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		<title>Weapons</title>
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				<updated>2015-01-03T02:40:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: /* Automatics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Weapons are broken down into various subtypes based on their primary mode of action.  Melee weapons require the character to be in melee range (within a couple meters) to be used whereas ranged weapons can function out to their effect ranges.  Ranged weapons are further broken down into sub-types as well and categorizes roughly by technology level and form factor.  The first republic saw the pinnacle of the industrial war machine and while the second republic did see further advances they were not on the scale the denizens of the 25th century were accustomed to.  Slug guns and swords are still the most common weapons amongst those that can afford them.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons ==&lt;br /&gt;
Melee weapons are simpler and less complicated than their ranged counterparts.  Cheap and brutally effective when in range, the majority of the 50th centuries armies are equipped with metal melee weapons and little else.  &lt;br /&gt;
&lt;br /&gt;
'''Key'''&lt;br /&gt;
* '''Tech Level''': The basic level of technology required to produce these weapons en-mass.  One lower allows modification and repair without penalty.&lt;br /&gt;
* '''Cost''':  The average cost to purchase the weapon.  YMMV&lt;br /&gt;
* '''Size''':  Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger).  Weight is a factor in size as well.  XL weapons cannot be wielded in a single hand.  The size of a weapon will determine base [[encumbrance]].&lt;br /&gt;
* '''Damage''':  Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage).  So '3x3' means roll 3 dice that each produce 3 damage on a success.  More information about damage dice can be found in [[Dramatic Scenes]] &lt;br /&gt;
* '''Damage TN''':  The base target number for each damage dice rolled.  Almost nothing affects this.&lt;br /&gt;
* '''Speed''':  For melee weapons speed is broken down into (base speed) + (backswing speed).  Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.&lt;br /&gt;
* '''Special''':  Any special effects for the given weapon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Knife (tool) || 2 || 1 || S || 4x1/1x3 || 5 || 6 (5 + 1) || Found in the kitchen&lt;br /&gt;
|-&lt;br /&gt;
| Combat Knife || 4 || 5 || S || 5x1/1x3 || 6 || 6 (5 + 1)&lt;br /&gt;
|- &lt;br /&gt;
| Short Sword/Machete || 2 || 8 || M || 6x1/2x3 || 6 || 8 (6 + 2)&lt;br /&gt;
|-&lt;br /&gt;
| Long/Broad Sword/Scimitar || 2 || 15 || L || 7x1/3x3 || 6 || 10 (7 + 3)&lt;br /&gt;
|-&lt;br /&gt;
| Flamberge/Claymore || 2 || 30 || XL || 8x1/4x3 || 6 || 12 (8 + 4)&lt;br /&gt;
|-&lt;br /&gt;
| Hatchet || 2 || 5 || S || 3x1/3x3 || 5 || 8 (6 + 2)&lt;br /&gt;
|-&lt;br /&gt;
| Small Axe || 2 || 8 || M || 4x1/4x3 || 5 || 10 (7 + 3)&lt;br /&gt;
|-&lt;br /&gt;
| Battle Axe || 2 || 15 || L || 5x1/5x3 || 5 || 12 (8 + 4)&lt;br /&gt;
|-&lt;br /&gt;
| War Axe || 2 || 30 || XL || 6x1/6x3 || 5 || 14 (9 + 5)&lt;br /&gt;
|-&lt;br /&gt;
| Blackjack || 1 || 5 || S || 6x1/2x3 || 7 || 6 (5 + 1) || Stun damage&lt;br /&gt;
|-&lt;br /&gt;
| Cudgel || 1 || 8 || M || 6x1/2x3 || 7 ||  10 (7 + 3)&lt;br /&gt;
|- &lt;br /&gt;
| Mace || 2 || 15 || L || 7x1/3x3 || 7 || 12 (8 + 4)&lt;br /&gt;
|-&lt;br /&gt;
| War Maul || 2 || 30 || XL || 8x1/4x3 || 7 || 14 (10 + 5)&lt;br /&gt;
|-&lt;br /&gt;
| Jo Staff || 1 || 1 || L || 8x1 || 6 || 8 (6 + 2)&lt;br /&gt;
|-&lt;br /&gt;
| Bo/Quarterstaff  || 1 || 2 || XL || 9x1/1x3 || 6 || 10 (7 + 3) || +1 Parry&lt;br /&gt;
|-&lt;br /&gt;
| Spear  || 2 || 3 || L || 6x1/2x3 || 6 || 9 (7 + 2) || +1 Stop Charge, -1 Parry&lt;br /&gt;
|-&lt;br /&gt;
| Pike  || 2 || 5 || XL || 9x1/3x3 || 6 || 11 (8 + 3) || +1 Reach, +2 Stop Charge, -2 Parry&lt;br /&gt;
|-&lt;br /&gt;
| Halberd/Glaive || 2 || 10 || XL || 8x1/4x3 || 6 || 13 (9 + 4) || +1 Reach&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Primitive Ranged/Thrown Weapons ==&lt;br /&gt;
These weapons come from ancient history, which means they are prevalent within Fading Suns.  They function exactly like any typical ranged weapon, only they're icky and usually silent.  Who'd want that?&lt;br /&gt;
&lt;br /&gt;
'''Primitive Ranged Weapons Key'''&lt;br /&gt;
* '''Tech Level''': The basic level of technology required to produce these weapons en-mass.  One lower allows modification and repair without penalty.&lt;br /&gt;
* '''Cost''':  The average cost to purchase the weapon.  YMMV&lt;br /&gt;
* '''Size''':  Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger).  Weight is a factor in size as well.  XL weapons cannot be wielded in a single hand.  The size of a weapon will determine base [[encumbrance]].&lt;br /&gt;
* '''Damage''':  Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage).  So '3x3' means roll 3 dice that each produce 3 damage on a success.  More information about damage dice can be found in [[Dramatic Scenes]] &lt;br /&gt;
* '''Damage TN''':  The base target number for each damage dice rolled.  &lt;br /&gt;
* '''Speed''':  For ranged weapons speed is broken down into (action speed) + (recoil).  Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.&lt;br /&gt;
* '''Reload''':  The total amount of ticks it takes to reload the weapon.  For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.&lt;br /&gt;
* '''Range''':  Range is broken down into four categories, with three listed in the chart :  Short/Medium/Long (Extreme is 2x Long)&lt;br /&gt;
* '''Special''':  Any special effects for the given weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Knife/Star/Spike || 2 || 1 wing || XS || 4x1/1x3 || 6 || 5 (5 + 0) || 2 || 4 / 6 / 7&lt;br /&gt;
|-&lt;br /&gt;
| Throwing Axe || 2 || 1 wing || S || 1x1/4x3 || 5 || 7 (6 + 1) || 4 || 4 / 7 / 13&lt;br /&gt;
|-&lt;br /&gt;
| Primitive Bow || 2 || 1 crest || L || 6x1/3x3 || 6 || 10 (8 + 2) || 8 || 30 / 60 / 90&lt;br /&gt;
|-&lt;br /&gt;
| Long Bow || 3 || 10 || XL || 7x1/3x3 || 6 || 11 (8 + 3) || 8 || 50 / 100 / 150&lt;br /&gt;
|-&lt;br /&gt;
| Tactical/Hunting Bow || 4 || 15 || L || 6x1/3x3 || 6 || 10 (8 + 2)  || 7 || 40 / 80 / 120&lt;br /&gt;
|-&lt;br /&gt;
| Hand Crossbow || 3 || 7 || S || 5x1/1x3 || 6 || 9 (7 + 2) || 9 || 15 / 30 / 45&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Crossbow || 3 || 10 || M || 6x1/2x3 || 6 || 10 (7 + 3) ||  14 || 40 / 80 / 120&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Crossbow || 3 || 15 || L || 7x1/3x3 || 6 || 11 (7 + 4) ||  20 || 60 / 120 / 180 || Ignores 1 point of Deflection&lt;br /&gt;
|-&lt;br /&gt;
| Arbalest || 3 || 18 || XL || 8x1/4x3 || 6 || 12 (7 + 5) || 40 || 90 / 180 / 270 || Ignores 2 point of Deflection&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Handguns ==&lt;br /&gt;
Handguns refer to any weapon that can reasonably be wielded in a single hand by the majority of one or two handed human beings.&lt;br /&gt;
&lt;br /&gt;
'''Modern Ranged Weapons Key'''&lt;br /&gt;
* '''Tech Level''': The basic level of technology required to produce these weapons en-mass.  One lower allows modification and repair without penalty.&lt;br /&gt;
* '''Cost''':  The average cost to purchase the weapon.  YMMV&lt;br /&gt;
* '''Size''':  Sizes range from eXtra Small (fits in the palm of your hand) to eXtra Large (2 meters or larger).  Weight is a factor in size as well.  XL weapons cannot be wielded in a single hand.  The size of a weapon will determine base [[encumbrance]].&lt;br /&gt;
* '''Damage''':  Damage is usually split up into two dice pools that can be read as (number of dice) that produce (amount of damage).  So '3x3' means roll 3 dice that each produce 3 damage on a success.  More information about damage dice can be found in [[Dramatic Scenes]] &lt;br /&gt;
* '''Damage TN''':  The base target number for each damage dice rolled.  &lt;br /&gt;
* '''Speed''':  For ranged weapons speed is broken down into (action speed) + (recoil).  Various game factors can effect or use either value but in the end the total ticks for an attack with the listed weapon is generally the combined value.&lt;br /&gt;
* '''Reload''':  The total amount of ticks it takes to reload the weapon.  For thrown weapons this assumes the weapon is in some kind of easily accessible sheath/holster.&lt;br /&gt;
* '''Range''':  Range is broken down into four categories, with three listed in the chart :  Short/Medium/Long (Extreme is 2x Long)&lt;br /&gt;
* '''Magazine''':  This lists the capacity and type of the magazine.  The types are as follows:  '''r''' = Revolver, '''b''' = Breech load, '''i''' = Internal magazine, '''m''' = Swappable external magazine, '''x''' = Swappable external box, '''f''' = Belt feed, '''p''' = Back pack.&lt;br /&gt;
* '''Ammo''':  This is the type of ammunition required by the weapon.  Weapons with the same listed ammo can swap ammo (though magazines are NOT swappable)&lt;br /&gt;
* '''Special''':  Any special effects for the given weapon.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Palm Pistol || 3 || 50 || XS || 8x1 || 7 || 9 (8 + 1) || 3 + 2/shot || 7 / 14 / 28 || 4r || .22 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Light Revolver || 3 || 100 || S || 6x1/2x3 || 7 || 10 (8 + 2) || 3 + 2/shot || 10 / 20 / 30 || 6r || .32 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Revolver || 3 || 200 || S || 5x1/3x3 || 7 || 11 (8 + 3) || 3 + 2/shot || 12 / 24 / 36 || 6r || .40 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Revolver || 3 || 250 || M || 4x1/4x3 || 7 || 12 (8 + 4) || 3 + 2/shot || 13 / 26 / 39 || 6r || .47 Caliber || Dirty fucking Harry&lt;br /&gt;
|-&lt;br /&gt;
| Assassin's Pistol || 4 || 75 || XS || 8x1 || 6 || 8 (7 + 1) || 7 || 6 / 12 / 18 || 15m || .22 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Light Autofeed Pistol|| 4 || 150 || S || 6x1/2x3 || 6 || 9 (7 + 2) || 7 || 9 / 18 / 27 || 15m || .32 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Autofeed Pistol || 4 || 250 || S || 5x1/3x3 || 7 || 10 (7 + 3) || 7 || 11 / 22 / 33 || 10m || .40 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Autofeed || 4 || 300 || M || 4x1/4x3 || 7 || 11 (7 + 4) || 7 || 12 / 24 / 36 || 8m || .47 Caliber || ... And the fact that I've got &amp;quot;Desert Eagle point-five-O&amp;quot;...&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
Shotguns easily win the damage/firebird race but come with the downside that they have relatively poor range, high recoil, and low magazine capacity.  But in situations where one shot needs to get it done, shotguns cannot be beat.  &lt;br /&gt;
* All shotguns have the following unique attribute:  Extreme Range = Medium + Long range (instead of 2x Long) &lt;br /&gt;
&lt;br /&gt;
The values listed below are for buckshot, the most common ammo type used in combat in FS (since it's useful hunting ammo).  Other shotgun ammo type is available in the [[Equipment]] section.  Buckshot has the following unique properties (regardless of gauge)&lt;br /&gt;
* Buckshot promotes/demotes damage along 1/5/9/13 lines instead of 1/3/5/7.  1s promote to 5s, 5s demote to 1s.&lt;br /&gt;
* Buckshot gives a +1 to attack dice/ -1 damage demotion per range category beyond short.&lt;br /&gt;
* Buckshot gives -10% medium range, -20% long range (reflected in the table in parentheses). &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Sawed Off Shotgun || 3 || 50 || M || 6x1/1x5 || 6 || 10 (7 + 3) || 2 + 1/shot || 6 / 12 (11) / 18 (14) || 2b || 20 Gauge || Can fire both barrels as a single action:  Promote 4 dice, add +3 Recoil. &lt;br /&gt;
|-&lt;br /&gt;
| Double Barrel Shotgun || 3 || 75 || L || 6x1/1x5 || 6 || 10 (7 + 3) || 2 + 1/shot || 10 / 20 (18) / 30 (24) || 2b || 20 Gauge || Can fire both barrels as a single action:  Promote 4 dice, add +3 Recoil.&lt;br /&gt;
|-&lt;br /&gt;
| Light Hunting Shotgun || 4 || 100 || L || 6x1/1x5 || 6 || 11 (8 + 3) || 3 + 2/shot || 10 / 20 (18) / 30 (24) || 7i || 20 Gauge &lt;br /&gt;
|-&lt;br /&gt;
| Hunting Shotgun || 4 || 150 || L || 6x1/2x5 || 6 || 12 (8 + 4) || 3 + 2/shot || 15 / 30 (27) / 45 (36) || 6i || 12 Gauge&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Shotgun || 4 || 250 || L || 6x1/2x5 || 6 || 11 (7 + 4) || 7 || 14 / 28 (25) / 42 (33) || 6m || 12 Gauge&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Shotgun || 4 || 300 || XL || 6x1/3x5 || 6 || 13 (7 + 6) || 2 + 1/shot || 18 / 36 (32) / 54 (47) || 2b || 10 Gauge || Elephant gun.  Cannot fire both at same time because operator would die.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rifles ==&lt;br /&gt;
Rifles are the bread and butter of armed conflict.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Lever-Action Rifle || 3 || 150 || L || 6x1/2x3 || 7 || 9 (8 + 1) || 3 + 2/shot || 40 / 80 / 120 || 8i || .32 Caliber || Extreme range = Medium + Long&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Lever-Action Rifle || 3 || 250 || L || 4x1/4x3 || 7 || 11 (8 + 3) || 3 + 2/shot || 30 / 60 / 90 || 8i || .47 Caliber || Extreme range = Medium + Long&lt;br /&gt;
|-&lt;br /&gt;
| Light Hunting Rifle || 3 || 125 || L || 8x1/1x3 || 7 || 9 (8 + 1) || 3 + 2/shot || 50 / 100 / 200 || 6i || 5.56mm &lt;br /&gt;
|-&lt;br /&gt;
| Hunting Rifle || 3 || 175 || XL || 6x1/3x3 || 7 || 10 (8 + 2) || 3 + 2/shot || 100 / 200 / 400 || 5i || 7.62mm &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Hunting Rifle || 4 || 250 || XL || 5x1/5x3 || 7 || 12 (8 + 4) || 3 + 2/shot || 125 / 250 / 500 || 4i || 8.3mm &lt;br /&gt;
|-&lt;br /&gt;
| Tactical Carbine || 4 || 175 || L || 8x1/1x3 || 7 || 8 (7 + 1) || 7 || 40 / 80 / 160 || 20m || 5.56mm&lt;br /&gt;
|-&lt;br /&gt;
| Imperial Carbine || 4 || 250 || XL || 6x1/3x3 || 7 || 9 (7 + 2) || 7 || 80 / 160 / 320 || 10m || 7.62mm || There are many like it, but this one is mine ...&lt;br /&gt;
|-&lt;br /&gt;
| Sniper Rifle || 4 || 450 || XL || 5x1/5x3 || 7 || 11 (7 + 4)|| 7 || 150 / 300 / 600 || 8m || 8.3mm || 10x Day/Night scope w/ Rangefinder&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Materiel Rifle || 4 || 600 || XL || 3x1/7x3 || 7 || 14 (8 + 6) || 7 || 200 / 400 / 800 || 5m || 13mm || Ignores 2 points of deflection, 15x Day/Night scope w/ Rangefinder&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Automatics ==&lt;br /&gt;
Automatic weapons are all considered to have full select fire capabilities.  Switching the fire selection requires 1 tick.  &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Machine Pistol  || 4 || 250 || S || 8x1 || 7 || 8 (7 + 1) || 7 || 12 / 24 / 36 || 20m || .22 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Submachinegun || 4 || 350 || M || 6x1/2x3 || 7 || 9 (7 + 2) || 7 || 24 / 36 / 48 || 25m || .32 Caliber&lt;br /&gt;
|-&lt;br /&gt;
| Assault Carbine || 4 || 450 || L || 8x1/1x3 || 7 || 8 (7 + 1) || 7 || 40 / 80 / 160 || 30m || 5.56mm &lt;br /&gt;
|-&lt;br /&gt;
| Battle Rifle  || 4 || 550 || XL || 6x1/3x3 || 7 || 9 (7 + 2) || 11 || 80 / 160 / 320 || 20m || 7.62mm &lt;br /&gt;
|-&lt;br /&gt;
| Squad Assault Weapon || 4 || 750 || XL || 8x1/1x3 || 7 || 8 (7 + 1) || 11 || 80 / 160 / 320 || 100x || 5.56mm&lt;br /&gt;
|-&lt;br /&gt;
| Light Machinegun || 4 || 750 || XL || 6x1/3x3 || 7 || 9 (7 + 2) || 15 || 100 / 200 / 400 || 100f || 7.62mm&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Machinegun || 4 || 1250 || XL || 3x1/7x3 || 7 || 13 (7 + 6) || 15 || 150 / 300 / 600 || 100f || 13mm || Cannot be hip-fired.  Ignores 2 points of Deflection.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Advanced Convential Weapons ==&lt;br /&gt;
For when conventional isn't quite good enough.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Automatic Shotgun  || 5 || 750 || XL || 6x1/1x5 || 6 || 10 (7 + 3) || 11 || 8 / 16 (14) / 24 (19) || 20x || 20 Gauge || Has all automatic fire modes, but double recoil penalty.  Has buckshot rules.&lt;br /&gt;
|-&lt;br /&gt;
| Ares Supermach || 5 || 1100 || M || 8x1 || 7 || 8 (7 + 1) || 7 || 12 / 24 / 36 || 60m || .22 Caliber || Half recoil penalties (round down) for automatic fire modes.&lt;br /&gt;
|-&lt;br /&gt;
| M41b Pulse Rifle || 5 || 1450 || L || 5x1/5x3 || 7 || 8 (7 + 1) || 7 || 30 / 60 / 120 || 95m || 10mm || Exploding tip, caseless&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Rifle || 5 || 2000 || XL || 8x1 || 8 || 12 (7 + 5) || 9 || 200 / 400 / 800 || 5m || 3.5mm || Ignores 3 points of deflection.  Promotes/demotes like buckshot (1/5/9/13)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Energy Weapons ==&lt;br /&gt;
Energy weapons turn out to be pretty scary overall as most armors have terrible energy defense.  Energy weapons do not have recoil.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Palm Laser || 5 || 250 || XS || 10x1 || 7 || 7 || 11 || 5 / 10 / 15 || 7m || Micro Fusion Cell || Damage rolls 0,1 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Laser Pistol || 5 || 350 || S || 8x1/2x3 || 7 || 7 || 11 || 10 / 20 / 30 || 15m || 2x Micro Fusion Cell || Damage rolls 0,1 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Laser Rifle || 5 || 600 || L || 6x1/4x3 || 7 || 8 || 11 || 15 / 30 / 60 || 20m || Fusion Cell || Damage rolls 0,1 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Automatic Laser Rifle || 6 || 1000 || L || 6x1/4x3 || 7 || 7 || 11 || 15 / 30 / 60 || 25m || Fusion Cell || Automatic fire, Damage rolls 0,1 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Laser || 5 || 900 || XL || 4x1/6x3 || 7 || 7 || 20+ ||  20 / 40 / 80 || 45p || Fusion Pack || Damage rolls 0,1,2 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Squad Assault Laser || 6 || 1500 || XL || 4x1/6x3 || 7 || 7 || 20+ ||  20 / 40 / 80 || 55p || Fusion Pack || Automatic Fire, Damage rolls 0,1,2 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Blaster Pistol || 6 || 600 || M || 8x1/4x3 || 8 || 7 || 11 || 10 / 15 / 20 || 7m || 2x Micro Fusion Cell || Damage rolls 0,1,2 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Blaster Rifle || 7 || 1200 || L || 6x1/6x3 || 8 || 7 || 11 || 20 / 30 / 40 || 13m || Fusion Cell || Damage rolls 0,1,2,3 ignore shields.&lt;br /&gt;
|-&lt;br /&gt;
| Blaster Shotgun || 7 || 1750 || L || 7x1/3x5 || 7 || 7 || 11 || 12 / 21 / 28 || 5m || Fusion Cell || Promotes like buckshot (1/5/9), Damage rolls 0,1,2,3 ignore shields.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 'Cuz Fire ==&lt;br /&gt;
This world rejects me.  This world threw me away.  This world never gave me a chance.  This world's gonna have to pay.  I don't believe in your institutions.  I did what you wanted me to.  Like cancer in the system.  I've got a little surprise for you.&lt;br /&gt;
&lt;br /&gt;
Something inside of me has opened up its eyes.  Why did you put it there?  Did you not realize?  This thing inside of me it screams the loudest sound.  Sometimes I think I could ...&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Speed !! Reload !! Range !! Magazine !! Ammo !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Light Incinerator || 5 || 200 || L || 6x1/2x3 || 7 || 8 || 11 || 5 / 9 / 12 || 15m || Methane Fuel Cell || +1 Attack, 2x1(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage.  Armor absorb halved.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Incinerator || 5 || 300 || XL || 8x1/2x3 || 7 || 8 || 11 || 8 / 12 / 15 || 100p || Methane Fuel Pack || +1 Attack, 2x1(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage.  Armor absorb halved.&lt;br /&gt;
|-&lt;br /&gt;
| Light Flamethrower || 5 || 250 || L || 6x1/1x3 || 6 || 8 || 11 || 10 / 20 / 30 || 10m || Jellied Petrol Cell || +2 Attack, 2x3(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage.  Armor absorb halved.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamethrower || 4 || 400 || XL || 8x1/1x3 || 6 || 8 || 11 || 15 / 30 / 45 || 100p || Jellied Petrol Pack || +2 Attack, 2x3(TN = attack success) DoT every 4 ticks, reducing TN by 1 every application of damage.  Armor absorb halved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Explosives ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Tech Level !! Cost !! Size !! Damage !! Damage TN !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Personnel Grenade ||  4 || 10 ||	12x3 || 5 || -1 Damage/meter.  +1 Absorb of armor, +2 Absorb of armor with 2+ ballistic. &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Materiel Grenade || 4 || 15 || 10x5 || 6 || -4 Damage/meter.&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Anti-Personnel Grenade || 5 || 35 || 12x3 || 7 || -1 Damage/meter.  +1 Absorb of armor with 2+ ballistic, +2 Absorb of armor with 4+ ballistic.&lt;br /&gt;
|-&lt;br /&gt;
| Advanced Anti-Materiel Grenade || 5 || 50 || 10x5 || 7 || -3 Damage/meter.&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Grenade || 7 || 75 || 12x5 || 7 || -2 Damage/meter.  Halve shield effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
| Wire Grenade || 8 || 125 || 12x5 || 7 || -5 Damage/meter.  Halve armor and shield absorb.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Character_Advancement</id>
		<title>Character Advancement</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Character_Advancement"/>
				<updated>2014-10-18T02:15:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: Updating costs to revised sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
In Fatewalker there are four actual currencies that characters can earn and use to advance their characters:  Character Points, Learning Points, Story Points, and Objective Points.  Each is earned differently, spent differently, and they all supply the player a mechanism through which they can improve their character.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Points ==&lt;br /&gt;
Every session, every player present will receive 1 Character Point for showing up on time, and 1 Character point for staying the duration.  For exceptionally long sessions (5 or more hours), an additional point should be given out.  At the end of every Story players should receive 1-3 additional Character Points, depending on how many sessions long the Story was.  The only other way for players to acquire character points is by converting Story Points, should they wish.  Character points ''must'' be placed on the character sheet, they can never be stored.  &lt;br /&gt;
&lt;br /&gt;
Character Point Chart&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Target !! CP Cost &lt;br /&gt;
|-&lt;br /&gt;
| “Root” of any primary skill tree (1st/2nd point) || 5/10&lt;br /&gt;
|-&lt;br /&gt;
| “Branch” of any primary skill tree (1st/2nd/3rd point) || 3/5/8&lt;br /&gt;
|-&lt;br /&gt;
| “Leaf” of any primary skill tree (1st/2nd point) || 1/3&lt;br /&gt;
|-&lt;br /&gt;
| “Root” of any secondary skill tree (1st/2nd point) || 3/5&lt;br /&gt;
|-&lt;br /&gt;
| “Branch” of any secondary skill tree (1st/2nd/3rd point) || 2/3/5&lt;br /&gt;
|-&lt;br /&gt;
| “Leaf” of any secondary skill tree (1st/2nd point) || 1/2&lt;br /&gt;
|-&lt;br /&gt;
| Focus/Prowess/Awareness/Resilience || Current Rating + 1 Objective Point (or CP during char-gen)&lt;br /&gt;
|-&lt;br /&gt;
| Grit || Current Rating x2 + 1 Objective Point (or CP during char-gen)&lt;br /&gt;
|-&lt;br /&gt;
| Traits (1st/2nd/3rd/4th points) || 2/3/6/8&lt;br /&gt;
|-&lt;br /&gt;
| Quirks (1st/2nd/3rd/4th points) || 1/2/3/4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Learning Points ==&lt;br /&gt;
Learning points are eventually used just like character points, however they are proactively acquired by the player through training or assigned by the GM during play at the end of a scene or session or even story where important lessons were learned by the characters.   Whenever a character acquires a Learning Point they write down the skill or attribute it applies to and then fills in one (or more, up to the GM) or the Learning Dots.  When all 6 are filled in the player can now add a character point toward the advancement of the given skill or attribute.  If a character has learning points towards a skill they have already acquired a 2nd dot in they can simply reassign those points towards a new peer or relative of the given skill.&lt;br /&gt;
&lt;br /&gt;
Generally characters can earn a learning point for each week of part-time training/research or up to 2-3 for each week spent actively training/researching.  There's a whole subset of completely uncreated but perfectly tuned rules involving depth and rolling that will likely replace this useless paragraph in the future.  Finally the GM can and should assign learning points to characters when they are exposed to something new or influential during a session.  It should not be unusual for characters to walk away from the average session with 1-3 Learning Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story Points ==&lt;br /&gt;
The third major currency of character progression are story points.  These come out in larger chunks than character points and represent the amount of time and energy and skill the player puts into their character.  The more Story Points a character has earned, the more amazing they are in a literary sense and for this reason it is important to not only track currently available points to spend, but also total earned lifetime.   While Character Points are earned in a rather straightforward fashion, Story Points are quite subjective in nature.  Players should aim to earn about 7-10 story points a session, on average.  The following chart lists common ways players can earn story points for their characters.&lt;br /&gt;
&lt;br /&gt;
Earning Story Points&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Mechanism !! Award&lt;br /&gt;
|-&lt;br /&gt;
| Giving an effective recap at the beginning of a session. || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| Avoiding a violent conflict scene through role playing or creativity || 1-2 (for those who solved it)&lt;br /&gt;
|-&lt;br /&gt;
| Any scene involving solid, evocative group roleplaying || 1-2 (for those involved)&lt;br /&gt;
|-&lt;br /&gt;
| Any dramatic, creative, funny, or evocative scene or idea, whether successful or not. (+1 point if relevant to a character’s theme). || 1-2&lt;br /&gt;
|-&lt;br /&gt;
| At the end of a session all players get a Story Point per hour played  || 1-36?&lt;br /&gt;
|-&lt;br /&gt;
| At the end of a session the GM elects one player for driving the story forward || 1-3&lt;br /&gt;
|-&lt;br /&gt;
| At the end of a session the Players elect one other player (not picked by the GM) to receive a spot award for any reason.  Start with the player elected by the GM and players cannot self advocate. || 1-3&lt;br /&gt;
|-&lt;br /&gt;
| Successfully completing an Immediate Goal || 2-5&lt;br /&gt;
|-&lt;br /&gt;
| Dramatically failing an Immediate goal || 2-5&lt;br /&gt;
|-&lt;br /&gt;
| Completing or failing a Personal Objective || 0-20 (failure is worth less, but can be worth something)&lt;br /&gt;
|-&lt;br /&gt;
| Chapter End || 3-8&lt;br /&gt;
|-&lt;br /&gt;
| Story End || 10-25&lt;br /&gt;
|-&lt;br /&gt;
| Writing a supplemental narrative/journal between sessions || 2-5&lt;br /&gt;
|-&lt;br /&gt;
| Writing a primary Background for a character || 10-30&lt;br /&gt;
|-&lt;br /&gt;
| Expanding on an existing Background || 2-5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending Story Points&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Expenditure !! Cost&lt;br /&gt;
|-&lt;br /&gt;
| Buy a Character Point || 10&lt;br /&gt;
|-&lt;br /&gt;
| Buy a point of Will || New rating x5&lt;br /&gt;
|-&lt;br /&gt;
| Buy a point of Fate* || New rating x5 &lt;br /&gt;
|-&lt;br /&gt;
| Buy a point of Presence || New rating x15&lt;br /&gt;
|-&lt;br /&gt;
| Backgrounds || Refer to [[Backgrounds]]&lt;br /&gt;
|-&lt;br /&gt;
| Buy an Advanced/Master Will Ability || 35/65&lt;br /&gt;
|-&lt;br /&gt;
| Buy an Advanced/Master Fate Power || 35/55*&lt;br /&gt;
|-&lt;br /&gt;
| Buy an Advanced/Master/Final Theme Power || 30/50*/75**&lt;br /&gt;
|}&lt;br /&gt;
* These expenditures require an Objective Point as well&lt;br /&gt;
** Final Theme Powers cost 2 Objective Points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Limits of Story Points ==&lt;br /&gt;
Outside of the pure costs listed above (including Objective Point costs), there are some additional rules dictating how or when certain expenditures can be made.  They are loosely organized below.&lt;br /&gt;
* A character can only convert Story Points to Character Points at most once for every 50 Story Points earned (so 1 for 0-49, 2 for 50-99, etc).  There is a section to track this in the Story Point area of the character sheet. &lt;br /&gt;
* A character can only buy a point of influence when they break 100, 200, 400, 800, 1600, etc … Story Points.  &lt;br /&gt;
* A character must buy Presence at least equal to half (round down) of the maximum level they could buy.  That is at 200 Story Points, they must buy 1 point, at 800 they must buy a 2nd point.&lt;br /&gt;
* For Abilities/Powers of the same type, the character must first learn the lower level power to learn the higher level ones (Cannot learn SYSA II without knowing SYSA I).  This applies to all Theme powers (must learn advanced before master)&lt;br /&gt;
* A character must have a minimum of 4 Fate before they can buy an Advanced Power, 6 for a Master Power, and 8 for a Final Power.&lt;br /&gt;
* Backgrounds usually require significant role playing as well as Story Points to bring into play during the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Objective Points ==&lt;br /&gt;
The final character currency is Objective Points.  Characters earn these at the end of every story and after successfully completing a Personal Objective.  Objective points are required to purchase more Fate as well as the more powerful Powers.&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns_Character_Sheet</id>
		<title>Fading Suns Character Sheet</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns_Character_Sheet"/>
				<updated>2014-09-09T01:22:13Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: Created page with &amp;quot;*[http://www.fabricati-diem.org/fadingsuns/FS2-Blank1.png Page 1] *[http://www.fabricati-diem.org/fadingsuns/FS2-Blank2.png Page 2]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://www.fabricati-diem.org/fadingsuns/FS2-Blank1.png Page 1]&lt;br /&gt;
*[http://www.fabricati-diem.org/fadingsuns/FS2-Blank2.png Page 2]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Fading_Suns</id>
		<title>Fading Suns</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Fading_Suns"/>
				<updated>2014-09-09T01:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''MediaWiki has been successfully installed.'''&lt;br /&gt;
&lt;br /&gt;
Consult the [//meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Welcome to the Fading Suns wiki ==&lt;br /&gt;
This wiki is being used to house information about various active Fading Suns campaigns occurring in New England.  Navigate as appropriate below  &lt;br /&gt;
* [[Dube's Fading Suns Master Campaign Page]]&lt;br /&gt;
* [[Fatewalker Mechanics | Dube's Fading Suns Custom Mechanics]]&lt;br /&gt;
* [[Fading Suns Character Sheet | Dube's Fading Suns Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:PCs | Cast]] ==&lt;br /&gt;
* [[Lucius Cassius]] as The Naturalist&lt;br /&gt;
* [[Hassim Hallashiid]] as The Adventurer&lt;br /&gt;
* [[Benvolio Hawkwood]] as The Questing Knight&lt;br /&gt;
* [[No Tsuna Li Halan]] as The Penitent Samurai&lt;br /&gt;
* [[Russel Sandoz]] as The Church Psychic&lt;br /&gt;
* [[Tessa]] as The Mysterious Pilot&lt;br /&gt;
* [[Jacob Walker]] as The Cowboy Priest&lt;br /&gt;
* [[Deus Vult]] as The Brilliant Engineer&lt;br /&gt;
&lt;br /&gt;
== [[:Category:NPCs | Supporting Characters]] ==&lt;br /&gt;
* [[Mossodie Samake]] as The Evil Cowboy&lt;br /&gt;
* [[Ethan Trueye]] as The Questgiver&lt;br /&gt;
* [[Kainen]] as The Swordsman&lt;br /&gt;
* [[Voka]] as The Alien&lt;br /&gt;
* [[Marcus Sorban]] as The Inquisitor&lt;br /&gt;
* [[Daniel Andersson]] as The Man Who Cannot Die&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Places | Locations]] ==&lt;br /&gt;
* [[Barter]]&lt;br /&gt;
* [[Cumulus]]&lt;br /&gt;
* [[Imperial City]]&lt;br /&gt;
* [[Hagaard]]&lt;br /&gt;
* [[Ravenna]]&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Ships | Ships]] ==&lt;br /&gt;
* [[Black Thursday]] (pending destruction)&lt;br /&gt;
* [[Susan's Pride]] (destroyed)&lt;br /&gt;
* [[Star Jumper]] (destroyed)&lt;br /&gt;
&lt;br /&gt;
== [[:Category:Acts | Acts]] ==&lt;br /&gt;
* Act 1: [[Angels and Men]] (complete)&lt;br /&gt;
* Act 2: [[Host of the Seraphim]] (current)&lt;br /&gt;
&lt;br /&gt;
== Group Stuff ==&lt;br /&gt;
The following Jump Keys were on Captain Frakes' ring&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Byzantium Secundus&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Hargaard (Vuldrok)&lt;br /&gt;
* Lemankainen &amp;lt;-&amp;gt; Ravenna&lt;br /&gt;
* Ravenna -&amp;gt; Delphi&lt;br /&gt;
* Delphi -&amp;gt; Tethys&lt;br /&gt;
* Tethys -&amp;gt; Byzantium Secundus&lt;br /&gt;
* Byzantium Secundus &amp;lt;-&amp;gt; Aragon&lt;br /&gt;
* Byzantium Secundus &amp;lt;-&amp;gt; Pyre&lt;br /&gt;
* Pyre &amp;lt;-&amp;gt; Criticorum&lt;br /&gt;
* Criticorum -&amp;gt; Gwynneth&lt;br /&gt;
* Gwynneth -&amp;gt; Ravenna&lt;br /&gt;
* Criticorum -&amp;gt; Kish&lt;br /&gt;
* Kish -&amp;gt; Icon&lt;br /&gt;
* Icon -&amp;gt; Midian&lt;br /&gt;
* Midian -&amp;gt; Leagueheim&lt;br /&gt;
* Leagueheim -&amp;gt; Aragon&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/By_Demons_Be_Driven</id>
		<title>By Demons Be Driven</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/By_Demons_Be_Driven"/>
				<updated>2008-05-16T02:49:34Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Session 1 (3/20/08) ==&lt;br /&gt;
&lt;br /&gt;
At the Neugenics cryo-facility, Malcom began to download the building. Gojira started making preparations to blow up the lab, while Ari found a door with the elusive letters P.E. - 01 on it and asked around for people who could open it. Malcom encountered vampire probe ICE. Make that an enemy decker. The decker belonging to Paul Williams, who was apparently under contract to preserve the Neugenics facility. &lt;br /&gt;
&lt;br /&gt;
The team hightailed it home. Alex set up a datasearch for the creepy drawing of a soul-eating spirit. Ike followed Paul's lead, plumbed the depths of Neugenics, and found a Garage Door Opener to attach to the van. Gojira and Malcom got surgery, and Ari got a call with another job. &lt;br /&gt;
&lt;br /&gt;
The italians are technically backing the transpacific Yakuza, and we are to facilitate a change of management on a Yakuza club with Backrooms. Beta team settled on 200,000 Nuyen, for the night of the 20th, changeover to occur at 11:00 PM. The z25 club, in Downtown Seattle. Ike let Alex borrow a sustaining focus. &lt;br /&gt;
&lt;br /&gt;
Paul had the decryption algorythm to the pocket secretary delivered to the warehouse, once again demonstrating a complete knowledge of beta team's habits. And Beta Team received [[Paul's Objectives]].&lt;br /&gt;
&lt;br /&gt;
== Session 2 (3/27/08) ==&lt;br /&gt;
&lt;br /&gt;
The team spent some time going over the plan, and Ike spoke to his grandfather. Ike went high, to the roof of the club, while the subteam of Malcom and Ari circled one way, and Alex and Gojira another way. Ike attempted to go through the roof access point, using his pocket secretary as a bypass. Ike gave information on three people communicated upstairs, and two people getting horizontal. At 9:00, A&amp;amp;G went in first, Alex introduced himself as there for the gambling. Gojira made contact with his contact and got information on one of the primaries.&lt;br /&gt;
&lt;br /&gt;
Alex and Gojira located one of the primaries, and went on recon upstairs, while Malcom and Ari kept an eye on the primary in the BTL booths from the arcade. A&amp;amp;G located the second primary on the first floor in the corner of the dance room. Much time was spent watching and waiting for the primary to move from the dance floor. &lt;br /&gt;
&lt;br /&gt;
Alex made a move by mentioning the Akira. The Yakuza took them downstairs. Ike neuro-stunned two guards. A&amp;amp;G spoke to the Yakuza, and after some stammering Gojira's cover story, before Alex stunned one guard and Gojira attacked the other with cyberclaws. He hit heavily, but was thrown by his prey, despite being four times his mass. The primary almost made it into the hallway before Gojira grabbed him and made a Pez dispenser out of him. Alex, slinging stunbolts and dodging bullets, &lt;br /&gt;
&lt;br /&gt;
Malcom and Ari began to implement the same plan. The guard began clearing the poker room. One of the guards was another adept with killing hands and moved faster than Ari. Ari hit him, shook him up, and gained the advantage. Gojira shot and killed the primary. A guard threw Malcom, Gojira drew his attention. Malcom backstabbed his target with the stun baton, and the adept surrendered. For 10,000 Nuyen the adept delivered the building. Ike dumpshocked the building rigger.&lt;br /&gt;
&lt;br /&gt;
== Session 3 (4/3/08) ==&lt;br /&gt;
&lt;br /&gt;
The team completed the takeover of the building without incident and received payment. When Mal, Al, and Ari went home with Ike, and found Lacy on their couch. Lacy alerted them to a possible threat. The team has a new list of things they need: identities, locations, vehicles, In order to attain the cargo space necessary to do some smuggling, Ike, Lacy and Malcom went to obtain a pickup truck. Ari and Gojira engaged in some sparring while Alex worked on his spell. Malcom fast-talked the guy at the dealership, and Ike became a ricer. Lacy dropped the salesman who was asking Malcom for a license, and Ike took the other car. Lacy killed the other dealer and the two met up at the Rite-Aid. &lt;br /&gt;
&lt;br /&gt;
The news was quick on the scene, and linked Malcom to Ari and Alex. The team painted the two vehicles, acquired camping gear, and met Jimmy, and began on their road trip. The team went farther south than they have ever been, and when the customers came calling, the team was waiting for them. The handoff was simple, but the team then had to get to the second point. The team camped out for the night. &lt;br /&gt;
&lt;br /&gt;
In the morning, the team drove to a closer location and began to hike. They made it to beta site, a small shed in a clearing on a ridge. Gojira found a faint foot trail around one side of the clearing. Alex summoned a watcher spirit and the two of them, in astral space, and found a ward that vanished the spirit. &lt;br /&gt;
&lt;br /&gt;
Alex then located the spirit, and it was angry. It attacked Alex, who defended himself. And then the spirit materealized, and the Malcom and Alex shot it up heavily. It did not appear to care, but placed a column of flame on Alex. Apparently, snowballs did the most damage to the thing. Alex was attacked a few more times and summoned some earth elementals. The fire elemental/demon escaped, and the earth elementals were told to find the spirit of the land, [[Chinuko]]. Chinuko informed Alex that [[Daniel Two-Ton]] was taken by the [[Old Ones]] to their [[Curators]]. The curators had a dispute with Daniel about territory. Daniel was argued with, fought, subdued, and kidnapped. Chinuko This is probably Mt. hood in Elven country. The team contemplated going on a wilderness hike, but decided against it for a number of reasons. The team went back to civiliation to prepare.&lt;br /&gt;
&lt;br /&gt;
== Session 4 (4/10/08) ==&lt;br /&gt;
''Psychotic Soulless Murder machine.''&lt;br /&gt;
&lt;br /&gt;
Ike renegotiated with Jimmy Spoons on the issue of the Box, and established a group discount and a good deal on the Box. The team argued a bit about housing, and decided to proceed to the Tir, via ECCM and driving, (although later price quotes influenced them to go hiking.) and they met a date with [[Mafaer]], and delivered Jimmy Spoons an extensive shopping list. They look some diesel, took their showers, and set out early the next morning. &lt;br /&gt;
&lt;br /&gt;
The team made it to the edge of the Tir by early afternoon, and it was nightfall by the time they reached the border. They decided not to spend the night on the border, and pushed though. The next day, they reached The River. After some advice from Alex that Magic probably wasn't that big of a deal, Mafaer levitated the team across the river. &lt;br /&gt;
&lt;br /&gt;
On the third day, the team made it to within sight of Mt. Hood, and were feeling the burn. &lt;br /&gt;
&lt;br /&gt;
On the fourth day, the team came across a highway in little use but good repair, and had to approach the mountain. The team decided to get a good night's rest and used Alex's Earth elemental, who first tried to lead the team through the volcano, then over the Lava, and then, after much wheedling, around the mountain. &lt;br /&gt;
&lt;br /&gt;
On the night of March 1st, there was a vehicle two kilometers out. The team prepared for meeting the heavy magical security. Alex squelched a watcher sentry spirit. He assaulted a guardian spirit. Mafaer started healing Alex, who renewed his assault. Ike went on recon towards a few trucks. It's elemental went to help, dumping Alex's body on the ground. Alex defeated the elemental, Mafaer healing him, and Alex discovered a ward that only defended against astral beings. Ike went forward.&lt;br /&gt;
&lt;br /&gt;
== Session 5 (4/17/08) ==&lt;br /&gt;
&lt;br /&gt;
''Into the woods &lt;br /&gt;
''and out of the woods &lt;br /&gt;
''and home before dark.'' - Steven Sondheim&lt;br /&gt;
&lt;br /&gt;
Gojira showed up, and with a vehicle coming, Lacy took a shot to try to create convincing mechanical troubles and blew out a tire. Gojira and Ike were met by a female Dwarf who seemed to be expecting them, or someone. Lacy remained outside as rear guard, and the team went inside. The Earth Elemental led Malcom, Alex, Ari, and Mafaer down a tunnel of hot air. The ninjas finally encountered someone who realized they were not expected, and there was a fight. Ike stuck a ninjato into an unsuspecting elf, Gojira discovered magical protection with his boot and then went to kill the other guy. Ike went berserk. The fight over, Ike began to stabilize the lady elf.&lt;br /&gt;
&lt;br /&gt;
Down-tunnel team heard footsteps. Lacy fired a non-silenced shot. Something began to attack Alex's elemental as Alex began to loot the body. Down-tunnel team was trapped by two rising walls of rock, and Ari panicked and began punching his way out. A milky black ghostly form projecting anti-light appeared in the tunnel, and began to bargain from a position of strength. And then Mafaer blew up the rock wall. &lt;br /&gt;
&lt;br /&gt;
Meanwhile...&lt;br /&gt;
&lt;br /&gt;
The ninjas discovered an underground cavern, lit by lava, with a summoning circle in it. Ike went down to break the circle. The ninjas successfully broke the circle, began to make their way down a side corridor, and then met a fire elemental, which they chose to try to avoid. They ran away, and then Gojira shot it in the head with an assault rifle. &lt;br /&gt;
...&lt;br /&gt;
The team met up in a bit by Gojira, and Alex was attacked by the mage. Mal and Ari opened fire with grenades, and then Malcom's grenade launcher was triggered, blowing Malcom and Ari were blown sideways. Alex said something about the mage being invisible, and Ari went full-auto and hit a blue flash with the last bullet. And again. And again, and this time Alex opened up with a stunball and Malcom opened up with his remaining gun. The earth opened up and swallowed Ari, who did his best to resist being crushed by an earth elemental. Alex and Mafaer helped and the elemental was destroyed. Ike had been climbing across the ceiling, got blown off of it, and began to engage in combat with the invisible shielded mage. The elementals told Alex that &amp;quot;the master is coming&amp;quot; and Ike continued to fight the invis-o-mage. Ari readied the fire extinguisher when Alex relayed this information. With a final stab, Ike killed the mage. The Lava Monster began to overflow the bank. &lt;br /&gt;
&lt;br /&gt;
Meanwhile...&lt;br /&gt;
&lt;br /&gt;
Gojira took off running. Gojira shot and killed someone with a gun who was running at him. Then Gojira found a dead troll with trinkets. Lacy saw pursuit on Gojira and took one out. Gojira began to discuss with the enemy the wisdom of not fighting him or the Lava Monster, but only one evacuated. He grenaded them with HE defensives, and then grenaded them again with a flashbang, and killed the stragglers. They found  a wall of lava engulfing some of the complex staff. &lt;br /&gt;
&lt;br /&gt;
The team grabbed the jeeps at the front and DTFA'd. The volcano exploded, and Malcom and Mafaer raced away. Then Malcom's jeep skid and tumbled down the mountain, 300 meters downslope before it skid to a halt.&lt;br /&gt;
&lt;br /&gt;
== Session 6 (4/24/08) ==&lt;br /&gt;
&lt;br /&gt;
Mal, Gojira, and Ari slowly regained consciousness. Mafaer's car all got worried. Alex looked around in astral space and found an elemental and confirmed that Mal, Gojira, and Ari were all alive. Alex called in his fire elementals. Mal and Gojira regained consciousness. And moments later Ari did too. Ike and Lacy located a guy with an RPG aimed at the vehicle. Ari made a hole in the back of the van. The man with the RPG fired, hit the car, and launched Ari out of the back. The earth elemental that flipped the truck kept following it. The jeep on fire, Malcom tried to claw his way out from the wreckage. The Mafaer car began to drive directly down the mountain after Lacy &lt;br /&gt;
&lt;br /&gt;
The crashed team: Gojira continued to deal with the sniper, Ari helped Malcom out of the vehicle. Mafaer kept going down the hill. Ari gave Malcom his Ares, but the firefight was over. Alex encountered another mage. Lacy sighted incoming, 300 meters downslope. Mafaer brought the jeep in for a hard landing, where it hit the other jeep and slid onto its side. &lt;br /&gt;
&lt;br /&gt;
Alex managed to negotiate a truce with the bogeys downhill, and after a slight misunderstanding. Mafaer and Alex healed the team, and then Mal, Lacy, and Ari went up to right the jeep. After a brief discussion, they draped the food and supplies over the jeep, piled in, and headed north, avoiding highways and major roads. They made it to the river and stopped for the night. &lt;br /&gt;
&lt;br /&gt;
In the morning, Mafaer levitated the team across the river. They pushed across the border and rested. The next day the reached the vehicles and drove to Daniel's cabin. The spirit of the land took Daniel Two-Tons' necklace; Ari took some of the Library at Alex's request. Some of the team had messages. &lt;br /&gt;
&lt;br /&gt;
For Gojira, &amp;quot;retaliation has begun.&amp;quot;&lt;br /&gt;
For Ari from Travis: &amp;quot;we have work to do&amp;quot; backdated by six days. &lt;br /&gt;
From Jo &amp;quot;we have huge issues&amp;quot; backdated 3 days. &lt;br /&gt;
&lt;br /&gt;
The team delivered the box. Jimmy took the big fuck-off knife. A piece of spell defense, a piece of offensive magic, and a piece of shape-able magic. The team paid Mafaer and went home. Meeting Jo, they learned what they'd been missing in Seattle, that there was a problem with the cops, and that she was being followed. Ike, with Gojira close behind, cut off Jo's tail, a young Japanese kid and delivered it to her. A man in a towncar was waiting, and he was associated with Paul, a Mr. Johnson, and the team went to meet him. Lacy was visibly upset upon seeing him. Gojira confronted &amp;quot;Lacy&amp;quot; Anderson,&lt;br /&gt;
&lt;br /&gt;
== Session 7 (5/8/08) ==&lt;br /&gt;
&lt;br /&gt;
Ari walked out, hoping to get some space and bury his Thesis while he was at it. A few moments later, the Lacy came in saying there was incoming, and they were coming in heavy. Alex went Astral, chased down a watcher spirit and killed it as it was trying to warn a mage. There was a mage, a decker/rigger, and a street sam. Lacy detected two teams and blew out the wall. Ari heard the explosion, turned around, got shot in the back hard and started running for cover. Alex summoned his fire elementals, most of the team piled into the van, and a heavy machine gun began to tear it up. Ari, badly wounded, fled from his pursuers. Turned out that the machine gun was mounted on a pick-up truck. Ari ran out and emerged towards the back of the warehouse, the van started to roll through the warehouse and out the back. The fire elemental began to cook off the machine gun ammo. It turned out they were a shadow-team. Ari got into the van and bled until Alex healed him.&lt;br /&gt;
&lt;br /&gt;
Lacy gave new information: Yamatetsu was responsible for Neugenics. Mal did a bug sweep and found another bug, the team moved to a new shithole for the night and got some rest. The next day, Malcom stole a bike, and tried to steal a van but was identified and had to crash it. Ike went to check out the new hideout and started to outfit it. Ari rescheduled the meeting with his contact for Sunday night. &lt;br /&gt;
&lt;br /&gt;
Jerry the Irishman was there at the meet. A shipment from Korea carrying something was coming in, four days hence, and moving to Denver by truck. The team discussed all this, worked on the new hideout, and prepared for the new run.&lt;br /&gt;
&lt;br /&gt;
== Session 8 (5/15/08) ==&lt;br /&gt;
&lt;br /&gt;
Planning session:  The ship is the Mona Lisa.  The team wants three of the shipping crates that are on the ship.  The plan involves tagging the crates with tracking devices via invisible ninjas at the docks, then hitting the trucks with the help of the Jackals when the trucks go into the Barrens.  &lt;br /&gt;
&lt;br /&gt;
Lacy tells the team that it was the Shiawase special forces that kicked them out of their previous home.  &lt;br /&gt;
&lt;br /&gt;
During the run, the entire team comes under attack at the same time despite being seperated.  The opfor seems to have either been tipped off, or had an usually perceptive perimeter defense.  The van is destroyed.  Ari and Mafaer get away, Gojira and Ike are captured and Alex and Malcolm are awaiting their own captures.  Malcolm warns away the Jackals and lets Lacy know what's happened on the off chance she can help.&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Cult_Of_Personality</id>
		<title>Cult Of Personality</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Cult_Of_Personality"/>
				<updated>2008-05-16T02:12:06Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the current shadowrun game that is being run in the SR3 (heavily modified) universe.  &lt;br /&gt;
&lt;br /&gt;
We have a moderate number of [house rules] in use.  Additional game background data is available in the following meta entries.&lt;br /&gt;
&lt;br /&gt;
[[To Live Is To Die]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following is the timeline for the game.&lt;br /&gt;
&lt;br /&gt;
== 2036 ==&lt;br /&gt;
Year of [[Gojira]]'s birth (exact date unknown)&lt;br /&gt;
&lt;br /&gt;
== 2039 ==&lt;br /&gt;
&lt;br /&gt;
July 9th - Date of [[Ari]]'s birth.&lt;br /&gt;
&lt;br /&gt;
== May 2054 ==&lt;br /&gt;
&lt;br /&gt;
[[Gojira]] begins Goblinization&lt;br /&gt;
&lt;br /&gt;
== February 2055 ==&lt;br /&gt;
&lt;br /&gt;
[[Gojira]] joins the Yakuza&lt;br /&gt;
&lt;br /&gt;
== June 2059 ==&lt;br /&gt;
&lt;br /&gt;
[[Gojira]] arrives in Seattle&lt;br /&gt;
&lt;br /&gt;
== July 2059 ==&lt;br /&gt;
&lt;br /&gt;
11th - Flight 1118 crashes in Redmond&lt;br /&gt;
&lt;br /&gt;
== October 2059 ==&lt;br /&gt;
&lt;br /&gt;
13th - CEO of [[Neugenics]] leaves UCAS for Chiba City.&lt;br /&gt;
  &lt;br /&gt;
15th - CEO of [[Neugenics]] last email in the [[Neugenics Datastore]]&lt;br /&gt;
&lt;br /&gt;
== November 2059 ==&lt;br /&gt;
&lt;br /&gt;
28th - [[Paul Stevens]] has various email contacts with 3rd parties about &amp;quot;Operation Daycare&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== December 2059 ==&lt;br /&gt;
&lt;br /&gt;
3rd - Major earthquake near Vancouver.&lt;br /&gt;
&lt;br /&gt;
12th - Neugenics goes into lockdown.  Operational staff escorted out, science team imprisoned.&lt;br /&gt;
&lt;br /&gt;
19th - Renraku Arcology closed to all visitors for 'technical difficulties'.  Nearly 100,000 people are trapped inside.&lt;br /&gt;
&lt;br /&gt;
27th - Last recording of [[Dennis Morehouse]] in the [[Neugenics Datastore]].&lt;br /&gt;
&lt;br /&gt;
== January 2060 ==&lt;br /&gt;
&lt;br /&gt;
'''11th - Act 1 &amp;quot;Immaculate Conception&amp;quot; begins'''&lt;br /&gt;
&lt;br /&gt;
11th - Alpha team assembled by [[Mikael Domar]] for work.&lt;br /&gt;
&lt;br /&gt;
12th - Alpha team sacks apparent Yakuza warehouse, finds box.&lt;br /&gt;
&lt;br /&gt;
14th - Alpha team extracts [[Dennis Morehouse]] from Bodymall in Redmond Barrens.&lt;br /&gt;
&lt;br /&gt;
15th - Neugenics senior science team escorted off site.  Paul's team replaced.&lt;br /&gt;
&lt;br /&gt;
15th - [[Alpha team]] fails to extract [[Jolene Belknap]] from home in Auburn.&lt;br /&gt;
&lt;br /&gt;
20th - [[Alpha team]] breaches [[Danny Valentine]]'s hideout and fails to extract Jolene Belknap.&lt;br /&gt;
&lt;br /&gt;
22nd - Mikael assembles Beta team, including Ike and Nathan from Alpha team.&lt;br /&gt;
&lt;br /&gt;
23rd - [[Beta team]] jobs [[Club Farenheit]] and scores &amp;gt;100k in script.&lt;br /&gt;
&lt;br /&gt;
25th - [[Beta team]] finds empty [[Danny Valentine]] warehouse.&lt;br /&gt;
&lt;br /&gt;
25th - [[Iron-Arm_Jo| Jo]]'s first team attempts to locate Barry Finds, fails to even enter target location.&lt;br /&gt;
&lt;br /&gt;
27th - Beta team extracts [[Jolene Belknap]] from [[Danny Valentine]] safehouse.&lt;br /&gt;
&lt;br /&gt;
27th - Beta team members linked to double homicide of two lonestar officers.&lt;br /&gt;
&lt;br /&gt;
27th - [[Nathan]] taken into custody.&lt;br /&gt;
&lt;br /&gt;
27th - [[Paul Stevens]] executes [[Dennis Morehouse]] and [[Jolene Belknap]], pays [[beta team]] 350k&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''28th - Act 2 &amp;quot;[[Lost in the Details]]&amp;quot; begins'''&lt;br /&gt;
&lt;br /&gt;
28th - [[Beta team]] takes up &amp;quot;Find Barry Finds It&amp;quot; job, finds Dietrich.&lt;br /&gt;
&lt;br /&gt;
28th - [[Beta team]] meets the famous [[Jimmy Spoons]]&lt;br /&gt;
&lt;br /&gt;
29th - Nate's cyberdeck decrypts the datastick and reveals [[Neugenics]].&lt;br /&gt;
&lt;br /&gt;
29th - [[Beta team]] finds [[Andrew Dyson]] and [[Julie Kowalski]]'s house.  &lt;br /&gt;
&lt;br /&gt;
30th - [[Beta team]] completes [[Jimmy Spoons]] Run&lt;br /&gt;
&lt;br /&gt;
31st - [[Ari]] pays off debt and gets potential new contact.&lt;br /&gt;
&lt;br /&gt;
31st - [[Beta team]] heads to Sophocles and finds the [[Rim]] and the [[Jackals]] and [[Tina]]&lt;br /&gt;
&lt;br /&gt;
31st - [[Beta team]] is scared of deer.&lt;br /&gt;
&lt;br /&gt;
== February 2060 == &lt;br /&gt;
&lt;br /&gt;
2nd  -  [[Beta team]] is offered the [[Wendigo Run]] by [[Dietrich]].  They decline. &lt;br /&gt;
&lt;br /&gt;
2nd  -  [[Data Feed 0]]&lt;br /&gt;
&lt;br /&gt;
2nd  -  [[Beta team]] breaches [[Neugenics]], rescue scientists, recover [[Neugenics Datastore]] &lt;br /&gt;
&lt;br /&gt;
5th  -  [[Data Feeds]]&lt;br /&gt;
&lt;br /&gt;
12th -  [[Beta team]] meets the [[Spiders]], learns of [[Tina]]'s twin [[Timmy]], investigates the [[Rim]] and finds scary things.&lt;br /&gt;
&lt;br /&gt;
13th -  [[Beta team]] begins a stakeout in [[Spookytown]].&lt;br /&gt;
&lt;br /&gt;
13th -  [[Data Feed 2]]&lt;br /&gt;
&lt;br /&gt;
15th -  [[Beta team]] fails a health inspection, locates Daniel Yang, and assaults another [[Neugenics]] facility.&lt;br /&gt;
&lt;br /&gt;
'''15 11:30 - Act 3 ''[[By Demons Be Driven]]'' begins'''&lt;br /&gt;
&lt;br /&gt;
16th -  Gojira gets surgery. &lt;br /&gt;
&lt;br /&gt;
17th -  Malcom gets surgery, Ike dungeoncrawls Neugenics, Gojira and Ari go urban climbing.&lt;br /&gt;
&lt;br /&gt;
18th -  Malcom gets out of surgery. &lt;br /&gt;
&lt;br /&gt;
19th -  The team gets a job: Sowing discord in a Yakuza nightclub. The team gets a job: Take down a AAA Megacorp. &lt;br /&gt;
&lt;br /&gt;
20th -  The team prepares to breach the Yakuza nightclub. The team then executed the plan, and the primaries, flawlessly.&lt;br /&gt;
&lt;br /&gt;
20th -  [[Data Feed 3]]&lt;br /&gt;
&lt;br /&gt;
21st -  Beta team acquires two vehicles and goes on a delivery. &lt;br /&gt;
&lt;br /&gt;
22nd -  Beta Team encounters a wall of fire.&lt;br /&gt;
&lt;br /&gt;
23rd -  Beta Team discusses moving and meets Mafaer.&lt;br /&gt;
&lt;br /&gt;
24th -  Beta team goes camping.&lt;br /&gt;
&lt;br /&gt;
== March 2060 ==&lt;br /&gt;
&lt;br /&gt;
1st  -  Beta team goes spelunking. And blows up a volcano lair.&lt;br /&gt;
&lt;br /&gt;
2nd - The team crosses the river and the border, dealt with the spirit, dealt with Spoons, and got some much needed showers. &lt;br /&gt;
&lt;br /&gt;
3rd - The team spoke with Jo, and met with one of Paul's representative. The team was attacked by a shadow team.&lt;br /&gt;
&lt;br /&gt;
4th - Malcom boosts some wheels. Alex meets up with Mafaer. &lt;br /&gt;
&lt;br /&gt;
9th - The team sits down to plan.&lt;br /&gt;
&lt;br /&gt;
10th - The team executes the run, with disastrous consequences.&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: Yet more minor formatting fixes.  --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;There is nothing quite as wonderful as money.''&amp;lt;br&amp;gt;&lt;br /&gt;
''There is nothing quite as beautiful as cash.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Some people say it's folly,''&amp;lt;br&amp;gt;&lt;br /&gt;
''But I'd rather have the lolly!''&amp;lt;br&amp;gt;&lt;br /&gt;
''With money you can make a splash!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?&amp;lt;br&amp;gt; &lt;br /&gt;
- Malcolm&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
'''Current Currency and Imminent Income'''&amp;lt;br&amp;gt;&lt;br /&gt;
186,210 electronic currency&amp;lt;br&amp;gt;&lt;br /&gt;
115,000 Yakuza scrip&amp;lt;br&amp;gt;&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
'''Expenditures Since 02/01/60'''&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:24:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: Did a bunch of formatting changes to make this look right.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is nothing quite as wonderful as money.''&amp;lt;br&amp;gt;&lt;br /&gt;
''There is nothing quite as beautiful as cash.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Some people say it's folly,''&amp;lt;br&amp;gt;&lt;br /&gt;
''But I'd rather have the lolly!''&amp;lt;br&amp;gt;&lt;br /&gt;
''With money you can make a splash!''&lt;br /&gt;
&lt;br /&gt;
== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?  &lt;br /&gt;
- Malcolm&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&amp;lt;br&amp;gt;&lt;br /&gt;
186,210 electronic currency&amp;lt;br&amp;gt;&lt;br /&gt;
115,000 Yakuza scrip&amp;lt;br&amp;gt;&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:24:11Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is nothing quite as wonderful as money.''&amp;lt;br&amp;gt;&lt;br /&gt;
''There is nothing quite as beautiful as cash.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Some people say it's folly,''&amp;lt;br&amp;gt;&lt;br /&gt;
''But I'd rather have the lolly!''&amp;lt;br&amp;gt;&lt;br /&gt;
''With money you can make a splash!''&lt;br /&gt;
&lt;br /&gt;
== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?  - Malcolm&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&amp;lt;br&amp;gt;&lt;br /&gt;
186,210 electronic currency&amp;lt;br&amp;gt;&lt;br /&gt;
115,000 Yakuza scrip&amp;lt;br&amp;gt;&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:23:53Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''There is nothing quite as wonderful as money.''&amp;lt;br&amp;gt;&lt;br /&gt;
''There is nothing quite as beautiful as cash.''&amp;lt;br&amp;gt;&lt;br /&gt;
''Some people say it's folly,''&amp;lt;br&amp;gt;&lt;br /&gt;
''But I'd rather have the lolly!''&amp;lt;br&amp;gt;&lt;br /&gt;
''With money you can make a splash!''&lt;br /&gt;
&lt;br /&gt;
== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&amp;lt;br&amp;gt;&lt;br /&gt;
186,210 electronic currency&amp;lt;br&amp;gt;&lt;br /&gt;
115,000 Yakuza scrip&amp;lt;br&amp;gt;&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:19:35Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&amp;lt;br&amp;gt;&lt;br /&gt;
186,210 electronic currency&amp;lt;br&amp;gt;&lt;br /&gt;
115,000 Yakuza scrip&amp;lt;br&amp;gt;&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&lt;br /&gt;
186,210 electronic currency&lt;br /&gt;
115,000 Yakuza scrip&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&amp;lt;br&amp;gt;&lt;br /&gt;
112,615&amp;lt;br&amp;gt;&lt;br /&gt;
11% Alex&amp;lt;br&amp;gt;&lt;br /&gt;
24% Ari&amp;lt;br&amp;gt;&lt;br /&gt;
06% Gojira&amp;lt;br&amp;gt;&lt;br /&gt;
06% Ike&amp;lt;br&amp;gt;&lt;br /&gt;
37% Malcolm&amp;lt;br&amp;gt;&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T05:18:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Bank ==&lt;br /&gt;
&lt;br /&gt;
Hoi, gents.  Here I'm going to keep an updated count of how much money we have, in what forms and where our expenditures are going, percentagewise.  Unfortunately, this data only covers from February 1st, 2060, onward.  Fortunately, its inaccuracy will diminish with the passage of time.  &lt;br /&gt;
&lt;br /&gt;
I've assigned ammunition and mission-specific gear (like expensive suits that let us get into a certain upscale establishment) as group expenditures, not counting toward specific peoples' totals.  Ammo is because we've been known to swap firearms around, and many of them use the same ammo.  I'd rather just keep the pantry stocked and not worry about who's using which caliber today.  Besides, ammo's cheap, so who gives a rat's hoop?&lt;br /&gt;
&lt;br /&gt;
== February 20th, 2060 ==&lt;br /&gt;
Current Currency and Imminent Income&lt;br /&gt;
186,210 electronic currency&lt;br /&gt;
115,000 Yakuza scrip&lt;br /&gt;
100,000 electronic on completion of the current mission.&lt;br /&gt;
&lt;br /&gt;
Expenditures Since 02/01/60&lt;br /&gt;
112,615&lt;br /&gt;
11% Alex &lt;br /&gt;
24% Ari&lt;br /&gt;
06% Gojira&lt;br /&gt;
06% Ike&lt;br /&gt;
37% Malcolm&lt;br /&gt;
16% Team&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Group_Funds</id>
		<title>Group Funds</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Group_Funds"/>
				<updated>2008-03-21T04:39:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: A page for monitoring how much money we have and how much people have been spending.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm working on this right now and need the page to exist in order to link to it.   -Mal&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Harry</id>
		<title>Harry</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Harry"/>
				<updated>2007-11-28T13:56:07Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Harry's Towing - You worry about the insurance, we'll worry about where to put your wrecked heap.''&lt;br /&gt;
&lt;br /&gt;
Watching over a massive pile of decomposing junk might not seem like the most exciting career in the world, but you'd be amazed at the sheer number of people that show up looking to scavenge things and pay you for the privilege.  Even better, they'll pay you more for not asking questions, as if you were going to in the first place.  &lt;br /&gt;
&lt;br /&gt;
Even better is when you can actually stock the junk yourself rather than just waiting for it to be handed off to you because nobody else wants to deal with it.  Might as well cut out the middleman, right?  So let's recap - you get paid to take in the car that you're being paid to store and being paid to let people take off your hands.  This world can be a beautiful place sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Harry</id>
		<title>Harry</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Harry"/>
				<updated>2007-11-28T13:42:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: New page: ''Harry's Towing - You worry about the insurance, we'll worry about where to put your wrecked heap.''  Watching over a massive pile of decomposing junk might not seem like the most excitin...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Harry's Towing - You worry about the insurance, we'll worry about where to put your wrecked heap.''&lt;br /&gt;
&lt;br /&gt;
Watching over a massive pile of decomposing junk might not seem like the most exciting career in the world, but you'd be amazed at the sheer number of people that show up looking to scavenge things and pay you for the privilege.  Even better, they'll pay you more for not asking questions, as if you were going to in the first place.  &lt;br /&gt;
&lt;br /&gt;
Even better is when you can actually stock the junk yourself rather than just waiting for it to be handed off to you because nobody else wants to deal with it.  Might as well cut out the middleman, right?  So let's recap - you get paid to take in the car that you're being paid to store and being paid to let people take off your hands.  This place can be a beautiful world sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Owen</id>
		<title>Owen</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Owen"/>
				<updated>2007-11-28T13:29:57Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Malcolm]]'s nephew Owen became a cop specifically so that the family would have someone there to overlook things.  Being a dirty cop is a lot easier if you don't have to go through the normal process of losing your idealism by having your partner shot in the face first.  Sure, there's something to be said for coming by your corruption honestly, but really, doesn't it just save time to get it over with?&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Owen</id>
		<title>Owen</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Owen"/>
				<updated>2007-11-28T13:29:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: New page: Malcolm's cousin Owen became a cop specifically so that the family would have someone there to overlook things.  Being a dirty cop is a lot easier if you don't have to go through the n...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Malcolm]]'s cousin Owen became a cop specifically so that the family would have someone there to overlook things.  Being a dirty cop is a lot easier if you don't have to go through the normal process of losing your idealism by having your partner shot in the face first.  Sure, there's something to be said for coming by your corruption honestly, but really, doesn't it just save time to get it over with?&lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Jean</id>
		<title>Jean</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Jean"/>
				<updated>2007-11-28T13:23:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jean knows people who need things and people who have things.  Sounds like an excellent start for honest trade, right?  The problems come in when the things are illegal and the people are on opposite sides of a national border.  So what's the modern, rising-star businesswoman to do?  Easy - get some schmuck with a car and an ounce of discretion to transport the things across the border for you.  For now, though, she'll settle for having [[Malcolm]] do it.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Category:PCs</id>
		<title>Category:PCs</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Category:PCs"/>
				<updated>2007-11-28T13:10:03Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: New page: An RPG without PCs like a wiki without entries.  Get writing, slackers!  And feel free to change this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An RPG without PCs like a wiki without entries.  Get writing, slackers!  And feel free to change this.&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Malcolm</id>
		<title>Malcolm</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Malcolm"/>
				<updated>2007-11-28T13:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: New page: ''&amp;quot;There are only two more beautiful things in this world than a car with a secret compartment - booze and cousin Sally.  Dude, don't look at me like that.  She's hot.&amp;quot;''  == Bio and Backg...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''&amp;quot;There are only two more beautiful things in this world than a car with a secret compartment - booze and cousin Sally.  Dude, don't look at me like that.  She's hot.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== Bio and Background ==&lt;br /&gt;
Malcolm Kincaid was born to a massive Irish family that is seeded throughout Tacoma and Puyallup.  Malcolm was the third of five children, and spent most of his childhood helping out as an extra pair of hands at various extended family businesses.  Many of those businesses and ventures turned out to be shady or downright illegal.  By the time he had become an adult, Malcolm's only real frame of reference for surviving in the world was that playing by the rules was done on an as-needed basis.  And mostly for suckers, to boot.&lt;br /&gt;
&lt;br /&gt;
Malcolm's parents, Arthur and Colleen, opted to homeschool him because of the need for manual labor when he was young, but by the time he had reached his late teens, it was obvious that he was bright enough to make some use of formal education.  Since he had demonstrated an aptitude for working with machines, particularly cars and motorcycles, the family scraped together enough money to send him to a vocational-technical  school for two years.  As time went on, Malcolm came to resent having his life dictated by the needs of a sprawling, dysfunctional family.  Although he has no particular urge to live legally, he would have liked to have had a more &amp;quot;normal&amp;quot; childhood.  &lt;br /&gt;
&lt;br /&gt;
On a more personal note, much of the family, including Malcolm's parents, has sympathetic ties to various Sapien Supremacist groups, like the Humanis Policlub.  While a vaguely anti-meta undertone permeated Malcolm's upbringing, the fallout of the birth of his younger brother [[Alex]] made Malcolm distinctly uncomfortable with that portion of the family culture.  Alex was a Nobilis, and Malcolm's parents were sufficiently disturbed at the idea of raising an elf that they gave Alex away to Malcolm's aunt Carol to raise, since she doesn't have problems with metas and always wanted a child of her own.  Now that Alex has gotten older and is about ready to start living on his own, Malcolm is sharing an apartment with him.  He gets a break on the rent and gets to piss off mom and dad; what could be better?  &lt;br /&gt;
&lt;br /&gt;
At 26 years old, Malcolm wants nothing more than to work for himself, and Shadowrunning strikes him as the best way to do it.  Now that he's finally scraped together enough money to pay for a DocWagon contract and has managed to get a place of his own, he feels that he's just about ready to go independent.  With little education, a lot of shady skills and his formative years behind him, Malcolm doesn't exactly want out of the criminal life - he wants to experience it on his terms, get away from the creepy Humanis element and not feel like he's being taken for granted by a big, faceless apparatus.  Two out of three ain't bad, right?&lt;br /&gt;
&lt;br /&gt;
The major family business that Malcolm has been a part of is his uncle Robert's garage.  He still works part-time there when Rob needs the labor, in exchange for access to the garage for working on his own projects.  The garage operates as a normal auto repair place, but is also known among local go-gangers and underworld types as a place where vehicles of all kinds can be modified, disguised or even sold for spare parts.  &lt;br /&gt;
&lt;br /&gt;
Aside from the garage, most of Malcolm's illegal work when he was younger was acting as a courier.  People rarely expect a ten-year old to be carrying drugs or a firearm in a backpack.  As he got older, Malcolm kept with the general idea and started doing real smuggling, mostly to Salish territory.  All of his vehicles are modified to carry hidden cargo.  One of Malcolm's grandmothers is Salish, and her family keeps in touch, so most of his immediate family picked up the language and some coordinate illegal activities across the border.  Malcolm's major point of contact among the Salish is his fourth cousin [[Jean]].  She usually picks up whatever he can get out of Seattle or provides the goods he needs to bring into the city.  Malcolm actually stole the Suzuki Aurora he has off the street so that he would have a faster option for carrying very small cargoes.&lt;br /&gt;
&lt;br /&gt;
Malcolm has also dabbled in forgery of electronic documents.  A great-uncle gave him a credstick reader for his 20th birthday in exchange for work on compromising some certified credsticks.  Although he doesn't do that kind of thing often, the reader does make it easier to accept payment for various odd jobs.  While he doesn't qualify as a decker, Malcolm knows his way around the Matrix as more than just a regular user.  &lt;br /&gt;
&lt;br /&gt;
One thing Malcolm has never been hugely comfortable with is fighting.  After getting harassed by a ganger while transporting a few optical chips, Malcolm persuaded his cousin Amy to find a stun baton for him just in case he needed to defend himself.  Although he has learned how to use a firearm, Malcolm prefers not to deal with the paper trail.  On his 21st birthday, Malcolm was taken to a pub by a few cousins for a first drink and, unbeknownst to him, his first barfight.  He didn't take well to brawling and ended up using his stun baton on one of his cousins and dragging him out of the building.  Colleen was exceedingly displeased, which Malcolm ended up seeing as a plus.  &lt;br /&gt;
&lt;br /&gt;
Although Malcolm's extended family supplies a lot of contacts, it is not as monolithic as even Malcolm sometimes feels it is.  In particular, the Tacoma Kincaid branch that Malcolm hails from tends not to get along with the Puyallup Kinkades.  The latter has a more pronounced tendency toward gang involvement and thuggish behavior in general, which the former sees as beneath them, low economic standing or no.  As one example, a fight broke out at the last &amp;quot;family reunion&amp;quot; over &amp;quot;Aunt Lisa's brat pack that made our Sally cry at her prom.&amp;quot;  Malcolm stunned one distant cousin and locked him in a closet.&lt;br /&gt;
&lt;br /&gt;
The apartment Malcolm shares with Alex is actually a rented warehouse converted into a living space.  It's mostly got the amenities of a low lifestyle, but with lots and lots of extra space and privacy, used by Alex for magical work and by Malcolm for his electronics shop.  The lot in back provides storage space for Malcolm's vehicles, and eventually he'd like to build a garage.  Malcolm also pays rent on a tiny apartment in the same block as the garage in case he needs another place to crash for a night.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
Malcolm might be liked more than he is if he could keep his abrasive, sarcastic sense of humor in better check.  As it stands, he's just got a few friends that are used to him. He's okay with that, though, as it means he has people to worry about.  Also, for someone who was brought up in a criminal environment, Malcolm has had relatively little exposure to the world outside Tacoma.  He's inclined to believe that he's better at the sorts of things he does (forgery, electronics work, smuggling) than he really is due to a lack of reference points.  This is liable to come as a bit of a shock to him once he starts running the shadows and gets a feel for just how small of a pond he grew up in.  &lt;br /&gt;
&lt;br /&gt;
== Contacts ==&lt;br /&gt;
&lt;br /&gt;
[[Uncle Robert]]:  &lt;br /&gt;
Malcolm feels closer to his uncle Rob than either of his parents.  Robert was one of the few elder family members that encouraged Malcolm to learn to do whatever came naturally to him.  He owns the Tacoma garage that Malcolm works part-time at and which contains his Vehicle Shop.  Since Malcolm hasn't been on speaking terms with his mother for a few months, he is currently Malcolm's primary contact for the rest of the family.  It was Robert that made the suggestion that Malcolm get some real education when he turned 18, and when Malcolm participated in the hijacking of a delivery van to get at the goods it was carrying, Robert let Malcolm repaint it, forge a title for it and keep it so that he would have a high-cargo vehicle to work with.  The original plan had been to chop it up for spare parts so that it couldn't be tracked down, so this was a major concession on Robert's part.&lt;br /&gt;
&lt;br /&gt;
As the youngest member of his generation (41), Robert's position in the informal clan hierarchy is shaky at the best of times.  Like Malcolm, he feels that they have the manpower to break into the local criminal scene full-time (rather than just having groups of small-time dabblers here and there), but unlike Malcolm, he's wary of dealing with the mob (see Jimbo below), mainly due to being older and wiser.  When Malcolm does manage to finally go independent, he will be as much of a contact for Robert as vice-versa. &lt;br /&gt;
&lt;br /&gt;
[[Harry]]:  &lt;br /&gt;
Harry owns a junkyard and operates a towing service on the outskirts of Tacoma, and is both Robert's and Malcolm's primary source of car parts.  While he figures from sheer volume that the two of them are involved in illegal activities, he doesn't know for sure and doesn't really care to know.  Harry also collects old vehicle owners' manuals as a sort of hobby.  Malcolm would love to be able to read a few of them, but they're in very poor shape.  &lt;br /&gt;
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[[Jean]]:  &lt;br /&gt;
A fourth cousin to Malcolm, Jean is his business partner when it comes to smuggling around the Salish-Shidhe Council, in that she's the one who receives whatever he moves across the border from Seattle and hands off whatever he's bringing back, if anything.  They generally work well, but Malcolm's rebellious streak is causing problems for her in the Salish side of the hierarchy because they're worried that he's going to drop everything and leave at some point.  Malcolm keeps a picture of Jean in his car as a prop for a &amp;quot;visiting my girlfriend&amp;quot; story for customs officials.  She finds it less amusing than he does.&lt;br /&gt;
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[[Jimbo]]:  &lt;br /&gt;
Malcolm's time spent in school, while short, did manage to expand his horizons a little bit.  Jim was in most of Malcolm's classes and, as it turned out, was a part-time getaway driver for his own &amp;quot;family organization,&amp;quot; which was a lot bigger and more organized than Malcolm's.  Since meeting Jim, Malcolm has it in his head that the family could stand to cultivate a closer relationship with the mafia as their ticket to something bigger.  Most of the older members of the family know that that has its own share of problems and are less enthusiastic about the idea.  Jim and Malcolm spend a fair amount of time talking cars and going to the pub to plan out amazing jobs that will never happen.  &lt;br /&gt;
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[[Owen]]:&lt;br /&gt;
Technically Malcolm's nephew despite being only a few years younger than him, Owen is a police officer working for Lone Star who has the family's interests firmly in mind.  Although they have yet to actually need a cop on the take on their side, most figure it's only a matter of time.  Malcolm helped Owen with his English classes in high school in exchange for some time on a firing range.  Malcolm isn't a fan of firearms, but figures he'll need to use one eventually.  Owen is particularly sympathetic to Malcolm's wish to work on his own, as he is similarly outside the family structure now and also finds the anti-meta undercurrent to family politics distasteful.&lt;br /&gt;
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[[Amy]]:&lt;br /&gt;
Malcolm's second cousin Amy is a fence.  Although they do have business arrangements, their friendship was seriously strained a year ago when Malcolm's character killed Amy's in an RPG.  Malcolm insists that he had a perfectly legitimate and compelling reason for doing so.  Amy thinks Malcolm was just sore that she wouldn't loan him the money for a batch of parts for his van.&lt;br /&gt;
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[[Dann]]:&lt;br /&gt;
One of Malcolm's few friends outside the family, Dann grew up in the same neighborhood as Malcolm.  Malcolm is a little jealous sometimes of Dann's complete education and decent-paying job as IT head for a local community college.  Dann has been known to provide Malcolm with computer and electronics parts that are getting phased out in favor of better hardware.&lt;br /&gt;
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[[Moira]]:&lt;br /&gt;
Malcolm's aunt Fiona recently gave him contact information for a fixer when he started making noises about going independent. This was most likely to spite her sister Colleen, whom she's been feuding with for a few years since Owen's father got in a fight with Fiona's husband.  Thus far Malcolm's mainly been asking Moira to keep an eye out for employment, but he likes her no-nonsense, business-first attitude.&lt;br /&gt;
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[[Category:PCs]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

	<entry>
		<id>http://matrix.shadowland.cathartic.org/Jean</id>
		<title>Jean</title>
		<link rel="alternate" type="text/html" href="http://matrix.shadowland.cathartic.org/Jean"/>
				<updated>2007-11-28T12:05:32Z</updated>
		
		<summary type="html">&lt;p&gt;Ian: New page: Jean knows people who need things and people who have things.  Sounds like an excellent start for honest trade, right?  The problems come in when the things are illegal and the people are ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jean knows people who need things and people who have things.  Sounds like an excellent start for honest trade, right?  The problems come in when the things are illegal and the people are on opposite sides of a national border.  So what's the modern, rising-star businesswoman to do?  Easy - get some schmuck with a car and an ounce of discretion to transport the things across the border for you.  For now, though, she'll settle for having Malcolm do it.  &lt;br /&gt;
&lt;br /&gt;
[[Category:Contacts]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>	</entry>

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