]. It incorporates features from the ''Fallout'' Series, created for D20 Modern. However, this campaign incorporates the entire world, not only the (relatively) small areas used in ''Fallout''.&lt;br /&gt;
&lt;br /&gt;
== A note about the campaign ==&lt;br /&gt;
&lt;br /&gt;
This campaign is best for players who want to live in a post-nuclear-apocalyptic world. Technology, while not quite space-age, is decidedly more advanced than what one would find in a modern world. The global aspects of the campaign give the players a chance to go around the world, visiting unfamiliar lands and new factions. Survival isn't easy, and ammunition is scarce (if the GM decides so, of course).&lt;br /&gt;
&lt;br /&gt;
I encourage you to modify this campaign setting for your own use, but refrain from editting the wiki pages, so that others may have access to the original content. Feel free to share your ideas for technology, alternate organizations or anything else [[Talk:About the Nuclear Wasteland (TNW)|here, in the discussion of this page]].&lt;br /&gt;
&lt;br /&gt;
Have Fun!!!&lt;br /&gt;
&lt;br /&gt;
== The GM's Note ==&lt;br /&gt;
&lt;br /&gt;
Throughout this Setting, I have placed 'GM's Notes.' These are my notes to the Game Master, explaining the reasons I have changed certain things, or giving ideas on how the world could be modified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Back to [[Main Page]] &amp;amp;rarr; [[D20 Modern]] &amp;amp;rarr; [[D20 Modern Campaign Settings|Campaign Settings]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Setting]]&lt;br /&gt;
[[Category:Supplement]]&lt;br /&gt;
[[Category:D20M]]&lt;br /&gt;
[[Category:User]]&lt;br /&gt;
[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

	<entry>
		<id>http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)</id>
		<title>About the Nuclear Wasteland (TNW)</title>
		<link rel="alternate" type="text/html" href="http://www.dandwiki.com/wiki/About_the_Nuclear_Wasteland_(TNW)"/>
				<updated>2013-03-21T18:05:31Z</updated>
		
		<summary type="html">&lt;p&gt;Yossarian: &lt;/p&gt;
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;''Quote from the'' Fallout 3 Manual&lt;br /&gt;
&amp;lt;blockquote&amp;gt; ''Nuclear war. The very words conjure images of mushroom clouds, gas masks, and bewildered children ducking and covering under their school desks. But it's the aftermath of such a conflict that truly coptures our imaginations, in large part because there's no real-world equivalent we can relate to. Mankind may have witnessed the horror of the atomic bomb, but thankfully we've somehow succeeded in not blowing up the entire planet. At least, not yet.''&lt;br /&gt;
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''The Nuclear Wasteland presents a much grimmer reality. Imagine if, after World War II, the timeline had split. Our world forked into one branch, the Nuclear Wasteland universe the other. In that other branch, technology progressed at amuch more impressive rate, while American society remained locked in the cultural norms of the 1950's. It was on idyllic &amp;quot;world of tomorrow,&amp;quot; filled with servant robots, beehive hairdos, and fusion-powered cars. And then in the year 2077, at the climax of a long running war with China, it all went to hell in a globe-shattering nuclear war.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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This is a custom made campaign, created by me, [[User:Yossarian|Yossarian]]. It incorporates features from the ''Fallout'' Series, created for D20 Modern. However, this campaign incorporates the entire world, not only the (relatively) small areas used in ''Fallout''.&lt;br /&gt;
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== A note about the campaign ==&lt;br /&gt;
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This campaign is best for players who want to live in a post-nuclear-apocalyptic world. Technology, while not quite space-age, is decidedly more advanced than what one would find in a modern world. The global aspects of the campaign give the players a chance to go around the world, visiting unfamiliar lands and new factions. Survival isn't easy, and ammunition is scarce (if the GM decides so, of course).&lt;br /&gt;
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I encourage you to modify this campaign setting for your own use, but refrain from editting the wiki pages, so that others may have access to the original content. Feel free to share your ideas for technology, alternate organizations or anything else [[Talk:About the Nuclear Wasteland (TNW)|here, in the discussion of this page]].&lt;br /&gt;
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Have Fun!!!&lt;br /&gt;
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== The GM's Note ==&lt;br /&gt;
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Throughout this Setting, I have placed 'GM's Notes.' These are my notes to the Game Master, explaining the reasons I have changed certain things, or giving ideas on how the world could be modified.&lt;br /&gt;
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&amp;lt;small&amp;gt;Back to [[The Nuclear Wasteland|Campaign Home]]&amp;lt;/small&amp;gt;&lt;br /&gt;
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[[Category:Nuclear War]]&lt;/div&gt;</summary>
		<author><name>Yossarian</name></author>	</entry>

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