Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background:[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which use a logographic writing system and need larger font sizes.
***/

/*{{{*/
body {font-size:0.8em;}

#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}

.subtitle {font-size:0.8em;}

.viewer table.listView {font-size:0.95em;}

.htmlarea .toolbarHA table {border:1px solid ButtonFace; margin:0em 0em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton, #backstageArea {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar closeTiddler closeOthers +editTiddler > fields syncing permalink references jump'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar +saveTiddler -cancelTiddler deleteTiddler'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
Trainer Eris-216,959,075-Gold.
Trainer Duo-8,403,350-Gold. 
Claeis-6,436,025-Gold.
Simple concept. Basic setting is modern times.

However, this is modern times as comic books and anime show it. Aliens could invade(or just be stopping by to see if that new pizza place is any good), cyborgs are as logical as ninjas and barbarian-women, pirates still roam the seven-and-two-thirds seas, the works.

This story will focus on a group of four individuals living in an apartment/house, not unlike The Real World and other bad reality shows/sitcoms. Some examples could include the ninja-boy-pirate-lass-couple, the cyborg straight man and the obsessed necromancer, or other such things. This idea is basically supposed to be not unlike the webcomic [[College Roomies From Hell|http://www.crfh.net/]]; Expect to laugh, expect to cry, expect some action, expect a mexican standoff over the last slice of pizza.

You in?
Maseis-20,684,325-Gold.
Claduo-20,089,300-Gold.
Sureis-2,297,725
Bateis-15,988,325-Gold.


In a world of crime, how innocent is the law: A Crackdown narrative LP.

This LP will be different than most you are used to, in that it is text-only. Since I lack screenshotting supplies and intend on doing many impossible tasks from the perspective of the game itself, I will be instead rigging this together through pure narration. With that said, I provide you with this:

[img[http://img394.imageshack.us/img394/3161/99ac1jo4.png]]
^ An anime-ish chibified image of the main character at the start of this story.

[img[http://img356.imageshack.us/img356/7498/pacificcitymapbu1.jpg]]
^ A map of the city this takes place in. We will start at the center, with our first goals being within the yellow area to the left due to its comparative ease.

Now then, as this is a Crackdown LP, despite its text-only nature, we will have certain features.
-One, before each mission, I will supply basic information about the situation, target, and region to the best of my abilities. These will be a bit loose and hardly cover everything, but will include a picture of the target, so you don't have to look at ONLY text.

-Two, I will be accepting orders. Now, I ask that these be serious, but I will accept just about anything. To aid in this, with each dossier before a mission, I will include my current arsenal and stats. Orders can be exact("take this gun, this gun, and this grenade, come in on rooftops from the south, start with a ground-slam, immediately drop grenades, back away firing wildly, etc. etc. etc. etc."), or loose("use yer fists."), or anything in between. I cannot guarantee I will take the orders, or which one I will take, but this will of course add to the LP.

http://crackdown.wikispaces.com/ <-- This site contains information on things like my available vehicles, weapons, and so on, to further allow you to make viable choices.

The focus of this will be upon the main character and how she handles the events of the story, as opposed to batshit over-the-top action. I will, of course, detail action scenes as well.

With all that said, stay tuned for the first true entry of this LP!
-Journal feed starting...-

-Name?- "Lori McKee."

-Age?- "Twenty four."

-Position?- "...Classified."

-Record function starting in 3...2...1...-

Well...Where do begin? I'm Lori. I've been focusing everything into becoming a police officer since I was 17 to help people. I even made it, too! Unfortunately...On only my third routine patrol, there was a traffic accident, and I was left with limited leg movement. I could still walk around with crutches, but I was down to just desk jobs for life, it seemed...

Then, the guys in R&D up top needed volunteers for their...Project. Something to get people like me with the skills and the talent but a broken body back out onto the field. As you can imagine, I-if you'll forgive the phrase-jumped at the chance. If it all works right, I should be doing what I was meant to do again...Oh, they're calling me now. I'd better get in there. I'll finish this entry soon.

-Recording paused.-

I groaned, one hand immediately going over my eyes to block out the light. Every single muscle ached in me. "Ugh..."

I heard a voice from above me, sounded like one of the guys from R&D. "Try to open your eyes slowly...They'll adjust to the light faster, but you still need time to get used to it."

So, with great reluctance, I pulled the hand away and opened my eyes. It was blinding for a few brief moments, then everything calmed down and I could see...Wait a second. I could see? Everything was perfectly sharp? I gently poked the top of my nose, where my glasses used to rest.

Gone. "Uh...Just how much did you do to me?" I vaguely noticed the aches fading away as I sat up, looking at the guy in the room. He was a bit scrawny from not having to keep the same fitness regiment as those in the field, and looked like he'd been working on something for hours.

And judging by that grin, it'd worked. He was quickly making notes on a clipboard he had in his hand. "Oh, quite a bit...You're a perfect fusion of the biological and the mechanical now! To put it more simply, a cyborg."

...He's kidding, right? "...You're kidding, right?"

"Oh, not at all! It's nothing quite as over-the-top as cartoons and movies, of course...Your body is now permeated with microscopic nanomachines, which not only return functionality to any wounded or broken limbs, but allow you to grow far beyond human limitations!" He was obviously pretty excited by this.

Of course, my jaw dropped soon after he said 'body'. "How is that even possible?!"

He sighed. "Classified information...Sorry. But let's do the full tests!" Aaand he was right back up to joyous about the apparent success of his project. "Try to stand up."

I was brought back to reality in an instant, gulping. "Alright..." And so, I tried.

Holy crap, it worked. I could walk! It was like the accident had never happened at all...

-Recording to begin in 3...2...1...-

It, admittedly, took me a bit of time to calm down. When I was finally able to focus again, I was given a new position, of 'Agent'. And that's where I am now. My new boss just left, leaving me in this almost ridiculous underground chamber in an island surrounded by Pacific City. I am to act as a single, superhuman striking force against the immense crime that's swept over this city. I don't know if I can handle it all...

But I have to at least try.

-Recording stopped. Entry 001 completed.-
I hopped into one of the patrol cars, the keys already in the ignition, and started it up. The Keep(the name of this island base...Yeah, kinda lame.) was connected to the three islands that made up Pacific City through underground tunnels...Successfully managing to remind me of comic books more and more by the minute.

By the time I reached the end of the tunnel, I was going so fast I FLEW overhea...Overhea...Oh lord...There was a fight going on right outside the place! I managed to get the car to land without killing me, quickly exiting the vehicle and pulling out my standard-issue rifle.

Yes, they gave me an assault weapon on my first day. Things are very, very bad. I vaguely noticed the gang members were wearing bright yellow, making a mental note as I aimed down the scope and pulled the trigger. Apparently my body could now 'lock on' to targets, but I felt far more comfortable doing this the old-fashioned way. A few shots, and the first member dropped. I quickly shifted, steadying the gun and squeezing the trigger again. Down went the second. There had been five when I arrived, but the officers outside had already managed to focus their fire on two of them and get them to drop. As I was reaiming to deal with the last one, I saw him fall.

It seemed I still had much further to go before I could keep up with my more experienced peers.

Sighing, I turned to look back at the car I'd borrowed. The door picked that point to fall off. It was utterly trashed...I turned back around to figure out a plan, when I received a dossier on the criminals I'd just taken out. It seemed they were members of the 'Los Muertos', or 'The Dead'. Primarily central-american, they started off several years ago as a petty drug-smuggling ring. Now, however, they owned a third of the city, particularly a slum section referred to as 'The Dirt'.

I could already feel my hand tensing up. These bastards were bringing drugs into my city? Turning good people into helpless junkies who'd steal from their own mother, all so these criminals could line their pockets? This wasn't just a job anymore. It was PERSONAL.

Before I could think any further on how these individuals were scum, another dossier appeared on my PDA. A quick glance showed a map of the region, alongside some information on 'supply points'. These were regions of slightly concentrated gang activity held only because it was incredibly easy to store and retrieve equipment from them...If I could clear them out, the officers could easily hold them and we'd be able to use the locations for in-the-field re-equipping.

Looks like I had a job to do again, then. My vendetta would have to wait. This location was my first order to get to, and was also a test. Clear it out with what I had, and no specific orders. If I succeeded, great. If not...Too bad for me, I guess.

I could work with that. I took one of the cars the Muertos used to get here in the first place, needing a bit of stealth, and drove off towards the GPS point on my PDA. When I got there...It was utter war.

I don't know if the officers were fed up with the 'project' I was a part of or trying to soften things up for when I arrived, but they'd made the first attack. Muertos members were holed up in and on the local bank, of all places and firing down at the officers...Of course, I got fired at too when they noticed me. Skidding to a stop, I quickly got out and realized something.

That rifle they gave me? Goddamn terrible for long range. Muttering curses to myself, I drew my sidearm and began to take aim...What the hell were these guys on?! One of them just picked up a corpse and CHUCKED IT AT ME! While I was shooting him! Christ, they must be using what they're dealing...Fine by me, I'd put them out of their misery.

A bullet suddenly grazed my side, and I winced. Pain flared up for an instant, but then...It was gone. A quick look down revealed the wound wasn't even there anymore. My body could heal that quickly now?! Good lord...The guy in R&D hadn't been joking. The last guy there apparently WASN'T high, because he ducked down and hid there.

Alright, I could play that game. I yanked one of the grenades off my belt, pulling the pin and giving it a gentle toss. It arced far higher than I expected, but landed where the guy was all the same. A moment later I got a satisfying 'boom' for my efforts, and a corpse. Beeeautiful. A few leaps that were far easier than I was used to, and I reached where they kept the supplies, in a hidden shed on the roof...Oooh, a shotgun. I ditched my crappy rifle for now, deciding to go up-close and personal until I got some more viable equipment. A quick glance in found something I REALLY hadn't expected...A harpoon gun. It looked like it was designed for killing sharks, not people, but here it was all the same...That might just help my long-range woes.

I quickly suited up and snagged some ammo for my sidearm, heading back out. I'd made my first step towards freeing this city in mere minutes...Now to hope the rest of it would be this easy.

I couldn't have been more wrong.
"Shit shit shit shiiiiiit!"
I sailed through the cold night air, arcing from one building to another and finally land - oh dear lord it feels like my legs just snapped in half. So why was I moving around like I was an actor in an over-the-top martial arts movie, when I could be sleeping in my warm and soft and not painful bed?

It all started this afternoon...

-12 hours ago-
I was off duty, thankfully. The gangs were laying low after we'd finally begun to really fight back, and I was allowed a chance to live a much more civilian life for a moment. Which was when I noticed a large, hovering, GLOWING ball of energy on top of the local gas station and quickly made a call.
"Um...Boss? Why am I seeing big balls of energy on stuff? ...What?! You're kidding me, right?"
No, no he was not. APPARENTLY, these were designated 'acrobatic hot points' - spots to test my superhuman abilities. Hit the point, and it'd be logged internally as some kind of messed up bragging rights. I sure as hell couldn't just jump around the city like some kind of deranged superhero out in the middle of the day!

-Present-

So here I was, jumping around the city like some kind of deranged superhero out in the middle of the night.

I finally collapsed behind a billboard, panting.
"Ugh..." My whole body ached. I pulled out the PDA, seeing how many I'd found. It had to be a bunch, right? It felt like I'd been searching for hours for ones I could actually reach...

FIVE?! Hours of effort, pushing myself to my limit, for FIVE GODDAMNED LITTLE 'POINTS'?!
"Argh!" I punched the wall behind the billboard, leaving a dent in it. Yet, despite the aches and rage I was feeling, it still seemed like I'd done something good...Just not quite enough. Like if I pushed myself just a bit more, it'd be worth it.

I yawned, finally sitting up and returning the PDA to my pocket. Screw it...I'd try again later. I was going out on patrol again tomorrow, and I'd need sleep. Christ, I was probably going to have to down coffee like crazy just to keep awake...Once nobody was looking, I climbed down from behind the billboard and beginning to walk home. The sun wouldn't be up for a few hours yet, so at least I'd get something...But if just five had been that hard to find, I shuddered to think what I'd have to go through if I tried to get all 500.

Guess I'd find out soon enough.
I finished off my coffee, grimacing at the taste. Not even a headquarters as big as this had any GOOD stuff in the coffeepot...But that wasn't something to be concerned with. We'd found where one of the big guys for Los Muertos was hiding. He controlled the security and kept the city heavily in their control...Take him down, and we'd cut a major hole into their drug operations. Which was definitely fine by me.

But he was also paranoid. Very, very paranoid...He'd be surrounded by guards. I knew what I'd have to do. We were low on equipment, but I hadn't taken that harpoon gun I found in the bank's storage closet on the roof....Or told my boss about it, for that matter.

I knew taking more than just my sidearm and some small explosives would weigh me down needlessly, so I suited up light and borrowed a patrol car. This should be easy, right? Slip into the general area, move in all quiet, get up somewhere high enough to spot him and take a few shots, the harpoons would punch through body armor eventually-

Crap, some gang members spotted me! They must've found out about the information leak...And there was no way I'd take them down with just my sidearm right now! Unless...Time to try out that 'lock on' the boys in R&D were talking about...

I focused my sight on one of the gang members, and then something just...Clicked. My arm moved almost of its own accord, suddenly aiming right at him. I squeezed off a round, and it hit dead center. Wonderful...My aim quickly compensated for the recoil automatically, and I was able to quickly drop him. There were more, but I was quickly joined by some mundane officers. With me just carrying a sidearm and them having some rifles, the attention was immediately pulled off of me. My minor gunshot wounds were healing already, but in the adrenaline rush I hadn't noticed them. I reloaded when my clip ran dry, hitting another gang member right in the heart and neutralizing him.

One came running out of an alley, wielding a shotgun and going for the officers. No way in hell...A shift of my focus, and my aim was on him in an instant. I tried to go for his leg, and my arm suddenly snapped less than an inch, the sights aimed right at it. It would be a hard shot, but...

It worked! He dropped, and I quickly put more rounds into his center of mass. He died within minutes, leaving me with only a handful to dispose of quickly.

A further examination made it clear why there had been so few losses. These guys were carrying handguns not even as effective as my sidearm...Except for the shotgun guy. I picked it up, noticing just how [i]light[/i] it was. I didn't have the sheer space on my body to carry more than two weapons, but who said one had to be a sidearm...

A short while later I was leaving the bank, the harpoon gun sitting in the passenger seat of my patrol car next to the shotgun I'd picked up. I'd tossed some extra ammo in from the storage, satisfied with my arrangement...Until I got close to Martinez, at least. He had guards spread out a good 50 yards around him, and they were shooting at anything that looked even vaguely like a cop. Crap!

I quickly got out, remembering an old phrase. Discretion is the better part of valor...Screw these guards, I wasn't dying here to a bunch of low-lifes with my target close enough to hit! Revving up my patrol-car, I dove out and hit the ground hard. It hurt like all hell, but the car pulled the attention of these gangbanging idiots while I ran around to a building with a fire escape. Even with my limited abilities I was easily able to jump it and get up to the rooftops where my target was hiding.

Moving the shotgun to my back, I quickly pulled off the harpoon gun. Just had to take the shot...And make it count. My target was a smart man, he'd hidden on the highest building around. I got as high as I could, finding that if I jumped and let the lock-on do the work for me, I could just baarely hit him...

Shit, it missed! And he had clearly heard, and seen, the harpoon. And that's when I learned something...

Even the smart guys up top in a gang are pretty fucking stupid. Despite his paranoia, Martinez pulled out a gun and tried to shoot me. Now, I don't doubt this man has some excellent marksmanship, but I was almost a city block away and he wasn't exactly using a perfect, hyper-accurate gun.

Plus, him rushing over made him visible even when I crouched. I focused everything on him, letting the lock-on kick in. My muscles tightened up, compensating for my breathing, and I looked down the scope...Bam.

I got him right in the chest, and while it didn't get past his body armor, it had clearly broken a few ribs. I couldn't get a clean shot at his head from hear, though...A quick glance assured me I could get to him via leaping.

So that's just what I did. I had him on the ropes, now to push him out of the ring. I dropped down lower, quickly moving across one of the bridges going between rooftops, and leaped across to a slightly higher building. It put me on the same building as Martinez, and I quickly climbed up to get at the staircase...

Which was loaded with guards. A quick toss of one of my new best friends, a limpet charge, had them scurrying, and a shotgun blast quickly took another out...Shit, there were more guards than rounds! I did all I could do, quickly kicking one of the remaining ones in the chest.

I felt his ribs crunch, and he dropped like a sack of potatoes. I stomped, HARD, finishing the drop. It wasn't nice, it wasn't right, but then, neither were they...I heard someone pull the pin on a grenade(they must've improved my hearing too...), charging up the stairs. Martinez was up there, clutching his chest in agony and begging for mercy.

You know what? It was pathetic. This bastard helped bring drugs and guns into this city, he helped murder my colleagues and keep the people scared to even leave their homes, he didn't deserve mercy. He didn't even deserve grace. I barely kept my anger in check, tossing down the shotgun...And bringing the harpoon gun forward instead.
"Screw you, Martinez. Screw. You."
Before I could finish my statement, a guard from below shot at me. I quickly dealt wih him, turning to finish off Martinez an-

Oh dear god, what was happening?! It felt like my body was on fire, but in a good way....I stumbled back, suddenly feeling like I was in the center of an explosion. I was. Energy surged out around me, and I felt more alive than I ever had. Martinez was knocked back onto his ass, stunned, and the barrels on the rooftop were nearly pushed over the edge. I panted, realizing I really felt the strength in my legs...Like I'd been jogging miles every morning for years, instead of only having been able to walk again for a few weeks.

I slowly managed to calm down. But Martinez was still there, and still alive...I didn't feel this need to end him as painfully as possible anymore, but he still had to go down. Sorry, Martinez. Boom, boom, boom...The final harpoon punched through his armor, pinning him to the ground as it was soaked in his lifeblood. Without rage guiding me, I almost felt like I had to justify myself to what might already be a corpse.
"Was you or me, Martinez...Was you or me."
"WOOOO HOOOOOOO!!!!"
I peeled around the corner at what must've been over 70 miles an hour, charging for the next checkpoint. So why was I racing in the middle of the night against the clock, in Agency property no less? Simple. I needed an in. Like many things lately, it all started this afternoon...

-10 hours ago-

I stepped into my boss's office, sitting down in one of the empty chairs. "You needed to see me, sir?"

He looked at me, and I couldn't help but see a...Deadness in his eyes. This was a man who'd seen it all, who'd fought and killed to protect his city a thousand times over. I'd faced a small army just the other day without flinching, but I could feel my stomach trying to trade places with my lungs when I looked into those eyes. "Yes, Lori. As I'm sure you are aware, your recent success has led to immense paranoia on the part of the Los Muertos gang."

I nodded, biting my tongue and not daring to mention that it wasn't 'the Los Muertos'. "Of course, sir."

"Because of this, direct assaults are going to be far less effective from the simple nature of their mistrust. They'll see you coming a mile away, so you're going to be sneaking your way in." He pulled out a folder, sliding it over to me and flipping it open. The picture I was looking at was, as could be expected with the gang's background, a man of latino descent. But where Martinez had looked worn down and paranoid even in his photo, this guy practically oozed slime and contempt. He was younger, as well, and the information in the dossier in front of me detailed how he provided cars for the Muertos. I finally looked back up at my boss. "What exactly am I supposed to do, sir?"

He got out something else; a small flash drive for a computer. "Diaz runs an illegal racing ring within the northern part of the city, and he's arranged time-trial checkpoints all over it. Normally you would input the GPS data on this drive into a guidance system, but your nanites can project the path directly into your vision." He handed it to me. "Now get out there and prove yourself, so you can get into his inner circle and do what needs to be done."

I gulped, quickly getting up. "Yes sir!"

-Present-

I'd found a glorious new ride waiting for me in the garage. Something custom, like the best sports car in the world. The guys from R&D were there, saying it would react to my nanites...Not sure what the hell they meant by that, but it was already awesome. They gave me the keys, and I was out of there in a flash.

So here I was, taking property that was both mine and the Agency's, and driving through the night city as fast as I could to beat the clock. As I pushed the car to its limits to get to the next glowing pillar of light in my vision(I was beginning to think the R&D guys were TRYING to make my life look like a videogame...), I noticed Volk troops going at it against Muertos thugs. They must've heard of Martinez being dead...But that wasn't any concern of mine. I had to win this damn time trial so I could get to Diaz!

I'll be honest, my driving has always been a little weak, and here it was showing. I tried to dart between cars as fast as I could and found myself just hitting light poles and stop signs more often than not, but I was slowly learning how to treat the car, where its limits were, when to yank the handbreak to whirl around a turn...I could do this,I could do it!

YESSSS! I hit the break hard, skidding into the last checkpoint with over a minute to spare. I was panting like I'd just run a race while having an orgasm. I'd done it, I'd done it! God, what a rush...I slowly managed to calm down, pulling out the GPS unit I'd been given from the glove compartment. It'd tracked everything, and proved that good or not, I was FAST. Now we just had to put it at the drop-off point...The Muertos weren't stupid, they ran through two or three individuals before it ever touched gang hands, and they switched things every time so that not even the device could be tracked. We'd never be able to tail them, but they'd be contacting me soon...I'm going to get in and take you down, Diaz, no matter what.
I pulled out of the Agency building, taking my new ride for another spin, when a dossier appeared at the edge of my vision. It seemed they'd finally pinpointed Violetta Sanchez, the Muertos recruiter...And I could see why it'd taken so long. The psychopath hid not even 100 feet from the tunnel exit, knowing we wouldn't think anyone stupid enough to be that close.

Well, unfortunately, her luck just ran out...This bitch was helping to put drugs into MY city, and pulling decent people into the gang when they couldn't afford to buy the stuff they were hooked on. I pulled over across the street from where her gangmembers were guarding the makeshift stronghold of apartment buildings, grabbing my gear from the back seat. I'd snagged an SMG during some of my efforts in acquiring supply points, and I figured it'd help now, with how many of the goons had them.

I raised up the SMG, and one of them quickly started firing, leaving plenty of holes in my car.

I returned the favor, and left plenty of holes in him. THAT got the attention of the others, and within a few seconds I'd been forced to empty a clip-Argh! A shotgun blast tore into my leg...Oh god, I could see the bone...I felt like I was going to hurl, but I had to keep calm, had to-

Something snapped. I wasn't me anymore. I wasn't Lori McKee, 24 year old officer and Agent. I was an Agent, purely, a weapon against crime and criminals and a tool to keep this city safe. I didn't think, I acted, and quickly dove behind an overturned truck. My leg was healing already, and I threw a mine over the truck. The instant I heard it hit the ground, I pulled the detonator. My cover was pushed back, but several gang members were already dead. I moved up and swung the shotgun around, eliminating another one.

I moved up towards the complex, a shot ringing past my ear. I turned automatically, my arms snapping into position, and took the criminal out mere moments after locking on. There were hundreds.

I would make hundreds of bodies before the day was done. Out of the corner of my vision, I saw a column of windows up one side of the apartment building. I moved fast, removing another criminal and letting the others go unpunished for now. My target was seen on the rooftops. The others would get their punishment soon.

My fingers dug into the brick surface, gripping the window sill easily as I made my ascent. My weapons were strapped to my back again, and I was temporarily helpless...But they wouldn't hit me at this height. They had no assistance, were high, and using notoriously inaccurate weapons. I would be fine. As I climbed to the roof, I found I could almost see my target, and could clearly tell where she was. This would be over, and fast.

Two criminals were hiding in a bulletproof greenhouse. They were eliminated easily via shotgun. I climbed the surface with a leap, moving from it to the higher plateau were my target hid. She assaulted me with a shotgun and hand grenades.

I moved forward quickly, avoiding her thrown grenade, and made a shot more accurate than she ever would. The scab fell off my thigh from the earlier wound when I shot, and I saw her fall. I stepped forward, finding she was wearing body armor under her short jacket, but clearly no helmet.

The trauma to the skull was extensive.
"Wha....?"
I groaned. God, my whole body ached...My eyes suddenly snapped open, taking in my office at the Agency HQ.
"What the hell happened..."
The last thing I remembered clearly was getting shot at yesterday....And why did my equipment locker look like it was bulging at the seams?

A quick check figured that one out. There was a goddamned rifle in it! Not even a hunting rifle, we're talking high-powered, gigantic sniping equipment here. Clearly whatever had happened had been big. And that's when I noticed how messed up my clothes were, riddled with bullet holes...And one big gap on my leg...

People congratulating me on 'dealing with' Violetta, or even asking me if I'd had to be that brutal, just left me more scared. I needed some time on my own to think...A quick shower later, and I tossed on some civvies before getting the hell out of there. I couldn't really take that supercar they made me in the condition I was in, so I took mine.

As I drove out of the tunnel and into the city proper in the little Microcar, I tried to remember what had happened after I 'blacked out'...I could only grasp tiny little glimpses of it, so I pulled over near the apartment buildings. Maybe going to where Violetta hid...Or used to...Would get some answers.

I backed away from the wall suddenly when I'd reached it, more flickers of memory coming through. "Ugh..." God, what had I done...I had to grip the handrail of one of the nearby staircases, vomiting yesterday's lunch all over the steps. Nobody even paid me a second glance...They didn't know Violetta was dead, probably figured I was just another junkie of hers crashing hard. I panted, trying to get some life back into my system and focus...

As I sat eating my crappy fast food meal, I started thinking things over more carefully. I had a vague idea of WHAT had happened now, but WHY...? Had the stress just pushed me over the edge for a minute? Had I gotten completely drunk in my office to try and forget all that blood? I'd have to find out, and try to keep this from happening again...Until then, though, I needed something to take my mind off of everything.

-5 minutes later-

"Woooo hooooo!"

I hadn't dared go back and grab a GPS device, so I was just learning the routes now...But god, it felt great! The wind flowing through my hair, darting through traffic like crazy and just barely staying within the law...Sure, my little minicar was nothing compared to the souped up hotrod sitting back at HQ, but it still felt great! I was about to hit the end...So close, I could do it, I could do it...

"Argh!" I hit the breaks, pulling to a stop. I'd missed it by less than ten damn seconds! My fist slammed into the steering wheel, leaving a dent. I couldn't even think straight enough to beat these pathetic times set up to give goddamned junkies a chance. Screw it, I wasn't going to be needed on patrol today. I was going to head home and get some rest...

What I didn't know was that the next day would find me fighting for my life.
"Dammit!"
I dove behind a pillar, bullets riddling the wall where I just was. Here I was stuck in a nightclub, no armor, a shitty handgun to my name, and every gun in the place aimed at me or trying to find me. This was supposed to be EASY! This was in no way easy!

-2 hours earlier-
I sat down in my boss's office yet again, nervous as all hell. "You wanted to see me, sir?"

He nodded, setting a dossier in front of me. "Yes...We have information on your latest target. Jose Guerra. He runs a local nightclub. It doesn't get much business...Until he distributes the drugs. On that night, it's jam-packed, and he's doing a distribution tonight. You'll be going in there disguised, finding Jose, and dealing with him. Understand?"

I couldn't help but gulp. This was a suicide mission! "Of course, sir!" On the other hand, so was confronting my boss. I didn't need a lot of motivation to go and see the folks in R&D like he told he to before heading out...

-10 minutes later-

I squirmed. "That feels cold...What're you putting in there...?"

The only woman working on the Agent project looked up at me, having firmly affixed some internal hardware. "The nanite control unit. Originally, it was built into your bio-armor...But as you've no doubt learned, this removes your benefits when you don't wear the suit. This unit is smaller and more efficient, and will let you do stealth missions like this more readily."

I was about to say something when the numbing agent wore off. Ohdeargodwhydidithurtsomuch?! The scream nearly left my lips, but then she switched on the control unit, and my body rapidly healed and assimilated the device. The pain quickly faded, leaving only what looked like a bellybutton ring. It actually was a connector for any external hookups they had to do.

She stepped back, apparently not noticing my unease, and adjusted her glasses. "There, much better. You won't have access to your bio-armor, of course, since you're going out on a stealth mission...Your body can handle a lot more than normal, but don't get too beat up, alright? The nanites can only do so much." God, she sounded like my mother...If my mother was telling me not to get shot too much. I awkwardly nodded, quickly getting out of there.

-Present-

How the HELL had they convinced me this was a good idea?! I managed to duck behind the bar, firing rounds overhead. Some idiot tried to hop over and get to me with a gun in his hands, but down he went. I grabbed the gun and leapt up, pulling the trigger...

Empty?! IT WAS EMPTY?!!! Well...Shit.

I dove back down, barely keeping my head intact. This was bad, this was very, very bad! I needed a plan, I needed to think, I-

One of my random shots hit a guy. I felt a fresh burst, sending bottles and drunken idiots flying back. THAT was what I needed! The shock gave me a chance to leap back over the bar, and I took a wild shot.

One of the dumbasses dropped, a bullet hole right between the eyes. Oh hell yes! Now then, Guerra was supposed to be up at the top, outside of the club proper...I barged my way through, barreling over a few more people screwed up from the liquor and drugs, getting into the clean and open air.

...Right on time to see the fat bastard running down to the carport. Greeeaaat. At least I'd be able to take him out eas-

WOW that's a lot of gang members. I desperately yanked the one grenade I'd been able to hide in this embarrassingly-skimpy dress I had to wear, chucking it at one of them. I beaned him right in the head, and he fell down, quickly leading to a small explosion. In the chaos, I managed to bolt, going for Guerra directly.

The psychopath was using explosives?! While surrounded by very explosion-happy cars?! Oh screw this, the dumbass was frying. I dove, trying to focus on a car...Bingo. My arm snapped right into position, aiming at the gas tank...Bang.

Boom. I got slammed against the wall, a little dazed, but Guerra...Guerra wasn't so lucky. It'd be hard to tell he was HUMAN, let alone a particular person...Not my problem, though. You bring drugs into my city? You die. End of discussion.
I grimaced, lifting the heavy weight up again and again. All around me were men, and a few other women, doing the same and other things. I was deep in enemy territory, even if nobody knew it. So why was I here? To gather information on Rodrigo Alvarez, the gang-affiliated owner of this sports complex? To hunt him down and assassinate him without anyone being the wiser? To start a full-out assault when people weren't looking, and take them apart before they knew what hit them?

None of the above. I was just really, really damn frustrated, and this was the nearest place to get a good workout so I could calm down.

-2 hours ago-

I walked up to the designated meeting point, a hoody and jeans covering my bio-armor. There was already a full set of cars(probably stolen) set up at the starting point, and a guy with a jacket on sitting on one of the hoods. He had sunglasses and a bandana covering the top of his head, obviously not wanting to be identified...

He noticed me and walked up, looking annoyed. His voice was coated in the same over-the-top macho idiocy every gang member seemed to have when he spoke. "Hey, girl, this isn't some rave or some shit, you need to get out o--"

I cut him off before he could even finish, handing him the card that had been left at the drop-point. "I didn't come here to be insulted or dance to crappy music, I came to race." The words flowed easily, with just the right angry edge. I was already getting used to pulling this kind of thing...

His whole attitude changed when he looked over the card, and he grinned. "Alright, we'll see what you've got. You're new, so you'll have ta use the car in the back of the line. We'll see if you can keep times that good when you're up against others, eh?"

Pretty soon, the other 10 racers arrived, and it was all business. We got into the shitty little SUVs, and the race was on. It was time to show them what I was made of...

Shit, shit, shit! They'd given me the worst car I'd ever been in, and were LAUGHING about it as they pulled ahead! Well fine...I could still put everything I had into the race, and I KNEW I was better than these idiots, piece of shit car or not!

So I raced. I raced with everything I had, using every trick I knew, every inch of this coastal part of the city I was trying to save, every scrap of knowledge I had. I pushed the car past its limits, squealing around turns at full speed. The dumbasses trying to imitate me just piled up in the corner, and fell behind. I was better, I was the best, I could do this...!

"Argh!" I hit the brake and pulled to the edge, coming up next to the hotshot I'd met when I got here. Even with me racing at my best, because of this worthless hunk of junk they'd put me in, he'd beaten me by a hell of a long distance. Yanking the door open, I stomped over to where he was waiting. "What the hell was that? You gave me the shittiest car, put me in the WORST position, while you started up at the front all high and mighty?! It's bullshit!"

He threw up his hands in mock apology and surrender, grinning. He was AMUSED by all this?! "Relax, girl, it's part of the test! You're not worth shit if you can't pull anything off without havin' a supercar. Look, show up next week, we'll set you up with something better, okay?"

I glared, his response leaving me angrier and calming me down all at once. "...Fine." Even though it was early evening and the street lamps were turning on, I left, needing to really do something to calm me down.

-present-

So here I was. Attention was slowly being put on me by now, since I was doing some real heavy lifting for someone my size. I didn't care, let them think whatever they were going to think...Finally, I set the weights down and stood. For the first time, I really noticed just how toned I was. Those nanites had put me at the human peak from square one, and I had a lot more room to go before I hit my limits...Even so, I'd always been wiry, so I mostly looked in shape.

I'd been smart enough to turn off the 'bursts' for tonight, so it wasn't until I went to rinse off and head home that I noticed I'd surpassed a new limit in my frustration. A quick mental examination confirmed I could lift around half a ton...

...Wait a second. Half a ton?! As in 1000 pounds? As in more than some cars? Jesus...

Just what would my limits eventually be?
I tossed on my bio-armor, grabbed my equipment, and headed out. Today was the day Alvarez died.

I'd been spending the last several days working out in his gym, not only to relieve stress(damn those racing bastards!), but to learn. To see how he worked, and to see where he was vulnerable. And now I knew. Every weekend, Alvarez headed out onto the beach behind the gym to hang out, shoot the shit, and push his gang members to their physical limit. That was where I'd get him.

The beach was surrounded by cliffs, and the gym was well-guarded. Alvarez even had guards watching the sea, paranoid bastard...But it would all work to my benefit. Nobody watched the cliffs. After all, who could climb up these just to get at one crime boss?

Me, that's who. I crouched down and snuck behind one guy watching everything from the cliff, and a quick kick sent him down to meet the ground. Now where was Alvarez...Oh, there he was, hiding in that rock outcropp-

Jesus fuck he has a grenade launcher! I had to leap off the cliff, barely avoiding an explosion and nearly breaking my damn legs. What kind of musclebound psychopath keeps a GRENADE LAUNCHER?!

...This one, apparently. "Shit shit shit shit!" I managed to get behind the outcropping, but could already hear the bastard mocking me.

Alvarez laughed, reloading his pride and joy. "They sent a little girl to stop ME? You will die, girl, and nobody ever find you! Maybe I'll have some 'fun' first!"

Oh, that was it, this was personal now. The fucker was going down, and not with some cheap-ass guns. Alvarez, you just made one hell of a mistake.

I came down over the outcropping, and my foot hit his spine. He crumpled, in utter agony, but the sheer bulk kept him in one piece. Not that it mattered; he was still down, and I started to stomp on him. "You think you're the big, scary bad man, Alvarez?! You're a fucking pathetic little worm who can't even face your target without high explosives, you piece of shit!"

Uunfortunately, I forgot about those high explosives. Which is how I got a grenade to the chest.

I coughed as I forced myself up, my bio-armor shredded up and my chest bloodied. I was lucky to have even survived that without much worse wounds, my ribs already setting into their normal position.

Alvarez stood, cocking his beauty. "You're tough, I give you that, girl...But you never gonna be able to stand up to me." He aimed, and pulled the trigger...

This time, I caught his damn grenade before it could blow. With a quick move, I tossed it to the ground and smashed him down on top of it.
"You know what, Alvarez?"
Boom.
"Fuck you."
I grinned as I hit the breaks, skidding to a stop past the finish line. By the time the others arrived, I was already sitting on my hood waiting.

Max, the guy I'd met my first day, came in second as always. The guy had nox and every performance-enhancing mod you could think of strapped to his car, which made my wins all for the better. I'd moved up in the leagues, going past junkies to gangbanger junkies to the guys they keep clean because they're just too damn good to waste it on drugs.

I'd beaten every single last one. I'd been up and down La Mugre more times than I could count, but I was rapidly becoming the best there was. My goal was in sight. A final race, with Diaz...Put him out of commission, and bolt. Then I could put all this behind me.

Max grinned as he walked up, removing his shades for the first time since I'd met him. "Damn, girl, you're something. Only person I've seen drivin' like that is Diaz himself."

Now THAT was what I wanted to hear! "You really think so?"

"Hell yeah." He leaned in close, not wanting the other racers to hear what he was about to say. "Look, this is all smalltime stuff, even here at the top...Take this." He slipped a card into my hand. "Show it to the guy outside Easy Riders, up on the north coast. We're talkin' the REAL big leagues. Those guys aren't just playing for fun or a few hundred bucks...We're talking thousands of dollars and pinkslips here. Someone like you could make a hell of a lot of money."

I found I didn't have to fake being honored. I'd been pushing so hard to get to this point that Diaz had become this huge, lofty goal between me and finishing up this city. "Wow...I don't know what to say...."

He slapped my shoulder and pulled back. "Ya don't have to say anything, girl, just go there and race."

-One hour later-

I was sitting on the edge of a rooftop, thinking things over and holding the membership card in my hand. I was so close I could almost taste it...The next race was in just a few days. I could get there, and really push myself past the limit. Diaz would fall, and their boss Garcia would be left wide open. We'd clean this city out and be in a good position to start pushing on the other two gangs.

But to pull it off, I had to be ready...I couldn't just push my driving, I had to push EVERYTHING. My strength, my shooting, my speed, everything. I'd have to be better than anyone else.

I WOULD be the best. This city didn't belong to Los Muertos, it belonged to the people...And it was time to really fix that, no matter the cost.
Today was the big day. I could barely see the sun rising as I pulled out of the HQ in my new car, barreling down a hidden side-tunnel. I'd had to know this car inside and out just in case, and now, I did...

-Two days ago-

I groaned as I was forced off my cot. "Ugh...This is ridiculous..."

The guy from R&D they'd sent to wake me up shook his head. "You won't think it's so ridiculous when Diaz wants to know what mods you made on your car. Now come on."

So I worked on this new car, and worked and worked and worked. It was even faster than the first one they'd set up, but it didn't have the upgrading abilities...This was a one-use deal, and a one-trick pony. It was all about pure, raw, speed. Pushing out more than anything Diaz had access to would be capable of, so I could beat him one on one. They taught me everything I'd need to know, how this car worked inside and out...And what laws I would be skirting or outright breaking by being in this thing.

Finally, after days of work, I got a good night's sleep for a change. I was ready to do this.

-Present-
I hit the northern part of the island for the first time I wasn't racing, and almost gasped. Even with how much the city had claimed this place, it was...[i]gorgeous.[/i] The air was cool and clean, there were trees everywhere...I could see why Diaz was up here instead of down south with the others. But I'd have time to admire the beauty later, I had to get up to the garage.

Luckily, this proved rather easy. A path had been worn into the forests and mountains, providing an easy drive up to where dozens of gang members, and Diaz himself, waited. I pulled up to the garage, making sure my handgun was hidden well in the special pocket under my clothes. It was a tiny little derringer...Undetectable, but only one shot. I had to make it count.

Diaz himself walked up, a little swagger in his step like he knew he was on top of the world. He smiled, kissing my hand as if he was some ultra-suave romantic. "Well well...It's not often we have a woman in our upper leagues. Max told me quite a bit of how well you race...I assume you have the card he gave you?"

I quickly pulled it out, handing it to him. His little moves probably got him plenty of arm-candy, but I sure as hell wasn't that gullible. "Of course."

He smiled at me. "Excellent...Then let us race! I would like to see what you can do personally....One on one, two thousand dollars on the line." He held out his hand to shake. "Do we have a deal."

I shook. "Deal."

-Five minutes later-
"Shit!"

I skidded around the corner hard, pushing my car past the limit and starting to gain on Diaz. The bastard had slammed me into a railing when I was coming around a corner! ON PURPOSE! Well fine, that was the way he wanted to play, that was the way we'd play. I came up behind him, moving to one side as we hit a straightaway. A quick, hard skid sent the edge of my car into the corner of his, sending him into a spinout.

"Fuuuuuuuck youuuu Diaazzzz!" I couldn't help but laugh as I sailed past him, easily taking an immense lead. I punched it, sailing through the next turn at breakneck speeds and leaving him even further in the dust.

While he pulled off a hell of a recovery, I still managed to beat him with time to spare. The finish line was right around a corner on the coast, so I waited...There he was, skidding around the corner. Now.

Diaz glared as he pulled around the corner. That little girl had beat him, and hard! He'd show her a thing or t-wait a second, was that a gun?! "What the fu-" His tire was suddenly blown out, and he was going around a corner at over 50 miles an hour. His car was sent careening into the air and towards the water. The bitch had set him up! She was a goddamned co-

Splash. The bubbles stopped a few minutes later, and I walked away. My work was done here.
-LEDs for hands? (Wrap the arms in electrical tape, run wires under the tape and into the body, where the battery hides. Will have to mount a switch to the whole rig. Should work)

-Camera flash for a head? (See above for powering idea. Might not work. Consider replacing bulby part with another LED or two)

-How to do joints? (Consider lego parts, flexible tubing. May have to learn to construct my own.)

-Design characters, write stories? Will it help sell?

-Would anyone appreciate cool little weapons with them?

-How to hide them in resin?

-Mounting methods for limbs need to be considered(Bent wires? Works for new, not as well for scavenged. Maybe have to bust out the dremel.).

-Who the hell is actually gonna buy these, anyways?

-Fanarty ones? Maybe a little Canti one could be designed....Return to idea at a later date.

-What about puppets? Does anyone like puppets anymore?
/***
|''Name:''|CryptoFunctionsPlugin|
|''Description:''|Support for cryptographic functions|
***/
//{{{
if(!version.extensions.CryptoFunctionsPlugin) {
version.extensions.CryptoFunctionsPlugin = {installed:true};

//--
//-- Crypto functions and associated conversion routines
//--

// Crypto "namespace"
function Crypto() {}

// Convert a string to an array of big-endian 32-bit words
Crypto.strToBe32s = function(str)
{
	var be = Array();
	var len = Math.floor(str.length/4);
	var i, j;
	for(i=0, j=0; i<len; i++, j+=4) {
		be[i] = ((str.charCodeAt(j)&0xff) << 24)|((str.charCodeAt(j+1)&0xff) << 16)|((str.charCodeAt(j+2)&0xff) << 8)|(str.charCodeAt(j+3)&0xff);
	}
	while (j<str.length) {
		be[j>>2] |= (str.charCodeAt(j)&0xff)<<(24-(j*8)%32);
		j++;
	}
	return be;
};

// Convert an array of big-endian 32-bit words to a string
Crypto.be32sToStr = function(be)
{
	var str = "";
	for(var i=0;i<be.length*32;i+=8)
		str += String.fromCharCode((be[i>>5]>>>(24-i%32)) & 0xff);
	return str;
};

// Convert an array of big-endian 32-bit words to a hex string
Crypto.be32sToHex = function(be)
{
	var hex = "0123456789ABCDEF";
	var str = "";
	for(var i=0;i<be.length*4;i++)
		str += hex.charAt((be[i>>2]>>((3-i%4)*8+4))&0xF) + hex.charAt((be[i>>2]>>((3-i%4)*8))&0xF);
	return str;
};

// Return, in hex, the SHA-1 hash of a string
Crypto.hexSha1Str = function(str)
{
	return Crypto.be32sToHex(Crypto.sha1Str(str));
};

// Return the SHA-1 hash of a string
Crypto.sha1Str = function(str)
{
	return Crypto.sha1(Crypto.strToBe32s(str),str.length);
};

// Calculate the SHA-1 hash of an array of blen bytes of big-endian 32-bit words
Crypto.sha1 = function(x,blen)
{
	// Add 32-bit integers, wrapping at 32 bits
	add32 = function(a,b)
	{
		var lsw = (a&0xFFFF)+(b&0xFFFF);
		var msw = (a>>16)+(b>>16)+(lsw>>16);
		return (msw<<16)|(lsw&0xFFFF);
	};
	// Add five 32-bit integers, wrapping at 32 bits
	add32x5 = function(a,b,c,d,e)
	{
		var lsw = (a&0xFFFF)+(b&0xFFFF)+(c&0xFFFF)+(d&0xFFFF)+(e&0xFFFF);
		var msw = (a>>16)+(b>>16)+(c>>16)+(d>>16)+(e>>16)+(lsw>>16);
		return (msw<<16)|(lsw&0xFFFF);
	};
	// Bitwise rotate left a 32-bit integer by 1 bit
	rol32 = function(n)
	{
		return (n>>>31)|(n<<1);
	};

	var len = blen*8;
	// Append padding so length in bits is 448 mod 512
	x[len>>5] |= 0x80 << (24-len%32);
	// Append length
	x[((len+64>>9)<<4)+15] = len;
	var w = Array(80);

	var k1 = 0x5A827999;
	var k2 = 0x6ED9EBA1;
	var k3 = 0x8F1BBCDC;
	var k4 = 0xCA62C1D6;

	var h0 = 0x67452301;
	var h1 = 0xEFCDAB89;
	var h2 = 0x98BADCFE;
	var h3 = 0x10325476;
	var h4 = 0xC3D2E1F0;

	for(var i=0;i<x.length;i+=16) {
		var j,t;
		var a = h0;
		var b = h1;
		var c = h2;
		var d = h3;
		var e = h4;
		for(j = 0;j<16;j++) {
			w[j] = x[i+j];
			t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=16;j<20;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),d^(b&(c^d)),w[j],k1);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=20;j<40;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k2);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=40;j<60;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),(b&c)|(d&(b|c)),w[j],k3);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}
		for(j=60;j<80;j++) {
			w[j] = rol32(w[j-3]^w[j-8]^w[j-14]^w[j-16]);
			t = add32x5(e,(a>>>27)|(a<<5),b^c^d,w[j],k4);
			e=d; d=c; c=(b>>>2)|(b<<30); b=a; a = t;
		}

		h0 = add32(h0,a);
		h1 = add32(h1,b);
		h2 = add32(h2,c);
		h3 = add32(h3,d);
		h4 = add32(h4,e);
	}
	return Array(h0,h1,h2,h3,h4);
};


}
//}}}
Clatris-6,122,975
Masduo-15,330,225
Zooeis-388,875
Fliduo-7,023,350
Battris-4,154,975
Surpente-1,400,700
Alright, let's redo this!

!Basics

Demon Arms is a combination board game, strategy RPG game, and card game. To put it another way, it is Metal Gear Ac!d given real-world form.

Basically, you play by having a deck, with a minimum of one 'character card', and ideally several 'equipment cards' and 'spell cards'. You draw, put character cards into play, and move them about the map, attacking your opponent.

The map in question is a simple 20x20 grid. Different characters have different abilities, powers, quirks, and so on. Even the maps can effect your capabilities, leaving you constantly having to focus your attention on various happenings. But, let's get started, shall we?

!Card mechanics

!!!Character cards
We'll start with the most basic part of all; How a card works! A standard character card, looks something like this:

NAME{{indent{HP}}}
<image>
RANGE
POWERS/QUIRKS
QUOTE

So, let's go through this, line by line.

The name, is simple. It's the name of your character. Every character has one, even if it's just "That nameless guy". HP, is how many 'health points' your character card has. Some have 5, one might eventually have 50. It could theoretically be any number at all.

Next, we have the image. This is generally a cool image of the character in question, and has no effect on the game itself. In fact, if I can't get an artist, it won't even be there.

The range is also simple. It's how many squares your character card can move. So if it's 7, he can go 7 squares before stopping. This could be a straight line, a squared spiral, or even just going back and forth between two connected squares a bunch of times. Whatever works for you.(In this game, diagonals do not count as a single-square movement option. You most go horizontal and then vertical, or vice versa)

Powers/quirks is where things get interesting. You see, most characters have unique abilities, and/or drawbacks. For instance, the Modern Soldier card is well-trained in firearms, so all ranged-type weapons(we'll get to that later) receive an extra point of damage in his hands(yet, because he has little melee training, swords and the like actually see a REDUCTION in damage of one point!). To contrast, the Midieval Knight has the exact opposite quirk(one extra melee damage point, one less ranged damage point). These can also be things like extra attacks that don't require equipment, extra effects for certain spell/equipment types, and basically everything imaginable. In short, it's what makes the character card unique.

And finally, the quote. Like the image, it has no effect on gameplay, it's just there to be cool.

NOTE: All character-cards have four slots for equipment and spell cards, unless otherwise noted.

!!!Equipment Cards

Equipment cards are a bit different, but still pretty simple. They're built similarly to the character-card, but with a few tweaks:

NAME{{indent{TYPE}}}
<image>
DAMAGE(RANGE)
POWERS/QUIRKS
QUOTE

Okay, we'll start with the Type, since the Name needs no explanation. Each piece of equipment will have one of three types; Melee, Ranged, or Armor.

<<<
 Each individual type is unique, so we'll go into them.
Melee is the simplest type. If the opponent is in a square connected to yours(in this game, diagonals do not count as 'connected'), you can whack them with your weapon. If they're not, you can't. These cards always have a range of one.

Ranged is where it gets different. Different ranged cards will have different ranges. So the Handgun card might only go for, say, 4 or 5 squares, while the Rifle card could go for 7 or 8. Hence, one must remember the range of their equipment when making manuevers.

Armor is the last class, and instead of causing damage, it will reduce damage. Simply subtract the damage rating of an armor-type equipment card from the attack's damage. Easy peasy. (NOTE: Some armor cards actually reduce by 0, and are instead there for their unique effects.)
<<<

Damage is, put simply, how any health points the equipment will remove from the target when used. Unless something changes it, all attacks will hit. Range is how many squares away the target can be before they are unable to be targeted. This works the same way as movement range.

Powers/quirks is the same as those of a character-card, though equipment-cards will effect the character-card to which they're equipped instead of themselves. Note that new effects do not override the old completely(so if you have equipment that gives you an extra square of range on all ranged attacks, but the character-card has a drawback of one less square of range, they balance out. One doesn't 'win' and apply instead of the other).

Quote needs no explanation.

!!!Spell Cards

Spell cards are pretty similar to equipment cards, but simplified.

NAME{{indent{TYPE}}}
<image>
POWER/QUIRKS
QUOTE

The type here is a little different. Instead of being ranged/melee/armor, it is the element of the card. All spell cards have different elements. Normally, this is no big deal and the elements are just there as flavor-text. However, it can effect certain characters and situations quite immensely, so pay attention to your spell types!

Beyond that, everything's the usual.

!The standard turn

Now, let's go through a standard turn process for the player.

Step one: Draw a card. Normally, you can have up to 6 cards in your hand. If you already have 6, draw anyways. We'll get to this later.

Step two: Put any character cards you want to into play. All character-cards are put into play on the bottom row of squares on your side of the grid.

Step three: Place any equipment/spell cards into your slots. You can also play any straight-from-hand spell cards on this step.

Step four: Move a character card of your choice.

Step five: Attack with your character card, if you desire.

Step six: Repeat steps four and five for all your character cards.

Step seven: Okay, do you still have any cards in your hand beyond 6? Well, here's the hard part. You're going to have to put one of your cards into the 'graveyard'. Good luck, and choose wisely, for you may not get that card back.

Step eight: It's your opponent's turn now. Better hope they don't do better than you.

!Greater detail on game mechanics

Alright, let's go into some of the quirks that have remained unexplained.

For starters, the grid. All character items go on the actual SQUARES of the grid, not the line, just to clarify.

The graveyard. I need to explain this a bit. When a character card is defeated, it goes out of play, generally completely. Put it in a stack of all your character-cards that have been defeated. Equipment and spell cards, on the other hand, go into the main graveyard. From here, there are many spell and equipment cards which can theoretically bring them back. So, you have the character-graveyard and the main graveyard. Simple enough, right?

Movement and attacking. You do not have to move to attack, but you only get to move before you attack. Just so you know.

The rules and the cards. If a card's powers/quirks conflict with the rules laid out here, the card wins. Every time. Follow its rule for that card instead of these main rules.

Turn system. In the game, one 'round' is defined by a set of turns, one for each player. A 'turn' is, of course, one of these individual turns each player gets. So if a card or its effect only applies for a certain number of rounds, start counting from the next time you reach your tuurn.

Restricted cards. Some cards are only allowed to be in the deck a few times, or even just once. This is to limit ultra-powerful cards from taking over your deck, and the game in general.

Map effects. Some maps will have particular effects laid out on them. In this situation, all effects will be(in the case of official maps) or should be(in the case of fanmade maps) explained on the back. These areas can highly effect gameplay, so learn them well!

Attacking without equipment. If you don't have ANY weapon or weapon-like item on you, you can still do an unarmed attack. For all characters(unless the card states otherwise, such as the case for the Earth Golem), this attack does 2 damage, and is a melee attack. It isn't much, but if you're desperate, it might be all you've got.

Okay! Well, I think that's most of it. Or did I miss something?
!Character cards

Template:

<<<
NAME{{indent{HP}}}
<image>
RANGE
POWERS/QUIRKS
QUOTE
<<<

Modern Soldier{{indent{7}}}
<image>
5
Firearm Training: The modern soldier gains an extra point of damage when using ranged-type weapons. However, to reflect his limited training, he loses a point for melee-type weapons.
Can't think of a quote yet.

Medieval Knight{{indent{8}}}
<image>
4
Sword Training: Due to his experience, the medieval knight gains an extra point of damage when wielding melee weapons. However, seeing as he is not used to firearms, he loses a point of damage for them.
Can't think of a quote yet.

Earth Golem{{indent{14}}}
<image>
5
Summoned: The Earth Golem must first be placed into another character's equipment/spell slots, then played as a spell to summon him on the battlefield as a regular character card.

Template:
Weaponless Wonder: The Earth Golem can do 5 damage with just his rocky fists(Range 1, melee type attack). However, he can't wield weapons.
Can't think of a quote yet.

!Equipment cards

Template:
<<<
NAME{{indent{TYPE}}}
<image>
DAMAGE(RANGE)
POWERS/QUIRKS
QUOTE
<<<

Claymore{{indent{Melee}}}
<image>
4(1)
None
"That's not a sword; that's a line of ore!"

Handgun{{indent{Ranged}}}
<image>
2(1-3)
None
"This is my rifle, this is my gun..."

Body armor{{indent{Armor}}}
<image>
2
None
Can't think of a quote yet.

Flame Sword{{indent{Melee}}}
<image>
6(1)
All attacks from the Flame Sword act as though they were from a fire-type spell, and are effected by any powers, map effects, and so on accordingly.
Can't think of one yet.

Mirror Shield{{indent{Armor}}}
<image>
0
The attacker receives half of the dealt damage themselves, rounding down.
Can't think of a quote yet.

Turret{{indent{Ranged}}}
<image>
8(1-5)
Summoned: The Turret cannot be used directly in one's inventory. Rather, it must be placed down, as a fixed item. From here, any character can get on it and use it as a regular, but immobile, ranged weapon.
"THIS, is my weapon!"

!Spell cards

Template:
<<<
NAME{{indent{TYPE}}}
<image>
POWER/QUIRKS
QUOTE
<<<

Types:
<<<
Fire.
Ice.
Water.
Electricity.
Earth.
Light.
Dark.
<<<

Fireball{{indent{Fire}}}
<image>
A simple fireball. Ranged attack, 3 damage, 4 range.

Erected Walls{{indent{Earth}}}
<image>
One-use card. The player can place up to 10 'walls'. Each wall is drawn on the line of a square on the map, and takes up one section. Walls must be gone around or destroyed. Each erected wall has ''5'' HP.
QUOTE

Wave{{indent{Water}}}
<image>
Sends a blast of water out in the direction of the spell. 1 damage, 8 range. The target/targets are pushed along to the edge of this spell's range from the water.
QUOTE

Insect Swarm{{indent{Earth}}}
<image>
A simple attack of 2 damage, 4 range. The spell lasts for 1 round, during which the target is unable to attack.
"THE BEES! THEY'RE MOTHER****ING BEES!"
/***
|''Name:''|DeprecatedFunctionsPlugin|
|''Description:''|Support for deprecated functions removed from core|
***/
//{{{
if(!version.extensions.DeprecatedFunctionsPlugin) {
version.extensions.DeprecatedFunctionsPlugin = {installed:true};

//--
//-- Deprecated code
//--

// @Deprecated: Use createElementAndWikify and this.termRegExp instead
config.formatterHelpers.charFormatHelper = function(w)
{
	w.subWikify(createTiddlyElement(w.output,this.element),this.terminator);
};

// @Deprecated: Use enclosedTextHelper and this.lookaheadRegExp instead
config.formatterHelpers.monospacedByLineHelper = function(w)
{
	var lookaheadRegExp = new RegExp(this.lookahead,"mg");
	lookaheadRegExp.lastIndex = w.matchStart;
	var lookaheadMatch = lookaheadRegExp.exec(w.source);
	if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
		var text = lookaheadMatch[1];
		if(config.browser.isIE)
			text = text.replace(/\n/g,"\r");
		createTiddlyElement(w.output,"pre",null,null,text);
		w.nextMatch = lookaheadRegExp.lastIndex;
	}
};

// @Deprecated: Use <br> or <br /> instead of <<br>>
config.macros.br = {};
config.macros.br.handler = function(place)
{
	createTiddlyElement(place,"br");
};

// Find an entry in an array. Returns the array index or null
// @Deprecated: Use indexOf instead
Array.prototype.find = function(item)
{
	var i = this.indexOf(item);
	return i == -1 ? null : i;
};

// Load a tiddler from an HTML DIV. The caller should make sure to later call Tiddler.changed()
// @Deprecated: Use store.getLoader().internalizeTiddler instead
Tiddler.prototype.loadFromDiv = function(divRef,title)
{
	return store.getLoader().internalizeTiddler(store,this,title,divRef);
};

// Format the text for storage in an HTML DIV
// @Deprecated Use store.getSaver().externalizeTiddler instead.
Tiddler.prototype.saveToDiv = function()
{
	return store.getSaver().externalizeTiddler(store,this);
};

// @Deprecated: Use store.allTiddlersAsHtml() instead
function allTiddlersAsHtml()
{
	return store.allTiddlersAsHtml();
}

// @Deprecated: Use refreshPageTemplate instead
function applyPageTemplate(title)
{
	refreshPageTemplate(title);
}

// @Deprecated: Use story.displayTiddlers instead
function displayTiddlers(srcElement,titles,template,unused1,unused2,animate,unused3)
{
	story.displayTiddlers(srcElement,titles,template,animate);
}

// @Deprecated: Use story.displayTiddler instead
function displayTiddler(srcElement,title,template,unused1,unused2,animate,unused3)
{
	story.displayTiddler(srcElement,title,template,animate);
}

// @Deprecated: Use functions on right hand side directly instead
var createTiddlerPopup = Popup.create;
var scrollToTiddlerPopup = Popup.show;
var hideTiddlerPopup = Popup.remove;

// @Deprecated: Use right hand side directly instead
var regexpBackSlashEn = new RegExp("\\\\n","mg");
var regexpBackSlash = new RegExp("\\\\","mg");
var regexpBackSlashEss = new RegExp("\\\\s","mg");
var regexpNewLine = new RegExp("\n","mg");
var regexpCarriageReturn = new RegExp("\r","mg");

}
//}}}
The setting is simple. You, the player, are one of an insect-like, humanoid(for my own convenience) race. Think 'A Bugs Life' and 'Antz' and such films for an idea of what your characters will look like, except scaled up. Your world is semi-modern; where humanity developed microchips, transistors, and so on, your race and the others on your planet produced biotech. Using unevolved beings as the basis(just think large insects), forms of computation were developed. Synthetic biology and genetic engineering allow creating completely mindless, obedient creatures capable of altering the colors of their exoskeletons to the point that they form high-quality displays, or even communicating over vast distances with others of their kind. Even weapons are done like this, retaining an insectoid look.

And then...Something came. Monsters. Flesh over bone, wielding strange purely-mechanical technology and covering their bodies with artificial platings...To protect themselves, or to attempt to mock and imitate you? Whatever it may be, they did not come in peace. They came in a mothership.

They're going home in a web wrapping.

NOTES: Put simply, this setting is a flip of the classic B-movie giant-insects/aliens invading sorta story. Humans are the villainous monsters, and humanoid insects are the heroes. Biopunk style tech will be prominent, as will horribly cheesy lines. Creatures will not actually follow the instincts of their appropriate insects too much if the players don't want to, just like us humans rarely masturbate in public or fling poo at eachother.
Roceis-2,062,550
Varduo-3,480,750
Minduo-2,963,500
Loseis-378,200
Surduo-1,130,725
Battetra-2,114,550
Clahex-3,649,300
Flitetra-368,600
Losduo-4,717,150
Mintris-2,099,300
Mastetra-13,127,625
Clatetra-6,840,700
Vireis-18,835,125
Bathex-3,798,050
Surtetra-100,000
BASIC CONCEPT: Put simply, a fantasy setting based heavily on the stylings of cyberpunk and steampunk(moreso the latter). Working-class wizard-hobbyists pick away at what makes magic tick, mastering the impossible with raw energy and talent.

MAGIC: Magic in this world is a pure, invisible, intagible energy that permeates EVERYTHING. There are many, many ways to breach the walls of physics and grasp the ether to do the impossible, and everyone has a different method. However, these methods are VERY untested, ranging from the scientific(think Frankenstein's monster and the gentleman scientists of that era, the creations in Girl Genius, and so on. Expect a lot of lightning.), to the truly arcane(hand motions, magic words), with many things in between(FMA-style alchemy). When things fail, it can lead to everything from a simple backfire, to a completely random effect.

However, while it is untested, there are traceable patterns. Putting this mark in your spell circle turns the target blue, while shifting the pitch at which you say your spell-words makes you go from a fireball to a lightningbolt. And if you stick this electrode through the corpse's left eye, he dances a feisty jig!

MUNDANE: Because of these traceable patterns, magic has begun to seep its way into the mundane lives. Ranged equipment comes as a cross of magic wands and steampunky guns; Firearm-style design triggers a magical reaction using highly concentrated spell-rounds. Your basic impact-rounds are cheap and plentiful, while the more bizarre(lightning shots, etc.) are more expensive and may even require the crafter's personal arms to work effectively. Tools enhance their wielders' strength, homes are warded to stop the beasts and forces of 'nature' that may come attempt to strike, and everything is mainly improved....Assuming nothing goes wrong with the magical flux.

MAGICAL FLUX: While magic has traceable patterns, in rare cases(mainly through severe overuse, but you can play with other causes), it can flux. When this happens, magical effects at the minimum shut off in the region(think a power-outage), and at most can have.....unexpected effects. This can range from the direct reverse, to bizarre alternative effects. A common cause of new species of magical beasts.

CAREERS: Bounty hunters are common, as are hobbyist-wizards, and the usual fantasy careers dealing with locations of magical flux.

SEPARATING FROM THE ETHER: A well-prepared hobbyist-wizard can completely contain a magical effect or item in itself, relieving it from the ether temporarily. When this happens, however, the item has a limited amount of 'charges' to it, and must either be re-exposed to the ether(any hobbyist wizard can do this, but there is a chance they might break the original separation), or used as a mere mundane item. Items that aren't separated have infinite 'charges'(for the most part; see magical arms, which contain the energies for more powerful effects in the small space), but are fully effected by magical fluxes.

MYSTICAL CONSTRUCTS: While these are generally only seen in the more 'scientific' side of hobbyist-wizards, they can be done through the more arcane practices with some difficulty. These can range from magic robotics, to Frankenstein's Monster and such. However, these too are effected by magical flux, often creating deranged creatures...In some rare cases, this can remain after the rest of the flux passes, creating some interesting effects.

Well, I can't think of anything else to note.
<html><div align="left"><FORM name=form1><INPUT type=file name=cmuds></FORM></div><br></html>

Copy the contents of the text box for local image-insertion.
/***
|''Name:''|ForEachTiddlerPlugin|
|''Version:''|1.0.8 (2007-04-12)|
|''Source:''|http://tiddlywiki.abego-software.de/#ForEachTiddlerPlugin|
|''Author:''|UdoBorkowski (ub [at] abego-software [dot] de)|
|''Licence:''|[[BSD open source license (abego Software)|http://www.abego-software.de/legal/apl-v10.html]]|
|''Copyright:''|&copy; 2005-2007 [[abego Software|http://www.abego-software.de]]|
|''TiddlyWiki:''|1.2.38+, 2.0|
|''Browser:''|Firefox 1.0.4+; Firefox 1.5; InternetExplorer 6.0|
!Description

Create customizable lists, tables etc. for your selections of tiddlers. Specify the tiddlers to include and their order through a powerful language.

''Syntax:'' 
|>|{{{<<}}}''forEachTiddler'' [''in'' //tiddlyWikiPath//] [''where'' //whereCondition//] [''sortBy'' //sortExpression// [''ascending'' //or// ''descending'']] [''script'' //scriptText//] [//action// [//actionParameters//]]{{{>>}}}|
|//tiddlyWikiPath//|The filepath to the TiddlyWiki the macro should work on. When missing the current TiddlyWiki is used.|
|//whereCondition//|(quoted) JavaScript boolean expression. May refer to the build-in variables {{{tiddler}}} and  {{{context}}}.|
|//sortExpression//|(quoted) JavaScript expression returning "comparable" objects (using '{{{<}}}','{{{>}}}','{{{==}}}'. May refer to the build-in variables {{{tiddler}}} and  {{{context}}}.|
|//scriptText//|(quoted) JavaScript text. Typically defines JavaScript functions that are called by the various JavaScript expressions (whereClause, sortClause, action arguments,...)|
|//action//|The action that should be performed on every selected tiddler, in the given order. By default the actions [[addToList|AddToListAction]] and [[write|WriteAction]] are supported. When no action is specified [[addToList|AddToListAction]]  is used.|
|//actionParameters//|(action specific) parameters the action may refer while processing the tiddlers (see action descriptions for details). <<tiddler [[JavaScript in actionParameters]]>>|
|>|~~Syntax formatting: Keywords in ''bold'', optional parts in [...]. 'or' means that exactly one of the two alternatives must exist.~~|

See details see [[ForEachTiddlerMacro]] and [[ForEachTiddlerExamples]].

!Revision history
* v1.0.8 (2007-04-12)
** Adapted to latest TiddlyWiki 2.2 Beta importTiddlyWiki API (introduced with changeset 2004). TiddlyWiki 2.2 Beta builds prior to changeset 2004 are no longer supported (but TiddlyWiki 2.1 and earlier, of cause)
* v1.0.7 (2007-03-28)
** Also support "pre" formatted TiddlyWikis (introduced with TW 2.2) (when using "in" clause to work on external tiddlers)
* v1.0.6 (2006-09-16)
** Context provides "viewerTiddler", i.e. the tiddler used to view the macro. Most times this is equal to the "inTiddler", but when using the "tiddler" macro both may be different.
** Support "begin", "end" and "none" expressions in "write" action
* v1.0.5 (2006-02-05)
** Pass tiddler containing the macro with wikify, context object also holds reference to tiddler containing the macro ("inTiddler"). Thanks to SimonBaird.
** Support Firefox 1.5.0.1
** Internal
*** Make "JSLint" conform
*** "Only install once"
* v1.0.4 (2006-01-06)
** Support TiddlyWiki 2.0
* v1.0.3 (2005-12-22)
** Features: 
*** Write output to a file supports multi-byte environments (Thanks to Bram Chen) 
*** Provide API to access the forEachTiddler functionality directly through JavaScript (see getTiddlers and performMacro)
** Enhancements:
*** Improved error messages on InternetExplorer.
* v1.0.2 (2005-12-10)
** Features: 
*** context object also holds reference to store (TiddlyWiki)
** Fixed Bugs: 
*** ForEachTiddler 1.0.1 has broken support on win32 Opera 8.51 (Thanks to BrunoSabin for reporting)
* v1.0.1 (2005-12-08)
** Features: 
*** Access tiddlers stored in separated TiddlyWikis through the "in" option. I.e. you are no longer limited to only work on the "current TiddlyWiki".
*** Write output to an external file using the "toFile" option of the "write" action. With this option you may write your customized tiddler exports.
*** Use the "script" section to define "helper" JavaScript functions etc. to be used in the various JavaScript expressions (whereClause, sortClause, action arguments,...).
*** Access and store context information for the current forEachTiddler invocation (through the build-in "context" object) .
*** Improved script evaluation (for where/sort clause and write scripts).
* v1.0.0 (2005-11-20)
** initial version

!Code
***/
//{{{

	
//============================================================================
//============================================================================
//		   ForEachTiddlerPlugin
//============================================================================
//============================================================================

// Only install once
if (!version.extensions.ForEachTiddlerPlugin) {

if (!window.abego) window.abego = {};

version.extensions.ForEachTiddlerPlugin = {
	major: 1, minor: 0, revision: 8, 
	date: new Date(2007,3,12), 
	source: "http://tiddlywiki.abego-software.de/#ForEachTiddlerPlugin",
	licence: "[[BSD open source license (abego Software)|http://www.abego-software.de/legal/apl-v10.html]]",
	copyright: "Copyright (c) abego Software GmbH, 2005-2007 (www.abego-software.de)"
};

// For backward compatibility with TW 1.2.x
//
if (!TiddlyWiki.prototype.forEachTiddler) {
	TiddlyWiki.prototype.forEachTiddler = function(callback) {
		for(var t in this.tiddlers) {
			callback.call(this,t,this.tiddlers[t]);
		}
	};
}

//============================================================================
// forEachTiddler Macro
//============================================================================

version.extensions.forEachTiddler = {
	major: 1, minor: 0, revision: 8, date: new Date(2007,3,12), provider: "http://tiddlywiki.abego-software.de"};

// ---------------------------------------------------------------------------
// Configurations and constants 
// ---------------------------------------------------------------------------

config.macros.forEachTiddler = {
	 // Standard Properties
	 label: "forEachTiddler",
	 prompt: "Perform actions on a (sorted) selection of tiddlers",

	 // actions
	 actions: {
		 addToList: {},
		 write: {}
	 }
};

// ---------------------------------------------------------------------------
//  The forEachTiddler Macro Handler 
// ---------------------------------------------------------------------------

config.macros.forEachTiddler.getContainingTiddler = function(e) {
	while(e && !hasClass(e,"tiddler"))
		e = e.parentNode;
	var title = e ? e.getAttribute("tiddler") : null; 
	return title ? store.getTiddler(title) : null;
};

config.macros.forEachTiddler.handler = function(place,macroName,params,wikifier,paramString,tiddler) {
	// config.macros.forEachTiddler.traceMacroCall(place,macroName,params,wikifier,paramString,tiddler);

	if (!tiddler) tiddler = config.macros.forEachTiddler.getContainingTiddler(place);
	// --- Parsing ------------------------------------------

	var i = 0; // index running over the params
	// Parse the "in" clause
	var tiddlyWikiPath = undefined;
	if ((i < params.length) && params[i] == "in") {
		i++;
		if (i >= params.length) {
			this.handleError(place, "TiddlyWiki path expected behind 'in'.");
			return;
		}
		tiddlyWikiPath = this.paramEncode((i < params.length) ? params[i] : "");
		i++;
	}

	// Parse the where clause
	var whereClause ="true";
	if ((i < params.length) && params[i] == "where") {
		i++;
		whereClause = this.paramEncode((i < params.length) ? params[i] : "");
		i++;
	}

	// Parse the sort stuff
	var sortClause = null;
	var sortAscending = true; 
	if ((i < params.length) && params[i] == "sortBy") {
		i++;
		if (i >= params.length) {
			this.handleError(place, "sortClause missing behind 'sortBy'.");
			return;
		}
		sortClause = this.paramEncode(params[i]);
		i++;

		if ((i < params.length) && (params[i] == "ascending" || params[i] == "descending")) {
			 sortAscending = params[i] == "ascending";
			 i++;
		}
	}

	// Parse the script
	var scriptText = null;
	if ((i < params.length) && params[i] == "script") {
		i++;
		scriptText = this.paramEncode((i < params.length) ? params[i] : "");
		i++;
	}

	// Parse the action. 
	// When we are already at the end use the default action
	var actionName = "addToList";
	if (i < params.length) {
	   if (!config.macros.forEachTiddler.actions[params[i]]) {
			this.handleError(place, "Unknown action '"+params[i]+"'.");
			return;
		} else {
			actionName = params[i]; 
			i++;
		}
	} 
	
	// Get the action parameter
	// (the parsing is done inside the individual action implementation.)
	var actionParameter = params.slice(i);


	// --- Processing ------------------------------------------
	try {
		this.performMacro({
				place: place, 
				inTiddler: tiddler,
				whereClause: whereClause, 
				sortClause: sortClause, 
				sortAscending: sortAscending, 
				actionName: actionName, 
				actionParameter: actionParameter, 
				scriptText: scriptText, 
				tiddlyWikiPath: tiddlyWikiPath});

	} catch (e) {
		this.handleError(place, e);
	}
};

// Returns an object with properties "tiddlers" and "context".
// tiddlers holds the (sorted) tiddlers selected by the parameter,
// context the context of the execution of the macro.
//
// The action is not yet performed.
//
// @parameter see performMacro
//
config.macros.forEachTiddler.getTiddlersAndContext = function(parameter) {

	var context = config.macros.forEachTiddler.createContext(parameter.place, parameter.whereClause, parameter.sortClause, parameter.sortAscending, parameter.actionName, parameter.actionParameter, parameter.scriptText, parameter.tiddlyWikiPath, parameter.inTiddler);

	var tiddlyWiki = parameter.tiddlyWikiPath ? this.loadTiddlyWiki(parameter.tiddlyWikiPath) : store;
	context["tiddlyWiki"] = tiddlyWiki;
	
	// Get the tiddlers, as defined by the whereClause
	var tiddlers = this.findTiddlers(parameter.whereClause, context, tiddlyWiki);
	context["tiddlers"] = tiddlers;

	// Sort the tiddlers, when sorting is required.
	if (parameter.sortClause) {
		this.sortTiddlers(tiddlers, parameter.sortClause, parameter.sortAscending, context);
	}

	return {tiddlers: tiddlers, context: context};
};

// Returns the (sorted) tiddlers selected by the parameter.
//
// The action is not yet performed.
//
// @parameter see performMacro
//
config.macros.forEachTiddler.getTiddlers = function(parameter) {
	return this.getTiddlersAndContext(parameter).tiddlers;
};

// Performs the macros with the given parameter.
//
// @param parameter holds the parameter of the macro as separate properties.
//				  The following properties are supported:
//
//						place
//						whereClause
//						sortClause
//						sortAscending
//						actionName
//						actionParameter
//						scriptText
//						tiddlyWikiPath
//
//					All properties are optional. 
//					For most actions the place property must be defined.
//
config.macros.forEachTiddler.performMacro = function(parameter) {
	var tiddlersAndContext = this.getTiddlersAndContext(parameter);

	// Perform the action
	var actionName = parameter.actionName ? parameter.actionName : "addToList";
	var action = config.macros.forEachTiddler.actions[actionName];
	if (!action) {
		this.handleError(parameter.place, "Unknown action '"+actionName+"'.");
		return;
	}

	var actionHandler = action.handler;
	actionHandler(parameter.place, tiddlersAndContext.tiddlers, parameter.actionParameter, tiddlersAndContext.context);
};

// ---------------------------------------------------------------------------
//  The actions 
// ---------------------------------------------------------------------------

// Internal.
//
// --- The addToList Action -----------------------------------------------
//
config.macros.forEachTiddler.actions.addToList.handler = function(place, tiddlers, parameter, context) {
	// Parse the parameter
	var p = 0;

	// Check for extra parameters
	if (parameter.length > p) {
		config.macros.forEachTiddler.createExtraParameterErrorElement(place, "addToList", parameter, p);
		return;
	}

	// Perform the action.
	var list = document.createElement("ul");
	place.appendChild(list);
	for (var i = 0; i < tiddlers.length; i++) {
		var tiddler = tiddlers[i];
		var listItem = document.createElement("li");
		list.appendChild(listItem);
		createTiddlyLink(listItem, tiddler.title, true);
	}
};

abego.parseNamedParameter = function(name, parameter, i) {
	var beginExpression = null;
	if ((i < parameter.length) && parameter[i] == name) {
		i++;
		if (i >= parameter.length) {
			throw "Missing text behind '%0'".format([name]);
		}
		
		return config.macros.forEachTiddler.paramEncode(parameter[i]);
	}
	return null;
}

// Internal.
//
// --- The write Action ---------------------------------------------------
//
config.macros.forEachTiddler.actions.write.handler = function(place, tiddlers, parameter, context) {
	// Parse the parameter
	var p = 0;
	if (p >= parameter.length) {
		this.handleError(place, "Missing expression behind 'write'.");
		return;
	}

	var textExpression = config.macros.forEachTiddler.paramEncode(parameter[p]);
	p++;

	// Parse the "begin" option
	var beginExpression = abego.parseNamedParameter("begin", parameter, p);
	if (beginExpression !== null) 
		p += 2;
	var endExpression = abego.parseNamedParameter("end", parameter, p);
	if (endExpression !== null) 
		p += 2;
	var noneExpression = abego.parseNamedParameter("none", parameter, p);
	if (noneExpression !== null) 
		p += 2;

	// Parse the "toFile" option
	var filename = null;
	var lineSeparator = undefined;
	if ((p < parameter.length) && parameter[p] == "toFile") {
		p++;
		if (p >= parameter.length) {
			this.handleError(place, "Filename expected behind 'toFile' of 'write' action.");
			return;
		}
		
		filename = config.macros.forEachTiddler.getLocalPath(config.macros.forEachTiddler.paramEncode(parameter[p]));
		p++;
		if ((p < parameter.length) && parameter[p] == "withLineSeparator") {
			p++;
			if (p >= parameter.length) {
				this.handleError(place, "Line separator text expected behind 'withLineSeparator' of 'write' action.");
				return;
			}
			lineSeparator = config.macros.forEachTiddler.paramEncode(parameter[p]);
			p++;
		}
	}
	
	// Check for extra parameters
	if (parameter.length > p) {
		config.macros.forEachTiddler.createExtraParameterErrorElement(place, "write", parameter, p);
		return;
	}

	// Perform the action.
	var func = config.macros.forEachTiddler.getEvalTiddlerFunction(textExpression, context);
	var count = tiddlers.length;
	var text = "";
	if (count > 0 && beginExpression)
		text += config.macros.forEachTiddler.getEvalTiddlerFunction(beginExpression, context)(undefined, context, count, undefined);
	
	for (var i = 0; i < count; i++) {
		var tiddler = tiddlers[i];
		text += func(tiddler, context, count, i);
	}
	
	if (count > 0 && endExpression)
		text += config.macros.forEachTiddler.getEvalTiddlerFunction(endExpression, context)(undefined, context, count, undefined);

	if (count == 0 && noneExpression) 
		text += config.macros.forEachTiddler.getEvalTiddlerFunction(noneExpression, context)(undefined, context, count, undefined);
		

	if (filename) {
		if (lineSeparator !== undefined) {
			lineSeparator = lineSeparator.replace(/\\n/mg, "\n").replace(/\\r/mg, "\r");
			text = text.replace(/\n/mg,lineSeparator);
		}
		saveFile(filename, convertUnicodeToUTF8(text));
	} else {
		var wrapper = createTiddlyElement(place, "span");
		wikify(text, wrapper, null/* highlightRegExp */, context.inTiddler);
	}
};


// ---------------------------------------------------------------------------
//  Helpers
// ---------------------------------------------------------------------------

// Internal.
//
config.macros.forEachTiddler.createContext = function(placeParam, whereClauseParam, sortClauseParam, sortAscendingParam, actionNameParam, actionParameterParam, scriptText, tiddlyWikiPathParam, inTiddlerParam) {
	return {
		place : placeParam, 
		whereClause : whereClauseParam, 
		sortClause : sortClauseParam, 
		sortAscending : sortAscendingParam, 
		script : scriptText,
		actionName : actionNameParam, 
		actionParameter : actionParameterParam,
		tiddlyWikiPath : tiddlyWikiPathParam,
		inTiddler : inTiddlerParam, // the tiddler containing the <<forEachTiddler ...>> macro call.
		viewerTiddler : config.macros.forEachTiddler.getContainingTiddler(placeParam) // the tiddler showing the forEachTiddler result
	};
};

// Internal.
//
// Returns a TiddlyWiki with the tiddlers loaded from the TiddlyWiki of 
// the given path.
//
config.macros.forEachTiddler.loadTiddlyWiki = function(path, idPrefix) {
	if (!idPrefix) {
		idPrefix = "store";
	}
	var lenPrefix = idPrefix.length;
	
	// Read the content of the given file
	var content = loadFile(this.getLocalPath(path));
	if(content === null) {
		throw "TiddlyWiki '"+path+"' not found.";
	}
	
	var tiddlyWiki = new TiddlyWiki();

	// Starting with TW 2.2 there is a helper function to import the tiddlers
	if (tiddlyWiki.importTiddlyWiki) {
		if (!tiddlyWiki.importTiddlyWiki(content))
			throw "File '"+path+"' is not a TiddlyWiki.";
		tiddlyWiki.dirty = false;
		return tiddlyWiki;
	}
	
	// The legacy code, for TW < 2.2
	
	// Locate the storeArea div's
	var posOpeningDiv = content.indexOf(startSaveArea);
	var posClosingDiv = content.lastIndexOf(endSaveArea);
	if((posOpeningDiv == -1) || (posClosingDiv == -1)) {
		throw "File '"+path+"' is not a TiddlyWiki.";
	}
	var storageText = content.substr(posOpeningDiv + startSaveArea.length, posClosingDiv);
	
	// Create a "div" element that contains the storage text
	var myStorageDiv = document.createElement("div");
	myStorageDiv.innerHTML = storageText;
	myStorageDiv.normalize();
	
	// Create all tiddlers in a new TiddlyWiki
	// (following code is modified copy of TiddlyWiki.prototype.loadFromDiv)
	var store = myStorageDiv.childNodes;
	for(var t = 0; t < store.length; t++) {
		var e = store[t];
		var title = null;
		if(e.getAttribute)
			title = e.getAttribute("tiddler");
		if(!title && e.id && e.id.substr(0,lenPrefix) == idPrefix)
			title = e.id.substr(lenPrefix);
		if(title && title !== "") {
			var tiddler = tiddlyWiki.createTiddler(title);
			tiddler.loadFromDiv(e,title);
		}
	}
	tiddlyWiki.dirty = false;

	return tiddlyWiki;
};


	
// Internal.
//
// Returns a function that has a function body returning the given javaScriptExpression.
// The function has the parameters:
// 
//	 (tiddler, context, count, index)
//
config.macros.forEachTiddler.getEvalTiddlerFunction = function (javaScriptExpression, context) {
	var script = context["script"];
	var functionText = "var theFunction = function(tiddler, context, count, index) { return "+javaScriptExpression+"}";
	var fullText = (script ? script+";" : "")+functionText+";theFunction;";
	return eval(fullText);
};

// Internal.
//
config.macros.forEachTiddler.findTiddlers = function(whereClause, context, tiddlyWiki) {
	var result = [];
	var func = config.macros.forEachTiddler.getEvalTiddlerFunction(whereClause, context);
	tiddlyWiki.forEachTiddler(function(title,tiddler) {
		if (func(tiddler, context, undefined, undefined)) {
			result.push(tiddler);
		}
	});
	return result;
};

// Internal.
//
config.macros.forEachTiddler.createExtraParameterErrorElement = function(place, actionName, parameter, firstUnusedIndex) {
	var message = "Extra parameter behind '"+actionName+"':";
	for (var i = firstUnusedIndex; i < parameter.length; i++) {
		message += " "+parameter[i];
	}
	this.handleError(place, message);
};

// Internal.
//
config.macros.forEachTiddler.sortAscending = function(tiddlerA, tiddlerB) {
	var result = 
		(tiddlerA.forEachTiddlerSortValue == tiddlerB.forEachTiddlerSortValue) 
			? 0
			: (tiddlerA.forEachTiddlerSortValue < tiddlerB.forEachTiddlerSortValue)
			   ? -1 
			   : +1; 
	return result;
};

// Internal.
//
config.macros.forEachTiddler.sortDescending = function(tiddlerA, tiddlerB) {
	var result = 
		(tiddlerA.forEachTiddlerSortValue == tiddlerB.forEachTiddlerSortValue) 
			? 0
			: (tiddlerA.forEachTiddlerSortValue < tiddlerB.forEachTiddlerSortValue)
			   ? +1 
			   : -1; 
	return result;
};

// Internal.
//
config.macros.forEachTiddler.sortTiddlers = function(tiddlers, sortClause, ascending, context) {
	// To avoid evaluating the sortClause whenever two items are compared 
	// we pre-calculate the sortValue for every item in the array and store it in a 
	// temporary property ("forEachTiddlerSortValue") of the tiddlers.
	var func = config.macros.forEachTiddler.getEvalTiddlerFunction(sortClause, context);
	var count = tiddlers.length;
	var i;
	for (i = 0; i < count; i++) {
		var tiddler = tiddlers[i];
		tiddler.forEachTiddlerSortValue = func(tiddler,context, undefined, undefined);
	}

	// Do the sorting
	tiddlers.sort(ascending ? this.sortAscending : this.sortDescending);

	// Delete the temporary property that holds the sortValue.	
	for (i = 0; i < tiddlers.length; i++) {
		delete tiddlers[i].forEachTiddlerSortValue;
	}
};


// Internal.
//
config.macros.forEachTiddler.trace = function(message) {
	displayMessage(message);
};

// Internal.
//
config.macros.forEachTiddler.traceMacroCall = function(place,macroName,params) {
	var message ="<<"+macroName;
	for (var i = 0; i < params.length; i++) {
		message += " "+params[i];
	}
	message += ">>";
	displayMessage(message);
};


// Internal.
//
// Creates an element that holds an error message
// 
config.macros.forEachTiddler.createErrorElement = function(place, exception) {
	var message = (exception.description) ? exception.description : exception.toString();
	return createTiddlyElement(place,"span",null,"forEachTiddlerError","<<forEachTiddler ...>>: "+message);
};

// Internal.
//
// @param place [may be null]
//
config.macros.forEachTiddler.handleError = function(place, exception) {
	if (place) {
		this.createErrorElement(place, exception);
	} else {
		throw exception;
	}
};

// Internal.
//
// Encodes the given string.
//
// Replaces 
//	 "$))" to ">>"
//	 "$)" to ">"
//
config.macros.forEachTiddler.paramEncode = function(s) {
	var reGTGT = new RegExp("\\$\\)\\)","mg");
	var reGT = new RegExp("\\$\\)","mg");
	return s.replace(reGTGT, ">>").replace(reGT, ">");
};

// Internal.
//
// Returns the given original path (that is a file path, starting with "file:")
// as a path to a local file, in the systems native file format.
//
// Location information in the originalPath (i.e. the "#" and stuff following)
// is stripped.
// 
config.macros.forEachTiddler.getLocalPath = function(originalPath) {
	// Remove any location part of the URL
	var hashPos = originalPath.indexOf("#");
	if(hashPos != -1)
		originalPath = originalPath.substr(0,hashPos);
	// Convert to a native file format assuming
	// "file:///x:/path/path/path..." - pc local file --> "x:\path\path\path..."
	// "file://///server/share/path/path/path..." - FireFox pc network file --> "\\server\share\path\path\path..."
	// "file:///path/path/path..." - mac/unix local file --> "/path/path/path..."
	// "file://server/share/path/path/path..." - pc network file --> "\\server\share\path\path\path..."
	var localPath;
	if(originalPath.charAt(9) == ":") // pc local file
		localPath = unescape(originalPath.substr(8)).replace(new RegExp("/","g"),"\\");
	else if(originalPath.indexOf("file://///") === 0) // FireFox pc network file
		localPath = "\\\\" + unescape(originalPath.substr(10)).replace(new RegExp("/","g"),"\\");
	else if(originalPath.indexOf("file:///") === 0) // mac/unix local file
		localPath = unescape(originalPath.substr(7));
	else if(originalPath.indexOf("file:/") === 0) // mac/unix local file
		localPath = unescape(originalPath.substr(5));
	else // pc network file
		localPath = "\\\\" + unescape(originalPath.substr(7)).replace(new RegExp("/","g"),"\\");	
	return localPath;
};

// ---------------------------------------------------------------------------
// Stylesheet Extensions (may be overridden by local StyleSheet)
// ---------------------------------------------------------------------------
//
setStylesheet(
	".forEachTiddlerError{color: #ffffff;background-color: #880000;}",
	"forEachTiddler");

//============================================================================
// End of forEachTiddler Macro
//============================================================================


//============================================================================
// String.startsWith Function
//============================================================================
//
// Returns true if the string starts with the given prefix, false otherwise.
//
version.extensions["String.startsWith"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
String.prototype.startsWith = function(prefix) {
	var n =  prefix.length;
	return (this.length >= n) && (this.slice(0, n) == prefix);
};



//============================================================================
// String.endsWith Function
//============================================================================
//
// Returns true if the string ends with the given suffix, false otherwise.
//
version.extensions["String.endsWith"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
String.prototype.endsWith = function(suffix) {
	var n = suffix.length;
	return (this.length >= n) && (this.right(n) == suffix);
};


//============================================================================
// String.contains Function
//============================================================================
//
// Returns true when the string contains the given substring, false otherwise.
//
version.extensions["String.contains"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
String.prototype.contains = function(substring) {
	return this.indexOf(substring) >= 0;
};

//============================================================================
// Array.indexOf Function
//============================================================================
//
// Returns the index of the first occurance of the given item in the array or 
// -1 when no such item exists.
//
// @param item [may be null]
//
version.extensions["Array.indexOf"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
Array.prototype.indexOf = function(item) {
	for (var i = 0; i < this.length; i++) {
		if (this[i] == item) {
			return i;
		}
	}
	return -1;
};

//============================================================================
// Array.contains Function
//============================================================================
//
// Returns true when the array contains the given item, otherwise false. 
//
// @param item [may be null]
//
version.extensions["Array.contains"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
Array.prototype.contains = function(item) {
	return (this.indexOf(item) >= 0);
};

//============================================================================
// Array.containsAny Function
//============================================================================
//
// Returns true when the array contains at least one of the elements 
// of the item. Otherwise (or when items contains no elements) false is returned.
//
version.extensions["Array.containsAny"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
Array.prototype.containsAny = function(items) {
	for(var i = 0; i < items.length; i++) {
		if (this.contains(items[i])) {
			return true;
		}
	}
	return false;
};


//============================================================================
// Array.containsAll Function
//============================================================================
//
// Returns true when the array contains all the items, otherwise false.
// 
// When items is null false is returned (even if the array contains a null).
//
// @param items [may be null] 
//
version.extensions["Array.containsAll"] = {major: 1, minor: 0, revision: 0, date: new Date(2005,11,20), provider: "http://tiddlywiki.abego-software.de"};
//
Array.prototype.containsAll = function(items) {
	for(var i = 0; i < items.length; i++) {
		if (!this.contains(items[i])) {
			return false;
		}
	}
	return true;
};


} // of "install only once"

// Used Globals (for JSLint) ==============
// ... DOM
/*global 	document */
// ... TiddlyWiki Core
/*global 	convertUnicodeToUTF8, createTiddlyElement, createTiddlyLink, 
			displayMessage, endSaveArea, hasClass, loadFile, saveFile, 
			startSaveArea, store, wikify */
//}}}


/***
!Licence and Copyright
Copyright (c) abego Software ~GmbH, 2005 ([[www.abego-software.de|http://www.abego-software.de]])

Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this
list of conditions and the following disclaimer in the documentation and/or other
materials provided with the distribution.

Neither the name of abego Software nor the names of its contributors may be
used to endorse or promote products derived from this software without specific
prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH
DAMAGE.
***/

SETTING: Sort of a semi-modern, steampunky kinda thing, like many other concepts before it. That's not the interesting part, though.

In this setting, all humanity lives on clouds, high up in the sky. Within the clouds, there are several drawbacks. For one, powerful winds and send your home flying, and for two, heavy objects impacting sharply will go THROUGH the clouds. This is often a fatal, one-way trip, as you can imagine.

This story could potentially focus on two main characters; a young, tinkering, rebelious sort of generic teenage male protagonist, and his Wrench Wench Deadpan Snarker female best friend. Alternatively, PCs.

Anyways, the characters rebel, claiming there's an untouched and amazing land below the cloud-layer just waiting to be reached(an obvious reversal of the old 'underground community with the rebel claiming there's a surface-world' trope). The main characters would most likely use something that's basically half-drill, half-miniature-rocket, and ride it through the clouds down to the ground below, only surviving because of Wonky Animated Physics.

First big scene after reaching the ground-level has the main characters lying on the ground, laughing at how it's windy but the ground isn't moving at all(unlike their old cloud-home). Male lead suddenly notices the wind isn't natural, and the two leap to their feet just in time to epically and generically avoid being crushed by a new and unexpected foe.

I have no idea what that new and unexpected foe is, but it wants to kill humanity for...Some reason. Cue epic fighting. Consider a mechanical foe.

-Humans aren't humans, but animal-people with Unusual Ears. Will eventually reveal more animalistic(think werewolf) super-modes for serious combat.

-Mechanical foes, trying to kill humanity off for some reason.

-Final battle will take place in the center of the earth, because it would look awesome.
Okay. Modern times. Real modern times, not comic book/anime kitchen-sink modern times.

There's a Wal-Mart. It's secretly from the future.

It has three major components that make it unique to you, the player:

-Sub-Atomic Matter Reconfigurator. Uses waste products, stale/old stock, dust, etc. to create new stock at a sub-atomic level. Stuff won't run out or go bad.

-Temporal Flux Module. Makes sure the matter reconfigurator only produces stuff appropriate to the time period it's in, just in case.

-Control Core. Runs everything.

All three can be hacked, potentially.

You'll be playing regular humans. Plain old people, with their own careers, lives, and so on. You and a few NPCs will be the only survivors when the Wal-Mart gets pulled into a time-bubble. You've got power, you've got water, you've got jack shit beyond that. Time continues to pass, so new items will hit the shelves, at least, but no internets unless you pull off some good trickery.

SPECIAL RULES:

-Chi will only be regained through the assistance of someone with a medical trait.

-No mary sue navy SEALs with a dark past, please.

NOTES/PLOT HOOKS:

-The temporal flux module could be hacked to restore full production-capacity...Which would include self-aware robots which can have various AI templates put on them.

-Failed hacking attempts could put people back in the stone age, cause merged levels of tech, or cause altered products.

-Very successful hacking could potentially force the sub-atomic matter reconfigurator to produce items that it shouldn't be capable of, or are downright impossible.

-If the control core were to end up with an AI template, it could be a new comrade and friend...Or it could use the players as mice in its maze.

-Maybe there's a way back home?

-The other guy over there might be plotting something!

Come on, you know you want to.
Flieis-1,809,350
Vareis-5,404,100
Mineis-19,016,575
Batduo-9,450,000
Orbeis-917,825
Scores will be updated periodically.

<<slider forAlphaGalaxy [[Alpha Galaxy]] [[Alpha Galaxy]]>> All gold.
<<slider forBetaGalaxy [[Beta Galaxy]] [[Beta Galaxy]]>>
<<slider forGammaGalaxy [[Gamma Galaxy]] [[Gamma Galaxy]]>>
<<slider forDeltaGalaxy [[Delta Galaxy]] [[Delta Galaxy]]>>
<<slider forEpsilonGalaxy [[Epsilon Galaxy]] [[Epsilon Galaxy]]>>
<<slider forZetaGalaxy [[Zeta Galaxy]] [[Zeta Galaxy]]>>
<<slider forEtaGalaxy [[Eta Galaxy]] [[Eta Galaxy]]>>
<<slider forThetaGalaxy [[Theta Galaxy]] [[Theta Galaxy]]>>
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
/%
|Name|ToggleRightSidebar|
|Source|http://www.TiddlyTools.com/#ToggleRightSidebar|
|Version|1.0.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|script|
|Requires|InlineJavascriptPlugin|
|Overrides||
|Description|show/hide right sidebar (SideBarOptions)|

Usage: <<tiddler ToggleRightSidebar>>

Config settings:
	config.options.txtToggleRightSideBarLabelShow (◄)
	config.options.txtToggleRightSideBarLabelHide (►)
	config.options.txtToggleRightSideBarTipShow ("show right sidebar")
	config.options.txtToggleRightSideBarTipHide ("hide right sidebar")

%/<script label="show/hide right sidebar">
	var sb=document.getElementById('sidebar'); if (!sb) return;
	var show=sb.style.display=='none';
	if (!show) { sb.style.display='none'; var margin='1em'; }
	else { sb.style.display='block'; var margin=config.options.txtDisplayAreaRightMargin||''; }
	if (typeof(place)!='undefined') {
		place.innerHTML=show?
			config.options.txtToggleRightSideBarLabelHide:config.options.txtToggleRightSideBarLabelShow;
		place.title=show?
			config.options.txtToggleRightSideBarTipHide:config.options.txtToggleRightSideBarTipShow;
	}
	document.getElementById('displayArea').style.marginRight=margin;
	config.options.chkShowRightSidebar=show;
	saveOptionCookie('chkShowRightSidebar');
	var sm=document.getElementById('storyMenu'); if (sm) config.refreshers.content(sm);
	return false;
</script><script>
	if (config.options.chkShowRightSidebar==undefined)
		config.options.chkShowRightSidebar=true;
	if (!config.options.txtDisplayAreaRightMargin||!config.options.txtDisplayAreaRightMargin.length)
		config.options.txtDisplayAreaRightMargin="18em";
	if (config.options.txtToggleRightSideBarLabelShow==undefined)
		config.options.txtToggleRightSideBarLabelShow=config.browser.isSafari?"&#x25c0;":"&#x25c4;";
	if (config.options.txtToggleRightSideBarLabelHide==undefined)
		config.options.txtToggleRightSideBarLabelHide="&#x25ba;";
	if (config.options.txtToggleRightSideBarTipShow==undefined)
		config.options.txtToggleRightSideBarTipShow="show right sidebar";
	if (config.options.txtToggleRightSideBarTipHide==undefined)
		config.options.txtToggleRightSideBarTipHide="hide right sidebar";

	var show=config.options.chkShowRightSidebar;
	document.getElementById('sidebar').style.display=show?"block":"none";
	document.getElementById('displayArea').style.marginRight=show?
		config.options.txtDisplayAreaRightMargin:"1em";
	place.lastChild.innerHTML=show?
		config.options.txtToggleRightSideBarLabelHide:config.options.txtToggleRightSideBarLabelShow;
	place.lastChild.title=show?
		config.options.txtToggleRightSideBarTipHide:config.options.txtToggleRightSideBarTipShow;
	place.lastChild.style.fontWeight="normal";
</script>
You'll also need to enter your username for signing your edits: <<option txtUserName>>
/***
|Name|InlineJavascriptPlugin|
|Source|http://www.TiddlyTools.com/#InlineJavascriptPlugin|
|Version|1.8.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|plugin|
|Requires||
|Overrides||
|Description|Insert Javascript executable code directly into your tiddler content.|

''Call directly into TW core utility routines, define new functions, calculate values, add dynamically-generated TiddlyWiki-formatted output'' into tiddler content, or perform any other programmatic actions each time the tiddler is rendered.
!!!!!Usage
<<<
When installed, this plugin adds new wiki syntax for surrounding tiddler content with {{{<script>}}} and {{{</script>}}} markers, so that it can be treated as embedded javascript and executed each time the tiddler is rendered.

''Deferred execution from an 'onClick' link''
By including a {{{label="..."}}} parameter in the initial {{{<script>}}} marker, the plugin will create a link to an 'onclick' script that will only be executed when that specific link is clicked, rather than running the script each time the tiddler is rendered.  You may also include a {{{title="..."}}} parameter to specify the 'tooltip' text that will appear whenever the mouse is moved over the onClick link text, and a {{{key="X"}}} parameter to specify an //access key// (which must be a //single// letter or numeric digit only)

''External script source files:''
You can also load javascript from an external source URL, by including a src="..." parameter in the initial {{{<script>}}} marker (e.g., {{{<script src="demo.js"></script>}}}).  This is particularly useful when incorporating third-party javascript libraries for use in custom extensions and plugins.  The 'foreign' javascript code remains isolated in a separate file that can be easily replaced whenever an updated library file becomes available.

''Display script source in tiddler output''
By including the keyword parameter "show", in the initial {{{<script>}}} marker, the plugin will include the script source code in the output that it displays in the tiddler.

''Defining javascript functions and libraries:''
Although the external javascript file is loaded while the tiddler content is being rendered, any functions it defines will not be available for use until //after// the rendering has been completed.  Thus, you cannot load a library and //immediately// use it's functions within the same tiddler.  However, once that tiddler has been loaded, the library functions can be freely used in any tiddler (even the one in which it was initially loaded).

To ensure that your javascript functions are always available when needed, you should load the libraries from a tiddler that will be rendered as soon as your TiddlyWiki document is opened.  For example, you could put your {{{<script src="..."></script>}}} syntax into a tiddler called LoadScripts, and then add {{{<<tiddler LoadScripts>>}}} in your MainMenu tiddler.

Since the MainMenu is always rendered immediately upon opening your document, the library will always be loaded before any other tiddlers that rely upon the functions it defines.  Loading an external javascript library does not produce any direct output in the tiddler, so these definitions should have no impact on the appearance of your MainMenu.

''Creating dynamic tiddler content''
An important difference between this implementation of embedded scripting and conventional embedded javascript techniques for web pages is the method used to produce output that is dynamically inserted into the document:
* In a typical web document, you use the document.write() function to output text sequences (often containing HTML tags) that are then rendered when the entire document is first loaded into the browser window.
* However, in a ~TiddlyWiki document, tiddlers (and other DOM elements) are created, deleted, and rendered "on-the-fly", so writing directly to the global 'document' object does not produce the results you want (i.e., replacing the embedded script within the tiddler content), and completely replaces the entire ~TiddlyWiki document in your browser window.
* To allow these scripts to work unmodified, the plugin automatically converts all occurences of document.write() so that the output is inserted into the tiddler content instead of replacing the entire ~TiddlyWiki document.

If your script does not use document.write() to create dynamically embedded content within a tiddler, your javascript can, as an alternative, explicitly return a text value that the plugin can then pass through the wikify() rendering engine to insert into the tiddler display.  For example, using {{{return "thistext"}}} will produce the same output as {{{document.write("thistext")}}}.

//Note: your script code is automatically 'wrapped' inside a function, {{{_out()}}}, so that any return value you provide can be correctly handled by the plugin and inserted into the tiddler.  To avoid unpredictable results (and possibly fatal execution errors), this function should never be redefined or called from ''within'' your script code.//

''Accessing the ~TiddlyWiki DOM''
The plugin provides one pre-defined variable, 'place', that is passed in to your javascript code so that it can have direct access to the containing DOM element into which the tiddler output is currently being rendered.

Access to this DOM element allows you to create scripts that can:
* vary their actions based upon the specific location in which they are embedded
* access 'tiddler-relative' information (use findContainingTiddler(place))
* perform direct DOM manipulations (when returning wikified text is not enough)
<<<
!!!!!Examples
<<<
an "alert" message box:
><script show>
	alert('InlineJavascriptPlugin: this is a demonstration message');
</script>
dynamic output:
><script show>
	return (new Date()).toString();
</script>
wikified dynamic output:
><script show>
	return "link to current user: [["+config.options.txtUserName+"]]";
</script>
dynamic output using 'place' to get size information for current tiddler:
><script show>
	if (!window.story) window.story=window;
	var title=story.findContainingTiddler(place).id.substr(7);
	return title+" is using "+store.getTiddlerText(title).length+" bytes";
</script>
creating an 'onclick' button/link that runs a script:
><script label="click here" title="clicking this link will show an 'alert' box" key="H" show>
	if (!window.story) window.story=window;
	alert("Hello World!\nlinktext='"+place.firstChild.data+"'\ntiddler='"+story.findContainingTiddler(place).id.substr(7)+"'");
	return false;
</script>
loading a script from a source url:
>http://www.TiddlyTools.com/demo.js contains:
>>{{{function demo() { alert('this output is from demo(), defined in demo.js') } }}}
>>{{{alert('InlineJavascriptPlugin: demo.js has been loaded'); }}}
><script src="demo.js" show>
	return "loading demo.js..."
</script>
><script label="click to execute demo() function" key="D" show>
	demo();
	return false;
</script>
<<<
!!!!!Installation
<<<
import (or copy/paste) the following tiddlers into your document:
''InlineJavascriptPlugin'' (tagged with <<tag systemConfig>>)
<<<
!!!!!Revision History
<<<
''2007.12.28 [1.8.0]'' added support for key="X" syntax to specify custom access key definitions
''2007.12.15 [1.7.0]'' autogenerate URI encoded HREF on links for onclick scripts.  Drag links to browser toolbar to create bookmarklets.  IMPORTANT NOTE: ''place'' is NOT defined when scripts are used as bookmarklets.  In addition, double-quotes will cause syntax errors.  Thanks to PaulReiber for debugging and brainstorming.
''2007.11.26 [1.6.2]'' when converting "document.write()" function calls in inline code, allow whitespace between "write" and "(" so that "document.write ( foobar )" is properly converted.
''2007.11.16 [1.6.1]'' when rendering "onclick scripts", pass label text through wikifyPlainText() to parse any embedded wiki-syntax to enable use of HTML entities or even TW macros to generate dynamic label text.
''2007.02.19 [1.6.0]'' added support for title="..." to specify mouseover tooltip when using an onclick (label="...") script
''2006.10.16 [1.5.2]'' add newline before closing '}' in 'function out_' wrapper.  Fixes error caused when last line of script is a comment.
''2006.06.01 [1.5.1]'' when calling wikify() on script return value, pass hightlightRegExp and tiddler params so macros that rely on these values can render properly
''2006.04.19 [1.5.0]'' added 'show' parameter to force display of javascript source code in tiddler output
''2006.01.05 [1.4.0]'' added support 'onclick' scripts.  When label="..." param is present, a button/link is created using the indicated label text, and the script is only executed when the button/link is clicked.  'place' value is set to match the clicked button/link element.
''2005.12.13 [1.3.1]'' when catching eval error in IE, e.description contains the error text, instead of e.toString().  Fixed error reporting so IE shows the correct response text.  Based on a suggestion by UdoBorkowski
''2005.11.09 [1.3.0]'' for 'inline' scripts (i.e., not scripts loaded with src="..."), automatically replace calls to 'document.write()' with 'place.innerHTML+=' so script output is directed into tiddler content.  Based on a suggestion by BradleyMeck
''2005.11.08 [1.2.0]'' handle loading of javascript from an external URL via src="..." syntax
''2005.11.08 [1.1.0]'' pass 'place' param into scripts to provide direct DOM access 
''2005.11.08 [1.0.0]'' initial release
<<<
!!!!!Credits
<<<
This feature was developed by EricShulman from [[ELS Design Studios|http:/www.elsdesign.com]]
<<<
!!!!!Code
***/
//{{{
version.extensions.inlineJavascript= {major: 1, minor: 8, revision: 0, date: new Date(2007,12,28)};

config.formatters.push( {
	name: "inlineJavascript",
	match: "\\<script",
	lookahead: "\\<script(?: src=\\\"((?:.|\\n)*?)\\\")?(?: label=\\\"((?:.|\\n)*?)\\\")?(?: title=\\\"((?:.|\\n)*?)\\\")?(?: key=\\\"((?:.|\\n)*?)\\\")?( show)?\\>((?:.|\\n)*?)\\</script\\>",

	handler: function(w) {
		var lookaheadRegExp = new RegExp(this.lookahead,"mg");
		lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
			var src=lookaheadMatch[1];
			var label=lookaheadMatch[2];
			var tip=lookaheadMatch[3];
			var key=lookaheadMatch[4];
			var show=lookaheadMatch[5];
			var code=lookaheadMatch[6];
			if (src) { // load a script library
				// make script tag, set src, add to body to execute, then remove for cleanup
				var script = document.createElement("script"); script.src = src;
				document.body.appendChild(script); document.body.removeChild(script);
			}
			if (code) { // there is script code
				if (show) // show inline script code in tiddler output
					wikify("{{{\n"+lookaheadMatch[0]+"\n}}}\n",w.output);
				if (label) { // create a link to an 'onclick' script
					// add a link, define click handler, save code in link (pass 'place'), set link attributes
					var link=createTiddlyElement(w.output,"a",null,"tiddlyLinkExisting",wikifyPlainText(label));
					link.onclick=function(){try{return(eval(this.code))}catch(e){alert(e.description||e.toString())}}
					var fixup=code.replace(/document.write\s*\(/gi,'place.innerHTML+=(');
					link.code="function _out(place){"+fixup+"\n};_out(this);"
					link.setAttribute("title",tip||"");
					var URIcode='javascript:void(eval(decodeURIComponent(%22(function(){try{';
					URIcode+=encodeURIComponent(encodeURIComponent(code.replace(/\n/g,' ')));
					URIcode+='}catch(e){alert(e.description||e.toString())}})()%22)))';
					link.setAttribute("href",URIcode);
					link.style.cursor="pointer";
					if (key) link.accessKey=key.substr(0,1); // single character only
				}
				else { // run inline script code
					var fixup=code.replace(/document.write\s*\(/gi,'place.innerHTML+=(');
					var code="function _out(place){"+fixup+"\n};_out(w.output);"
					try { var out=eval(code); } catch(e) { out=e.description?e.description:e.toString(); }
					if (out && out.length) wikify(out,w.output,w.highlightRegExp,w.tiddler);
				}
			}
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
		}
	}
} )
//}}}
Now, there are two ways to look at this article. The serious way, or the humorous-yet-describes-the-game-perfectly way. I'll be doing the serious way.

If you want the humorous way, just replace every word with 'kawaii', randomly splash in some 'moe', and a hissatsu or two.

Anyways, I'm assuming you've watched silly, romantic-comedy anime like Ranma 1/2 and Oh My Goddess and such, yes? This is basically those. You start with a basic, modern-times world. However, the PCs have the unique trait known as 'kesshi'; That is, 'hero'. They are the main characters, of the very universe itself(or at least their local region). They will be drawn to eachother whether they like eachother or not, and drama, action, and romance will hound them like a stray you regret ever having fed.

They are also fucking GORGEOUS.

Now, there is a quirk to this setting as well; Iyous. Iyou is japanese for odd, and that's exactly what's going to happen. For every trait a player pushes over 3, they must take a new oddity. This can be unique clothing/clothing-features(goggles, anyone?), oddities in how they speak, odd talents related to the trait, strange training methods, or bizarre additions to their past. Things like Ranma's curse would count as such an oddity, probably even big enough to get him two or three points spent. These are not necessarily disadvantages, merely quirks. Do note that previous oddities can be combined with new ones; for instance, to use an example I saw somewhere, you could take a nurse-costume oddity, then later take a witch-costume oddity and simply begin dressing in an outfit based off of both of them. Obviously, artistic talent and love of anime will help here.
NAME: Kraze.

APPEARANCE: He's a skeleton. That's about it. Now, he does have bright blue, glowy, cybernetic eyes, but dammit, he's a skeleton! NOT! DIFFICULT! TO! FIGURE! OUT!

AGE: 25 mentally, 26 physically.

TALENTS: Kraze is a decent martial artist, an expert mecha pilot, and in general an ass-kicker. His entire body structure is permeated with nanites, giving him the 'last ditch' ability to force them out of his bones and into the air as weapons or defensive structures(read: shields.).

HISTORY: Kraze was born as Jake, a boy who showed immense interest in robotics and a truly inpenetrable will that got him both into and out of trouble many a time. For the most part, life was good...

Then came the night before his 26th birthday. To put it simply, that will got Jake shot in the chest many many times. By this point, his body was highly cyber'ed up. Unfortunately for him, this didn't save his life, it seemed...Most of his equipment was stripped from his body, and what was left was found the next day.

However, his will had not halted for something so minor as death. You see, Jake's sheer desire to live had allowed him to hold on, and the nanites had quickly gone to work, making minor surgery to his mind and the already-existing internal equipment that left it running off of the natural energies of his nanites over the energies of a normal human body.

This took time, of course, and it wasn't until one month later that Jake awoke again, left with only his eyes and his skeleton. Freeing himself from the prison that was his grave, he gave himself the new name Kraze(because really, is there any other way to explain something like 'yeah, I'm back from the dead'?) and began mercenary work to pay for energy sources he now needed to sustain his life.

Which brings us to present day for Kraze. The man who escaped death through sheer force of will, the undead mercenary no man would ever wish to face. A nearly-fearless being who fights for good and for money....

And, admittedly, a total showoff. Because it's so damn worth it to see how they react when a skeleton steps out of his mech's cockpit.
NAME: Kurei Uriconra.
AGE: 18 at start of use. Would be 20-ish by the time of Mirror Image, the story concept of him meeting his alternate universe self. 21 at start of Universal Warriors.
GENDER: Male.
RACE: Demon.

DESCRIPTION: Kurei looks about 18, his physical aging having stopped at that point. Physically, he is lean and wirey, but obviously in very good shape. His eyes are red, and his hair is black with blue streaks(as well as having a vague resemblance to the quills of a calm porcupine).

EQUIPMENT/OUTFITS/ETC.:

Equipment-wise, Kurei has two key weapons. Akurabe and Morushinra. Akurable is an immense sword, shaped vaguely like a right triangle. See the Zangetsu weapon from Bleach for another weapon with a similar design(though I came up with mine before discovering Bleach's existence). Much like Zangetsu, and other Big Fragging Swords, this weapon is at least five feet long. Its alternate design looks like a pillar of rising fire, is lighter, and more about a clean cut than its normal form(which operates like several other ~BFSs in that it just kinda splatters the enemy in half instead).

Morushinra, on the other hand, is a staff. Similar length. When released(they are both soul-weapons. Yes, I came up with that before Bleach. Got the idea from one of the familiars in Castlevania: Symphony of the Night. The sword familiar. Says "Gather, brother soul-blades!". Gave me idea.), it gains bladed ends, and is a little....Slightly insane. Its alternate form, on the other hand, is currently designed to be a guitar. See Nevan from Devil May Cry 3 for my main inspiration. Shoots fireballs instead of electric bats. Yes, I'm horribly uncreative. Shut up.

Outfit-wise, Kurei has two main outfits.

OLD/CLASSIC OUTFIT: The original one. Blue t-shirt, grey jeans, black boots, a cloak/cape of a darker blue color. Heavily inspired by Shotoken's old design.

NEW/UW OUTFIT: Different in nearly every way. First, no more cape. Second, the outfit's got an all-grey motif, more 'military' than 'single badass'. Third, it's designed as basically a cross between a motocross outfit, a SWAT team outfit, and various tokusatsu hero outfits. Medium-grey color, has gloves and boots, the main 'jumpsuit' part has armored paneling along it of a darker grey color.

FAMILY: Kurei has two key family members. His father, Shotoken Uriconra. You're not going to learn anymore about him, because I was even worse then and he's not a good character.

And his sister, Shurei. I'll write up more about her later. She's cool.

He also has his ~AU-self, and that individual's sister. I need to write up more on them too.

UNIQUE POWERS:
Kurei has two major powers beyond his weapons, and general fightin'.

FALLEN FORM: Basically a demonic super-mode. Using a focal point(in this case, a satanic pentagram on his left hand from a previous death), he pulls in power from hell itself. For Kurei, this results in black skin, with dark blue whirls along it, and 'gauntlets' + 'boots' of blue fire. AU Kurei has the same fallen form.

SECONDARY BODY: Kurei has a second 'form' he can take, in this case a simple TGing. Both bodies are of roughly the same strength, but they are wounded independently. So, he basically has a second life before he's got to retreat.
NAME: Kylie, obviously.

APPEARANCE: [[Normal|http://img.photobucket.com/albums/v203/yalborap/Kylienormal.png]] [[Cyborg/Android|http://img.photobucket.com/albums/v203/yalborap/kyliecyborg.png]] [[Battle mode|http://img.photobucket.com/albums/v203/yalborap/kyliecyborgbattlemode.png]]

DESCRIPTION: Kylie is, at first, a normal girl.

However, she is a 'cleaner', as they're sometimes called. A hired gun, employed solely by a single corporation, to deal with what is essentially zombies on a ruined Earth. See [[Kylie's Setting]] for more info.

The group she is employed by is one of the...Less self-focused groups, so Kylie ends up doing more saving people than just cleaning up. This is where the key equipment this group has comes in. Through a semi-experimental(by which I mean Kylie is the test subject) process, Kylie can be turned into an android(see the Cyborg/Android image). From here, battle data can be entered, allowing Kylie to form armor and weaponry(see Battle Mode image), or more esoteric uses, including taking command of a mech in one crossover concept.

From the battle mode point, Kylie has two major options; Sword Mode and Gun Mode.

Sword Mode leaves Kylie equipped with two wrist-mounted blades, quite capable of severing flesh very easily, and loads her with muscle-memory data to quite effectively use them with minimal training.

Gun Mode, not pictured here, leaves Kylie equipped instead with a pair of wrist-mounted cannons. Using a firing mechanism inspired by the real-life Metal Storm project, Kylie can load sets of ammunition into the cannons with unique effects, with all the sets stored on the inside of her cape. Muscle-memory data is also loaded in to give her proper accuracy.

Kylie also has several allies she has gained, most of which are from groups conducting other experiments with volunteer cleaners. One of these groups, ~WereIncorporated, is experimenting with producing a 'modern werewolf', and energy-weapon technology. This group in particular is the one who sends Kylie a separate energy sword if needed, opening up her Renegade Slash technique.

Well, that's about all the info I really whipped up on her so far.
The setting is simple. Post-apoc Earth.

The richest are in space-stations, floating in orbit above the planet.

The next level beneath that, are in immense towers, covered in energy shielding.

Beneath that, just immense towers.

And the lowest of all, are stuck on the ground.

Why such precautions? Simple. The undead walk the earth. You see,, roughly 70 years ago, a method of immortality was discovered, now referred to as the 'Vampire Project' due to its effects while one was still alive. One's skin would pale, their eyes turned red, and they became stronger. Essentially, vampires without the supernatural quirks(aside from not dying of old age).

However, things went terribly wrong, as they often do. You see, if one who has become a 'Vampire', or an already-dead corpse, is exposed to the Vampire Compound, they become mindless, attacking animals while retaining their immortality. Essentially, zombies.

So, everyone that was rich enough got the hell off or at least protected themselves. The groups and corporations in space are working on slowly cleaning the planet up, mostly for their own needs, and often through other experimental methods. So we've got everything from androids to mechs to werewolves to plain old fashioned dudes with a lot of guns running around, slaughtering zombies.

Which leaves us with one last problem; You see, that group who figured out the Vampire Compound? Yeah, that thing is still running. And there's a horde of zombies a mile thick easy 'protecting' it. Nobody can get in to shut it off, since it's got an energy shield on it. And it's solar powered, so they can't pull the plug without fucking up the earth even more. Getting in would mean getting close enough to use a focused EMP blast that'd cut a hole in the shield, but getting through the undead to do something like that is essentially impossible.

So, that's the setting. Might be fun, might not be.
NAME: Kyren, obviously

GENDER: Female.

AGE: 29.

RACE: Just a plain old human.

APPEARANCE: [[Image|http://img.photobucket.com/albums/v203/yalborap/Kyren.png]].

Description: Kyren is a crime-boss type. She controls all the less-than-legal happenings in the city, and is quite skilled at this. She is also enhanced with cybernetics, giving her quite a bit of power. Her only major flaw is a flare for the dramatic, which has gotten her in danger more than once.

WUSHU STATS:

Gunslinging and cannon-launching: 5
Enhanced strength: 4
Diabolical plans: 3
Weakness: Flare for the dramatic.

Note: Add trait features soon.
/***
|''Name:''|LegacyStrikeThroughPlugin|
|''Description:''|Support for legacy (pre 2.1) strike through formatting|
|''Version:''|1.0.2|
|''Date:''|Jul 21, 2006|
|''Source:''|http://www.tiddlywiki.com/#LegacyStrikeThroughPlugin|
|''Author:''|MartinBudden (mjbudden (at) gmail (dot) com)|
|''License:''|[[BSD open source license]]|
|''CoreVersion:''|2.1.0|
***/

//{{{
// Ensure that the LegacyStrikeThrough Plugin is only installed once.
if(!version.extensions.LegacyStrikeThroughPlugin) {
version.extensions.LegacyStrikeThroughPlugin = {installed:true};

config.formatters.push(
{
	name: "legacyStrikeByChar",
	match: "==",
	termRegExp: /(==)/mg,
	element: "strike",
	handler: config.formatterHelpers.createElementAndWikify
});

} //# end of "install only once"
//}}}
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

if (!window.bidix) window.bidix = {}; // bidix namespace
if (!bidix.core) bidix.core = {};

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
  url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
NAME: Lorelei Zernan.

GENDER, RACE: Female, dark elf(of the non-evil variety. See the Elder Scrolls games for what we're looking at here; different culture, without 'our men are slaves!' and 'we worship a giant spider!' and such.)

APPEARANCE: [[Young|http://img.photobucket.com/albums/v203/yalborap/Untitled-1.png]] [[Adult|http://img.photobucket.com/albums/v203/yalborap/Lorelei-1.png]]

DESCRIPTION/HISTORY: Lorelei is what some would refer to as an 'albino dark elf', despite the apparent oxymoron. You see, Lorelei was born in a far-off, rural village, away from things like magic and the like. It wasn't that her parents were opposed to such things, merely that they preferred the quiet life, and the quiet life had a way of not attracting cool mages and stuff.

This, is what leads to Lorelei's skin condition. You see, normally one is exposed to magic near, or even before birth, and hence their body gets used to it. Or, they don't get exposed to it much until they're grown, in which case their body has 'set' enough that nothing odd occurs.

Lorelei first encountered magic at the age of 10. A young human mage, maybe 25 at the most, had to pass through her  home village. In trade for a night's stay at their small inn, he sold several potions and enchanted items at cost. The impossible things that these items were capable of captivated young Lorelei, and she managed to convince the mage to sell her a book he had on the stuff; Nothing fancy, just a basic 'magic 101' text the guy normally kept handy for occasional review.

This is where things get interesting. Because Lorelei had had so little exposure to magic and suddenly dove straight into the stuff, it...Altered her slightly. Caused her skin condition, for one, as well as permeating her body with magical energies(though this was more due to a natural talent than anything else).

So, at 18, Lorelei left her home, intending to learn as much magic as she possibly could in her life. Insert long and rigorous studies here, her becoming very mindful of other life for a while, and so on.

Which brings us to the point of the second image, where Lorelei is ages-old. At this point in her tale, she is one of the most skilled mages in her world, and has relearned that sometimes the only way to get things done is to make someone's skull explode. At this point, she is visited by the demonic warrior type, [[Kurei]] Uriconra. From here, her story merges with that of [[Universal Warriors]], becoming the team's magic specialist.

NOTEWORTHY EQUIPMENT: While young, Lorelei constantly carries around a large pack containing alchemical equipment, spellbooks, and so on, as well as a knife for occasional self-defense.

While older and more experienced, Lorelei uses holding/sub-space spells to contain most such things. The one thing she doesn't keep in sub-space is a ring, unfortunately unable to be pictured due to not finding one that'd work in Heromachine. This ring is a powerful magic tool, an enchanted item which summons a full set of armor and a blade for those times when the only option is the old-fashioned route.
[[Wushu]]
[[Character]]
[[high scores]]
[[Campaign]]
Okay, this is an Exalted setting. The basic idea is pretty simple; You start with your Exalted universe.

Now, all those 'oh shit we're doomed' scenarios pushing at Creation? Yeah, guess what. They all fucking happened. Creation is GONE, and with it mortal souls are forever cast into the realm of the dead.

However, the Exalted have pulled themselves forth, and with their sheer will, have begun to rebuild it from the Wyld.

It is now 300 years since the battle. The Blessed Isle has been mostly reformed, though Creation now ends beyond its lake. All that is left are Exalted.

And while old allegiances and conflicts have been washed away, a rivalry still brews deep within them, forged by dozens of reincarnations. So they have vowed to not practice their otherworldly skills, instead passing them on to something else...

Constructs. Small constructs, roughly four to five feet in height on average. The Exalted have given their strength to these beings, and nearly every Exalted has one to call their own. Each Exalt type has a certain variety, on average.

Solars are custom-built beauties. No two look alike, though a humanoid basis is quite common for convenience. They are often weapon-users, but martial artist constructs are also rather common.

Lunars use biotech. Forging true new life with a combination of organic and mechanic, they create fighting beasts to go against their rivals.

Abyssals bring forth the dead. Stitching together bone and flesh, they place one of the endless mortal souls floating in nothingness within a body held together mainly by magic. These range from the near-perfect, to the horribly decayed, and to far more creative ventures.

Dragonblooded rely, much like in the past, on sheer numbers. DB construct parts are mass-produced, and every child is eager for the day he is allowed to buy his own skeleton and begin to put together a lifelong comrade.

Sidereals shift the very fates and time, bringing an elemental or minor god of a region forth from the abyss. These beings are near always grateful, and a well-chosen one is as loyal as any construct. The process is quite difficult, however, leaving these normally-mighty beings on par with their 'peers'.

These beings, whatever they may be, contain wills and personalities, and do not have to obey their masters. However, many do while in battle(assuming their master is a strategist of at least some skill), and it is a rare one indeed that is truly disobedient and unruly. Yet if a bond can be formed with such a being, their loyalty will be most certainly far beyond that of one who was obedient from the start.

Basically, it's Exalted crossed with Medabots. Just roll with it.
First, let us look at my situation. At the time of this writing(November 30th, 2008), I am in independent studies. I have been in independent studies for quite some time. See the [[independent studies]] article for details on what all this entails.

I am, most likely, depressed on a clinical semi-permanent level. I have minimal sense of self-worth, which also translates into low self-esteem. One of the side effects of this is being extremely introverted, and putting others' needs before my own quite often.

I also have a sense of self-loathing. This translates into dislike of my appearance despite changes, and a further lack of confidence and self-worth.

I have, at current count, 1 friend. I have 0 friends who are useful as more than a videogame partner.

I am bad at interaction, finding extreme difficulty in things like smalltalk, or finding subjects to discuss.

My hobbies, such as videogames, writing, and photography, are VERY difficult to do with others much of the time.

That should be all of it.
Also known as The Elder Scrolls IV: Oblivion. A very good, sandboxxy game. Fun as hell despite its balancing issues. I'm currently doing a text-only LP of it. The posts can be seen in the 'tagging' box to the left. I'm hoping it'll turn out enjoyable.
Entry 001, 8:38 PM;

I have managed to escape from that vile prison. Though I am an altmer by blood, I have long since been changed by my time in that damned place. I've lost any previous..Issues I had with mere murder, and have gained a healthy talent for fighting with no more than my bare hands. The weapons others rely on only serve to weigh me down now, though I have retained some talent for using a blade. And, of course, my magic. Despite the empire stripping me of all talent I once had, I am already regaining my lost abilities in the arcane arts.

I've already sold off what little I was able to acquire in that vile prison. All that's left is a staff, some arrows, and one of the robes I managed to pilfer from the people who killed the emperor.

Speaking of him, apparently I'm supposed to find his lost heir. To be quite blunt...Fuck that. While I can't sell the jewel(It is far too obvious an item. I'd be thrown back in prison in seconds), I have absolutely no intention of finding that heir anytime soon. I might if I end up by there already, but it is hardly a large concern of mine.

I have also begun to attempt alchemy once again. While I am still quite rough, progress is occurring far more quickly than I imagined. At this rate, I shold be capable of producing expert poisons and potions within weeks. Note to self: Purchase a dagger for poisonings. Consider stealth training for increased effectiveness.

I suppose that is all I have to say for now. I managed to acquire soome papers off the other prisoners during my time in that hellhole, so I may make use of them. The deed to a wizard's tower, and a call for help from a castle, with the very structure itself on offer...I DO need a place to stay, and such places would befit my true worth. I will set out tomorrow. For now, I need rest, and a new set of clothes.
Entry 002, 8:52 PM;

I left the Imperial City early this afternoon, having picked up a new outfit and some supplies beforehand. My trip was largely uneventful, with the forests seeming far more peaceful than I'd recalled from before my imprisonment.

At least, until I encountered a cave. Near the opening were several scamps; The damn bastards reminded me of my bloodline's weakness most...Unpleasantly. My clothes still smell of my own burnt flesh, even as I write this now. Oh, if only I could kill every scamp in existence....

Of course, when one fled into the cave itself, I had to chase after the little monster and deal with him. What I found in there was hardly what I expected. You see, it seemed that these scamps were bound and controlled by a group of conjurers. Conjurers with some useful equipment.

Well, I just couldn't let this atrocity stand. So I killed them all. Most of them were so pathetic that all I had to do was touch them with a burst of lightning and they fell! Their scamps were stronger than them! It was really quite amusing, though they managed to bang me up rather badly. Goddamned scamps. I ended up using far too many healing potions.

Ugh, my head is swimming. Those potions were low-quality. It feels like things aren't quite getting stitched back together right.....At least they're instant. Mine are too slow, no matter what I do...They work, though, I suppose.

I've written enough for now. I need rest...Hopefully I'll feel a little better in the morning.
Entry 003, 9:02 PM;

Ugh! The nerve of some people!

So I was traveling towards that magical tower I acquired the deed to, as it would be the most beneficial to me right away, when I came across a village. I THOUGHT it'd be a chance to get a decent night's rest, but nooo. When I got there, some wizard had accidently turned everyone invisible! And they made ME go hunt the bastard down and have him fix it!

So I spent hours out in the fields finding that damn fortress he hangs out in, and then you know what the idiot does? He makes me go fix his problem for him with a damned scroll! And when it's all finally done, do I get a cash reward? No, just a free crappy bed in their piece of shit inn! I could have gotten that by just killing all the bastards!

And you know what the worst part is? I think the damned dark elf innkeeper has the hots for me. Either that or I stepped in something, because he keeps looking at me funny. I'll sleep with one eye open, just in case. Then, first thing tomorrow morning I'm out of here.
PokeMech is a concept created by the owner of this personal wiki, Yalborap. Put simply, it is what happens when you cross Gurren Lagann and Pokemon.

It will either be awesome or retarded. Probably both.
NAME: PokeMech.

SYSTEM: [[Wushu Open Reloaded|Wushu Open Reloaded rules]].

SETTING: Standard modern world, for the most part. No humans; pokemon only. Contains five major countries:


Sangren; Tropical environment. Contains mainly fire and water type pokemon. Very hot normally, and buildings are often made of brick. Ruled over by a Moltres, with a Mewtwo as his second-in-command. Moltres is known to deal with those who would attempt to challenge him personally, but is not an overly unjust ruler; Merely a fighty one.


Prismum: A half-frozen winter-wonderland. Contains mainly ice and psychic type pokemon, with buildings often being made of crystaline materials. Is ruled over by a Suicine, with a Lugia acting as her bodyguard. This ruler is known to be very careful and thoughtful, watching a situation before making any moves.


Jirade: Heavily-urbanized land, built up heavily of cities. Despite this, it contains mainly grass types, though the amount of steel-type pokemon is more expected. is ruled over by a Registeel, who rules alone, without a major assistant. He is the sort to focus on keeping the status quo(or something close to it), partially because his country is the world's largest producer of armors and mecha. Buildings are standard, human-like architecture.


Cobil: Despite its watery name, a heavily-forested region. Cobil is home mainly to bug types and ground types. Is ruled over by a Groudon, who employs a Latias as his assistant. Though he rules well, this Groudon is not a fan of the region, and is mainly stuck here due to circumstance. He would much prefer to be in Sangren, and would welcome any efforts to find someone new suitable for the throne. Buildings are mainly build of wood and rock, forming sturdy-though somewhat low-tech-structures.


Quartise: Made up of a series of mountainous islands. Is home mainly to dragon and flying types, due to the difficulty of traversing it on foot. This land is ruled over by Palkia, with a Darkrai as its assistant. While Palkia is a decent ruler, he is quite corrupt, with no intention of handing his lands to anyone unless they can best him in battle. He is also somewhat typist, seeing only dragon, flying, and dark pokemon as worthwhile. Buildings are generally carved out of the mountains, instead of being build.


Assume standard, modern technology is available in all regions in some form or another(obviously it would be harder to get an internet connection in Cobil than in Jirade, but one could still gain computers and the like).


BASIC PLOT: Each player will pick a pokemon, at its first level of evolution. All types are open, but the pokemon cannot be legendary(must be capable of breeding). From there, the options are wide and vast, from saving the world to destroying it. Pokemon will not 'evolve' in this. Rather, they will gain a power armor as the plot requires it, which will be in the shape of their usual second-stage evolution(if they have a third. If not, it will retain the design of their first stage). Instead of a third-stage, they will gain a mech. Yes, I said a mech, as in a giant kick-ass robot. Expect things to be very over-the-top.


NOTE: All pokemon types not listed in a particular country can be found scattered about all of the countries, for the most part(you will see very few non-dragon/flying/dark types in Quartise, for instance). There are also consistent rumors of a hidden country home to poison and dark types, but these rumors have so far remained unconfirmed.


SECOND NOTE: One will not need to take individual attacks as traits, or as trait features, if features end up used. A simple 'combat' trait, noting whether the character prefers to go in with their bare hands/claws/etc. or use their pokemon-abilities will be more than sufficient.


THIRD NOTE: Combat traits will be locked at 4. A simple 5/4/3/1 character design system will be used.
So, you have Risus. But it has a problem. Oh woe is us, there is a death spiral! What ever shall we do?!

Here's what you're gonna do. Details. How does this work? Quite simple. When you begin, each trait you have has one detail. You may split your points  however you wish between traits and details.

TRAITS, or cliches in Risus, represent your strength. Their rating will tell you how much you're rolling each time. If your trait is rated at 5, you're grabbing 5 dice, simple as that.

DETAILS, however, represent your staying power and roundedness. Their rating is your health. If you lose, you have to knock down a point off the rating of the detail you used. If any get to 0, you're out. You can add details to traits the same way you would get new traits; however, they MUST fit within the trait. You can't be 'expert chef 4' and stick 'gunslinger 3' within it as a detail, but you could put 'kung-fu cookery' in it.

For pumping cliches, you use your detail rating to pump your cliche rating.

Your details CAN be stronger than your cliches, but you will always be rolling your cliche's amount of dice, no matter how many points you have in the detail.
NAME: Sareen, duh.

APPEARANCE: [[See here.|http://img227.imageshack.us/img227/6084/sareenph6.png]]

ABILITIES: Sareen is an expert marksman, can fly, and has an intense natural leadership that, at times, defies all explanation.

HISTORY: Sareen is one of those people who's known about fighting and war her whole life.

No, she didn't grow up in the ghetto. No, she wasn't a child soldier. However, her father was a hired gun; a mercenary, to be a bit more accurate. And while he was the sort to not take the truly dangerous stuff(he had a kid, after all, he couldn't just leave her without a father), he still taught her the ways of the trade. Oh, sure, at first it hadn't been willingly; She'd picked it up from what little she saw of what he actually did.

The funny thing is, she showed one hell of a talent for it. So, he cut his losses, and taught her some actual skill. Sareen learned to shoot a gun on her 12th birthday as her first actual bit of training.

By 15, she was able to hit a clay pidgeon launched 50 yards away with a rifle.

By 20, she could do it with a handgun.

By 25, where she is now, she had her own basis for a group started. Even has a few members, though they're more the noncombatant type. Which leaves her needing to find some people who can fight....But that, is a story for SuperMerc.
/%
|Name|ShowReferences|
|Source|http://www.TiddlyTools.com/#ShowReferences|
|Version|1.0.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|script|
|Requires|InlineJavascriptPlugin|
|Overrides||
|Description|display references to this tiddler (aka, backlinks) directly in tiddler content|

Usage: <<tiddler ShowReferences>>

%/<script>

	// output display format: uncomment ONE of these lines (or add your own)
	var fmt="[[%0]] ";		// space-separated
	// var fmt="\n[[%0]]";		// one per line
	// var fmt="\n* [[%0]]";	// bullets

	var here=story.findContainingTiddler(place); if (!here) return;
	var title=here.getAttribute("tiddler");
	var references = store.getReferringTiddlers(title);
	var out = '';
	for(var r=0; r<references.length; r++)
		if(references[r].title != title && !references[r].tags.contains("excludeLists"))
			out+=fmt.format([references[r].title]);
	return out;
</script>
NAME: Silene Marn.
RACE: Human.
GENDER: Female.
AGE: She claims she's 19.
Career: Necromancer.
[img[http://public2.tektek.org/img/av/m02/d01/12/8a4677.png]]

Bio: Silene's really quite a sweet girl. How can this be? Well, it's quite simple.

You see, Silene came from a family of traditional necromancers, vampires, and all those other sorts of semi-undead types. Now, when she was a teenager, like all teenagers, she rebelled. Went all light and happy instead of dark and gloomy.

Funny thing is, she also left around this point to 'find herself'. And what she found was that she preferred a happy middle ground between the two. While she hasn't returned home since, she intends to at some point to fix things as best she can.

Also, a quick little quirk about her: She doesn't make her undead servants mindless slaves. Rather, she brings them back fully-intelligent, and treats them more as comrades than slaves. She's also a surprisingly good singer and artist, since her mother is a Siren.

Wushu stats:
Sweet talker 5.
Necromatic arts 4.
Regular arts 3.
Annoyingly naive 1.
A land of debauchery and depravity.
Yalborap's Tiddlywiki
/***
|''Name:''|SparklinePlugin|
|''Description:''|Sparklines macro|
***/
//{{{
if(!version.extensions.SparklinePlugin) {
version.extensions.SparklinePlugin = {installed:true};

//--
//-- Sparklines
//--

config.macros.sparkline = {};
config.macros.sparkline.handler = function(place,macroName,params)
{
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		box.appendChild(tick);
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};


}
//}}}
What is Star Wars, you ask?

Well why the hell are you asking? You're me, and this is my personal wiki, and I KNOW what Star Wars is. Star Wars is a soft science fiction series in which there are spaceships, laser guns, laser swords, and magicy stuff called 'The Force'.

...No, I don't care if that makes no sense. Unless someone else is reading this, and THEY shouldn't care either. Douchebags, with their caring.
Setting: Like many of my ideas, modern times.

I'm going to be blunt with you. The world is going to be going to shit, very soon. While things are managing to retain relative normalcy right now, supernatural beings are springin' up. Mages, superstrong types, vampires, hyper-intelligent beings capable of building mecha, people who are somehow capable of PILOTING those same mecha, the works. Your standard 'headed to hell in the kitchen sink' setting, basically.

This, is where [[Sareen]] and her group come in. Sareen is a mercenary leader, a woman with a truly illogical level of marksmanship and the ability to fly. She knows two things from her life up to now;

1., when sudden anomalies are introduced, people will panic, ignore them, or try to use them for their own gain.

2., when the third one hits, every damn opponent that person has will be using the best counter they have.

And so, Sareen specializes in having a superpowered mercenary team. She'll take damn near any mission(as long as it doesn't involve harming innocents or children) for the right price. Whether it be killing some tiny island nation warlord-ruler, saving soldiers hundreds of miles behind enemy lines, or hacking into the biggest, toughest computer around, Sareen will take it and get someone to pull it off.

SUMMARY: A-Team with superheroes, I think(never had a chance to actually watch A-Team. Was before my time). One of you bastards had better design a mecha pilot. I wants me an epic giant robot showdown.
Creation:
Points or 5/4/3/1. Must have weakness. Skills cannot be higher than 5. Skills are self-defined.

Conflicts:
Scab: Roll number of dice to match trait's rating. Check lowest roll. 1 good, 2 still good, 3 has complications, 4 fails, 5 really fails, 6 fails so bad you'll want to cry.
Mooks: GM defines threat level, required yin successes, etc. Yang successes cut into threat level.
Nemesis: Character-on-character. Yang successes strike directly at yin successes, with leftover yang successes tearing into victim's Chi.

Game has Principle Of Narrative Truth. Say it, it happens, as you said it. Vetos can be used to stop this from being abused.
-BLAZE: BladeRed.
APPEARANCE: [img[http://img81.imageshack.us/img81/1756/2ca20ye0pt4.png]]
PERSONALITY: Firey, commanding, and hot-blooded in combat. Takes a 'Cool Big Sis' approach to things outside of combat, training her team and helping them wherever she can.
HOBBIES: Music. Blaze is a huge fan of most music, though her somewhat hot-blooded nature pushes her away from things like jazz and classical.
JOB: Blaze has managed to get lucky enough to end up a manager at a small music store in town. The position is casual enough that, unlike some of her team members, she does not have to worry about losing said job from running off to fight evil all the time.
WEAPON: A kopis. See included image: [[Kopis|http://img237.imageshack.us/img237/8752/kopisef3.png]] Hers is roughly three feet long, coming up to her waist now that she's an adult.

-ZADE: BladeGreen.
APPEARANCE: [img[http://img81.imageshack.us/img81/9237/4c4976vk0.png]]
PERSONALITY: Very serious and no-nonsense in combat, favoring a quite direct approach. Outside of combat is a casual sort of guy that's quite willing to just mess around instead of buckling down.
HOBBIES: Zade is an expert cook, often ending up having to make food for his friends as well as himself because of this.
JOB: Zade has recently managed to get a position at a local copy shop. How long this will last depends purely on how much the heroic side of his lifestyle demands of him.
WEAPON: Double-sided battleaxe. See included image: [[Axe|http://img253.imageshack.us/img253/6281/axewe6.png]] His is of similar height as Blaze's, coming up to just above his waist.

-SAKURA: BladeBlack.
APPEARANCE: [img[http://img144.imageshack.us/img144/6227/710b92ws8.png]]
PERSONALITY: Sakura is rather serious both inside and outside of combat. While this makes her a superb partner for Zade in battle, it means the pair quite rarely hang out otherwise.
HOBBIES: Sakura has a secret passion for wargames, often spending hours or even days involved in epic mock-battles. She may or may not have figures based on her and the other Blades from a new line of local heroes and villains, though she often changes the subject as soon as it comes up.
JOB: Sakura has experienced the dilemma of balancing heroics with normal life problems the most, bouncing from part-time job to part-time job. She is currently stuck at a convenience store, though they too will most likely fire her soon.
WEAPON: A pair of katars. See included image: [[Katar|http://img166.imageshack.us/img166/4262/katarfg4.jpg]] Hers are each about a foot long, more than enough to punch through armor.

-LANCE: BladeYellow.
APPEARANCE: [img[http://img441.imageshack.us/img441/9289/6eca56sl4.png]]
PERSONALITY: Lance is the sort to go with the flow and take things in stride. This has led to him and Zade becoming rather close friends, though the pair are terrible combat partners for the same reason.
HOBBIES: Lance is a photographer. Not unlike another heroic type in fiction, this has also kept him from needing to balance work and heroics as much, as his shots have proven good enough to be sold freelance on many occasions. Luckily, he does not have to deal with anyone as bad as a certain individual with three of the same letter for his initials, wink wink.
JOB: As is mentioned in the hobby section, Lance does freelance photography to keep himself afloat. It's not the most luxurious, but it pays the few bills he has to deal with and keeps him clothed.
WEAPON: Two large shuriken. See included image: [[Shuriken|http://img301.imageshack.us/img301/8600/shurikenvk6.png]] This is a rough approximation, however. Lance's shuriken have a hinge at the blade, which will turn it into either a polygonal throwing disc, or a blade suitable for stabbing and parrying up close and personal, at will.

-YARI: BladeBlue.
APPEARANCE: [img[http://img514.imageshack.us/img514/9486/491d77sa2.png]]
PERSONALITY: Yari is the most playful of the Blades, even more so than Lance. While she tries not to let it effect her skill in combat, her love of the adrenaline rush it provides remains obvious.
HOBBIES: Yari lives for adrenaline. Because of this, her hobbies are mainly outdoors, and focus on speed and thrills; things like skateboarding and the like. These also have the advantage of often being relatively cheap.
JOB: Yari lacks a job, relying on an allowance from her parents for purchases and the like.
WEAPON: A spear. See included image: [[Spear|http://img504.imageshack.us/img504/9209/spearut5.png]] This is only a rough approximation, however. Yari's spear is in fact well over five feet tall, going up just past her head.
Lostris-3,420,225
Vartetra-4,456,550
Poreis-199,575
Flipente-5,241,375
Rocduo-3,809,900
Orbduo-2,770,475
Clapente-6,318,200
Bathepta-2,404,400
Varpente-9,851,950
/%
|Name|ToggleRightSidebar|
|Source|http://www.TiddlyTools.com/#ToggleRightSidebar|
|Version|1.0.0|
|Author|Eric Shulman - ELS Design Studios|
|License|http://www.TiddlyTools.com/#LegalStatements <br>and [[Creative Commons Attribution-ShareAlike 2.5 License|http://creativecommons.org/licenses/by-sa/2.5/]]|
|~CoreVersion|2.1|
|Type|script|
|Requires|InlineJavascriptPlugin|
|Overrides||
|Description|show/hide right sidebar (SideBarOptions)|

Usage: <<tiddler ToggleRightSidebar>>

Config settings:
	config.options.txtToggleRightSideBarLabelShow (◄)
	config.options.txtToggleRightSideBarLabelHide (►)
	config.options.txtToggleRightSideBarTipShow ("show right sidebar")
	config.options.txtToggleRightSideBarTipHide ("hide right sidebar")

%/<script label="show/hide right sidebar">
	var sb=document.getElementById('sidebar'); if (!sb) return;
	var show=sb.style.display=='none';
	if (!show) { sb.style.display='none'; var margin='1em'; }
	else { sb.style.display='block'; var margin=config.options.txtDisplayAreaRightMargin||''; }
	if (typeof(place)!='undefined') {
		place.innerHTML=show?
			config.options.txtToggleRightSideBarLabelHide:config.options.txtToggleRightSideBarLabelShow;
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			config.options.txtToggleRightSideBarTipHide:config.options.txtToggleRightSideBarTipShow;
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	document.getElementById('displayArea').style.marginRight=margin;
	config.options.chkShowRightSidebar=show;
	saveOptionCookie('chkShowRightSidebar');
	var sm=document.getElementById('storyMenu'); if (sm) config.refreshers.content(sm);
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</script><script>
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	var show=config.options.chkShowRightSidebar;
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		config.options.txtDisplayAreaRightMargin:"1em";
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		config.options.txtToggleRightSideBarLabelHide:config.options.txtToggleRightSideBarLabelShow;
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The setting is simple. This is a world, where monsters are regular and common. About 1 in every 1500 people are born with the potential for unique powers. Depending on one's personality and morality, these powers manifest in one of three different ways;

Assuming a relatively moral overall individual(With 'anti-heroes' and 'nun' being the two extremes), there are two possibilities.

-One, which is referred to as the Bugu State(or, in more slang-happy areas, Kikou Style), is based off of tokusatsu. Super Sentai, Kamen Rider, the works. Those who gain this power are recognizable by spandex or similar-materialed body-suits, sometimes with body armor on top, and a face-covering helmet. Bugus are chosen by having skill in what is referred to as 'the direct approach'. Weapons, relatively standard fighting techniques modified to use their powers, and so on are common of this power-type. When several Bugus gather together, they are able to create a mech of a cohesive theme for a short time. When this happens, use any team-combat rules available with the standard combat trait. Combat will continue normally aside from this, with all team members agreeing on actions before the mech carries it out.

-Two, which is referred to as the Mahou State(in more slang-happy regions, Fuku Style), is based off of magical girl anime. Those who gain this power are most recognizable by wearing Japanese school uniforms when they call upon their powers; sailor fukus for women, and gakuran for the men. Mahous are chosen for having what can best be referred to as a 'tactical approach'. These individuals rely heavily on magic to bring themselves on equal level with their opponents, choosing to dodge and avoid danger over simply, as one individual put it, "stab the damn monster in the head". Many Mahous(but not all) also practice purification over pure combat, freeing monsters of their foul influence(which we will get to in a moment). A Mahou who does not do this will almost surely fall further towards the anti-hero end of the spectrum than their purifying peers. When several Mahous gather together, they are able to do a straight super-attack. For this, have all players roll the relevant trait for the attack, and combine all successes. Note, however, that this attack leaves the Mahous vulnerable, as their often-immense foe is quite capable of simply crushing them during the preparation.

For those who fall somewhere between 'anti-villain' and 'heart blacker than coal', there is but one path.

-Referred to as the Kanjin State(or, in slang-happy places, Fuzen Style), this is a pure villainous state. Powers, motivations, and skills vary widely in this area, and in fact often will not correlate to the costume that the individual gains. Those in this status are most likely going to be able to gather 'mooks', or soldiers of limited power but large numbers, as well as somehow being able to create or otherwise summon terrifying monsters. Two things are true of Kanjins; one, their costumes retain an overall cohesion; things like spikes, black, leather/latex, and so on are common. And two, they frequently suffer from a somewhat limited strategic ability(though some argue that the Kanjins in fact merely enjoy the back-and-forth efforts with their Mahou and Bugu rivals, purposefully creating challenges that only barely exceed what their foes are capable of). Kanjins never have team-based super attacks; In the rare event that multiple Kanjins band together, they will simply use their individual super attacks in unison.

It should be noted that Bugus and Mahous have one single, immensely powerful technique they are capable of in the rare event that they band together; the Kensei Kikou. A magically powered series of smaller-scaled mecha, each piloted by one Mahou and one Bugu. These mechs are capable of fighting with weaponry(generally a combination of themes from the Mahou and the Bugu), and can band together to form a truly massive super-attack. For this, have EVERY Mahou and Bugu in this technique roll, and combine the successes. If something survives this...Well, time to bust out some last minute power upgrades.

Aside from this, the world is a relatively standard modern times place. Most settings will have a mixture of Eastern and Western stylizing to them, due to this concept's immense pulling of anime and tokusatsu, though it can of course be run in a fully Eastern, Western, Northern, Southern, or Spaceian styling.

Many Bugus, Mahous, and Kanjins will have some form of a focal object via which they transform into their powered states. This can be anything from a watch/wrist-gadget(see the 'morphers' of Super Sentai as one example) to simple favorite objects, or objects representing their theme(many a Bugu has retained their powered-state's weapon at all times, and changed when it is pulled from its containment). Whatever it may be, the object can be assumed to be automatically retained unless it is stolen. Should the object be stolen, the powered individual is locked out of their powered state unless they gain a new focal object, or regain their old one.


NOTE: If using any sort of power scaling system, move all characters up one section when in their powered state; keep monsters here normally. Should a monster be grown to mecha sizes, or should a Bugu team form a mech, go up another section; super modes and upgrades should further this if possible, with mecha/super modes/giant monsters always being one step ahead of the normal powered state.
/***
Contains the stuff you need to use Tiddlyspot
Note you must also have UploadPlugin installed
***/
//{{{

// edit this if you are migrating sites or retrofitting an existing TW
config.tiddlyspotSiteId = 'yalborap';

// make it so you can by default see edit controls via http
config.options.chkHttpReadOnly = false;
window.readOnly = false; // make sure of it (for tw 2.2)

// disable autosave in d3
if (window.location.protocol != "file:")
	config.options.chkGTDLazyAutoSave = false;

// tweak shadow tiddlers to add upload button, password entry box etc
with (config.shadowTiddlers) {
	SiteUrl = 'http://'+config.tiddlyspotSiteId+'.tiddlyspot.com';
	SideBarOptions = SideBarOptions.replace(/(<<saveChanges>>)/,"$1<<tiddler TspotSidebar>>");
	OptionsPanel = OptionsPanel.replace(/^/,"<<tiddler TspotOptions>>");
	DefaultTiddlers = DefaultTiddlers.replace(/^/,"[[WelcomeToTiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[WelcomeToTiddlyspot]] ");
}

// create some shadow tiddler content
merge(config.shadowTiddlers,{

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki Guides|http://tiddlywikiguides.org]] for documentation on learning and using ~TiddlyWiki. New users are especially welcome on the [[TiddlyWiki mailing list|http://groups.google.com/group/TiddlyWiki]], which is an excellent place to ask questions and get help.  If you have a tiddlyspot related problem email [[tiddlyspot support|mailto:support@tiddlyspot.com]].",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Enjoy :)// &nbsp;&nbsp;@@ We hope you like using your tiddlyspot.com site.  Please email [[feedback@tiddlyspot.com|mailto:feedback@tiddlyspot.com]] with any comments or suggestions."
].join("\n"),

'TspotControls':[
 "| tiddlyspot password:|<<option pasUploadPassword>>|",
 "| site management:|<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">>//(requires tiddlyspot password)//<<br>>[[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]], [[download (go offline)|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download]]|",
 "| links:|[[tiddlyspot.com|http://tiddlyspot.com/]], [[FAQs|http://faq.tiddlyspot.com/]], [[announcements|http://announce.tiddlyspot.com/]], [[blog|http://tiddlyspot.com/blog/]], email [[support|mailto:support@tiddlyspot.com]] & [[feedback|mailto:feedback@tiddlyspot.com]], [[donate|http://tiddlyspot.com/?page=donate]]|"
].join("\n"),

'TspotSidebar':[
 "<<upload http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/store.cgi index.html . .  " + config.tiddlyspotSiteId + ">><html><a href='http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/download' class='button'>download</a></html>"
].join("\n"),

'TspotOptions':[
 "tiddlyspot password:",
 "<<option pasUploadPassword>>",
 ""
].join("\n")

});
//}}}
A rough story concept by yours truly, the glorious and fantastic Yalborap who owns this wiki.

Put simply, it is Justice League/Avengers with a very large chunk of my characters.

So, the actual story:

BACKGROUND: The father of alternate-universe [[Kurei]] Uriconra, Shotoken Uriconra, is an evil bastard and controls the planet. That major difference is the splitting-point between the two realities. Normal Kurei is pulled into this particular reality, and encounters his alternate-reality self. They fight, they get forced to work together, they kill alternate-Shotoken. Normal-Kurei gives alternate-Kurei an ultimatum; "If you are an Uriconra, then you will stand and fight. The innocents here will be attacked by the remaining forces. If you're an Uriconra, then you'll protect them, dammit!" Cue badass fight sequence.

IT ISN'T OVER YET: See, here's the thing; Death doesn't always mean the end, especially not for demons. Shotoken rose again, creating a sub-universe to regain his strength, and formed a new, more powerful army. Kurei discovers this, realizes it's going to take a lot more than just the good Uriconras to do this. Does his research, finds many other suitable individuals from various realities. Gathers them up, goes to this sub-universe with them, a battle of immense size begins.

After this battle is over, and after Shotoken is gone for good(destroyed soul. He isn't coming back. EVER. And I'm the author, so dammit what I say goes.), Kurei thinks and realizes something; Shotoken was intending to claim new realities. If other villains were to figure this out, things would be bad. Very bad. Lots of taken over realities. With his new comrades, he forms an organization intended to stop that very problem. Universal Warriors. Stationed in alternate-Kurei's homeworld, this organization does what Uriconras have been doing since I made Shotoken as my first character, simply on a far grander scale.

FUTURE STUFF: Could always make it into an RPG campaign/setting, or do some short stories....There're plenty of characters who could be focused on, and it'd be fun. But that's later, not now.
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 10/08/2008 14:18:18 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 12/08/2008 09:23:38 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 14/08/2008 16:37:13 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 14/08/2008 17:00:16 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 17/08/2008 13:19:05 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 17/08/2008 13:33:29 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 17/08/2008 13:43:06 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 27/08/2008 13:51:05 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . | ok |
| 01/09/2008 13:59:41 | Yalborap | [[tiddlywiki.html|file:///Users/jasonramsey/tiddlywiki/tiddlywiki.html]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . |
| 30/11/2008 19:28:19 | Yalborap | [[/|http://yalborap.tiddlyspot.com/]] | [[store.cgi|http://yalborap.tiddlyspot.com/store.cgi]] | . | [[index.html | http://yalborap.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|PasswordOptionPlugin|
|''Description:''|Extends TiddlyWiki options with non encrypted password option.|
|''Version:''|1.0.2|
|''Date:''|Apr 19, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#PasswordOptionPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.PasswordOptionPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 19, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

config.macros.option.passwordCheckboxLabel = "Save this password on this computer";
config.macros.option.passwordInputType = "password"; // password | text
setStylesheet(".pasOptionInput {width: 11em;}\n","passwordInputTypeStyle");

merge(config.macros.option.types, {
	'pas': {
		elementType: "input",
		valueField: "value",
		eventName: "onkeyup",
		className: "pasOptionInput",
		typeValue: config.macros.option.passwordInputType,
		create: function(place,type,opt,className,desc) {
			// password field
			config.macros.option.genericCreate(place,'pas',opt,className,desc);
			// checkbox linked with this password "save this password on this computer"
			config.macros.option.genericCreate(place,'chk','chk'+opt,className,desc);			
			// text savePasswordCheckboxLabel
			place.appendChild(document.createTextNode(config.macros.option.passwordCheckboxLabel));
		},
		onChange: config.macros.option.genericOnChange
	}
});

merge(config.optionHandlers['chk'], {
	get: function(name) {
		// is there an option linked with this chk ?
		var opt = name.substr(3);
		if (config.options[opt]) 
			saveOptionCookie(opt);
		return config.options[name] ? "true" : "false";
	}
});

merge(config.optionHandlers, {
	'pas': {
 		get: function(name) {
			if (config.options["chk"+name]) {
				return encodeCookie(config.options[name].toString());
			} else {
				return "";
			}
		},
		set: function(name,value) {config.options[name] = decodeCookie(value);}
	}
});

// need to reload options to load passwordOptions
loadOptionsCookie();

/*
if (!config.options['pasPassword'])
	config.options['pasPassword'] = '';

merge(config.optionsDesc,{
		pasPassword: "Test password"
	});
*/
//}}}

/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.0|
|''Date:''|May 5, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#UploadPlugin|
|''Documentation:''|http://tiddlywiki.bidix.info/#UploadPluginDoc|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (#3125)|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 0,
	date: new Date("May 5, 2007"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0 (#3125)'
};

//
// Environment
//

if (!window.bidix) window.bidix = {}; // bidix namespace
bidix.debugMode = false;	// true to activate both in Plugin and UploadService
	
//
// Upload Macro
//

config.macros.upload = {
// default values
	defaultBackupDir: '',	//no backup
	defaultStoreScript: "store.php",
	defaultToFilename: "index.html",
	defaultUploadDir: ".",
	authenticateUser: true	// UploadService Authenticate User
};
	
config.macros.upload.label = {
	promptOption: "Save and Upload this TiddlyWiki with UploadOptions",
	promptParamMacro: "Save and Upload this TiddlyWiki in %0",
	saveLabel: "save to web", 
	saveToDisk: "save to disk",
	uploadLabel: "upload"	
};

config.macros.upload.messages = {
	noStoreUrl: "No store URL in parmeters or options",
	usernameOrPasswordMissing: "Username or password missing"
};

config.macros.upload.handler = function(place,macroName,params) {
	if (readOnly)
		return;
	var label;
	if (document.location.toString().substr(0,4) == "http") 
		label = this.label.saveLabel;
	else
		label = this.label.uploadLabel;
	var prompt;
	if (params[0]) {
		prompt = this.label.promptParamMacro.toString().format([this.destFile(params[0], 
			(params[1] ? params[1]:bidix.basename(window.location.toString())), params[3])]);
	} else {
		prompt = this.label.promptOption;
	}
	createTiddlyButton(place, label, prompt, function() {config.macros.upload.action(params);}, null, null, this.accessKey);
};

config.macros.upload.action = function(params)
{
		// for missing macro parameter set value from options
		var storeUrl = params[0] ? params[0] : config.options.txtUploadStoreUrl;
		var toFilename = params[1] ? params[1] : config.options.txtUploadFilename;
		var backupDir = params[2] ? params[2] : config.options.txtUploadBackupDir;
		var uploadDir = params[3] ? params[3] : config.options.txtUploadDir;
		var username = params[4] ? params[4] : config.options.txtUploadUserName;
		var password = config.options.pasUploadPassword; // for security reason no password as macro parameter	
		// for still missing parameter set default value
		if ((!storeUrl) && (document.location.toString().substr(0,4) == "http")) 
			storeUrl = bidix.dirname(document.location.toString())+'/'+config.macros.upload.defaultStoreScript;
		if (storeUrl.substr(0,4) != "http")
			storeUrl = bidix.dirname(document.location.toString()) +'/'+ storeUrl;
		if (!toFilename)
			toFilename = bidix.basename(window.location.toString());
		if (!toFilename)
			toFilename = config.macros.upload.defaultToFilename;
		if (!uploadDir)
			uploadDir = config.macros.upload.defaultUploadDir;
		if (!backupDir)
			backupDir = config.macros.upload.defaultBackupDir;
		// report error if still missing
		if (!storeUrl) {
			alert(config.macros.upload.messages.noStoreUrl);
			clearMessage();
			return false;
		}
		if (config.macros.upload.authenticateUser && (!username || !password)) {
			alert(config.macros.upload.messages.usernameOrPasswordMissing);
			clearMessage();
			return false;
		}
		bidix.upload.uploadChanges(false,null,storeUrl, toFilename, uploadDir, backupDir, username, password); 
		return false; 
};

config.macros.upload.destFile = function(storeUrl, toFilename, uploadDir) 
{
	if (!storeUrl)
		return null;
		var dest = bidix.dirname(storeUrl);
		if (uploadDir && uploadDir != '.')
			dest = dest + '/' + uploadDir;
		dest = dest + '/' + toFilename;
	return dest;
};

//
// uploadOptions Macro
//

config.macros.uploadOptions = {
	handler: function(place,macroName,params) {
		var wizard = new Wizard();
		wizard.createWizard(place,this.wizardTitle);
		wizard.addStep(this.step1Title,this.step1Html);
		var markList = wizard.getElement("markList");
		var listWrapper = document.createElement("div");
		markList.parentNode.insertBefore(listWrapper,markList);
		wizard.setValue("listWrapper",listWrapper);
		this.refreshOptions(listWrapper,false);
		var uploadCaption;
		if (document.location.toString().substr(0,4) == "http") 
			uploadCaption = config.macros.upload.label.saveLabel;
		else
			uploadCaption = config.macros.upload.label.uploadLabel;
		
		wizard.setButtons([
				{caption: uploadCaption, tooltip: config.macros.upload.label.promptOption, 
					onClick: config.macros.upload.action},
				{caption: this.cancelButton, tooltip: this.cancelButtonPrompt, onClick: this.onCancel}
				
			]);
	},
	refreshOptions: function(listWrapper) {
		var uploadOpts = [
			"txtUploadUserName",
			"pasUploadPassword",
			"txtUploadStoreUrl",
			"txtUploadDir",
			"txtUploadFilename",
			"txtUploadBackupDir",
			"chkUploadLog",
			"txtUploadLogMaxLine",
			]
		var opts = [];
		for(i=0; i<uploadOpts.length; i++) {
			var opt = {};
			opts.push()
			opt.option = "";
			n = uploadOpts[i];
			opt.name = n;
			opt.lowlight = !config.optionsDesc[n];
			opt.description = opt.lowlight ? this.unknownDescription : config.optionsDesc[n];
			opts.push(opt);
		}
		var listview = ListView.create(listWrapper,opts,this.listViewTemplate);
		for(n=0; n<opts.length; n++) {
			var type = opts[n].name.substr(0,3);
			var h = config.macros.option.types[type];
			if (h && h.create) {
				h.create(opts[n].colElements['option'],type,opts[n].name,opts[n].name,"no");
			}
		}
		
	},
	onCancel: function(e)
	{
		backstage.switchTab(null);
		return false;
	},
	
	wizardTitle: "Upload with options",
	step1Title: "These options are saved in cookies in your browser",
	step1Html: "<input type='hidden' name='markList'></input><br>",
	cancelButton: "Cancel",
	cancelButtonPrompt: "Cancel prompt",
	listViewTemplate: {
		columns: [
			{name: 'Description', field: 'description', title: "Description", type: 'WikiText'},
			{name: 'Option', field: 'option', title: "Option", type: 'String'},
			{name: 'Name', field: 'name', title: "Name", type: 'String'}
			],
		rowClasses: [
			{className: 'lowlight', field: 'lowlight'} 
			]}
}

//
// upload functions
//

if (!bidix.upload) bidix.upload = {};

if (!bidix.upload.messages) bidix.upload.messages = {
	//from saving
	invalidFileError: "The original file '%0' does not appear to be a valid TiddlyWiki",
	backupSaved: "Backup saved",
	backupFailed: "Failed to upload backup file",
	rssSaved: "RSS feed uploaded",
	rssFailed: "Failed to upload RSS feed file",
	emptySaved: "Empty template uploaded",
	emptyFailed: "Failed to upload empty template file",
	mainSaved: "Main TiddlyWiki file uploaded",
	mainFailed: "Failed to upload main TiddlyWiki file. Your changes have not been saved",
	//specific upload
	loadOriginalHttpPostError: "Can't get original file",
	aboutToSaveOnHttpPost: 'About to upload on %0 ...',
	storePhpNotFound: "The store script '%0' was not found."
};

bidix.upload.uploadChanges = function(onlyIfDirty,tiddlers,storeUrl,toFilename,uploadDir,backupDir,username,password)
{
	var callback = function(status,uploadParams,original,url,xhr) {
		if (!status) {
			displayMessage(bidix.upload.messages.loadOriginalHttpPostError);
			return;
		}
		if (bidix.debugMode) 
			alert(original.substr(0,500)+"\n...");
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.upload.uploadRss(uploadParams,original,posDiv);
	};
	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	// save on localdisk ?
	if (document.location.toString().substr(0,4) == "file") {
		var path = document.location.toString();
		var localPath = getLocalPath(path);
		saveChanges();
	}
	// get original
	var uploadParams = Array(storeUrl,toFilename,uploadDir,backupDir,username,password);
	var originalPath = document.location.toString();
	// If url is a directory : add index.html
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + "index.html";
	var dest = config.macros.upload.destFile(storeUrl,toFilename,uploadDir);
	var log = new bidix.UploadLog();
	log.startUpload(storeUrl, dest, uploadDir,  backupDir);
	displayMessage(bidix.upload.messages.aboutToSaveOnHttpPost.format([dest]));
	if (bidix.debugMode) 
		alert("about to execute Http - GET on "+originalPath);
	var r = doHttp("GET",originalPath,null,null,null,null,callback,uploadParams,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

bidix.upload.uploadRss = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.rssSaved,bidix.dirname(url)+'/'+destfile);
			bidix.upload.uploadMain(params[0],params[1],params[2]);
		} else {
			displayMessage(bidix.upload.messages.rssFailed);			
		}
	};
	// do uploadRss
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = uploadParams[1].substr(0,uploadParams[1].lastIndexOf(".")) + ".xml";
		var rssUploadParams = Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		bidix.upload.httpUpload(rssUploadParams,convertUnicodeToUTF8(generateRss()),callback,Array(uploadParams,original,posDiv));
	} else {
		bidix.upload.uploadMain(uploadParams,original,posDiv);
	}
};

bidix.upload.uploadMain = function(uploadParams,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		var log = new bidix.UploadLog();
		if(status) {
			// if backupDir specified
			if ((params[3]) && (responseText.indexOf("backupfile:") > -1))  {
				var backupfile = responseText.substring(responseText.indexOf("backupfile:")+11,responseText.indexOf("\n", responseText.indexOf("backupfile:")));
				displayMessage(bidix.upload.messages.backupSaved,bidix.dirname(url)+'/'+backupfile);
			}
			var destfile = responseText.substring(responseText.indexOf("destfile:")+9,responseText.indexOf("\n", responseText.indexOf("destfile:")));
			displayMessage(bidix.upload.messages.mainSaved,bidix.dirname(url)+'/'+destfile);
			store.setDirty(false);
			log.endUpload("ok");
		} else {
			alert(bidix.upload.messages.mainFailed);
			displayMessage(bidix.upload.messages.mainFailed);
			log.endUpload("failed");			
		}
	};
	// do uploadMain
	var revised = bidix.upload.updateOriginal(original,posDiv);
	bidix.upload.httpUpload(uploadParams,revised,callback,uploadParams);
};

bidix.upload.httpUpload = function(uploadParams,data,callback,params)
{
	var localCallback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (xhr.status == httpStatus.NotFound)
			alert(bidix.upload.messages.storePhpNotFound.format([url]));
		if ((bidix.debugMode) || (responseText.indexOf("Debug mode") >= 0 )) {
			alert(responseText);
			if (responseText.indexOf("Debug mode") >= 0 )
				responseText = responseText.substring(responseText.indexOf("\n\n")+2);
		} else if (responseText.charAt(0) != '0') 
			alert(responseText);
		if (responseText.charAt(0) != '0')
			status = null;
		callback(status,params,responseText,url,xhr);
	};
	// do httpUpload
	var boundary = "---------------------------"+"AaB03x";	
	var uploadFormName = "UploadPlugin";
	// compose headers data
	var sheader = "";
	sheader += "--" + boundary + "\r\nContent-disposition: form-data; name=\"";
	sheader += uploadFormName +"\"\r\n\r\n";
	sheader += "backupDir="+uploadParams[3] +
				";user=" + uploadParams[4] +
				";password=" + uploadParams[5] +
				";uploaddir=" + uploadParams[2];
	if (bidix.debugMode)
		sheader += ";debug=1";
	sheader += ";;\r\n"; 
	sheader += "\r\n" + "--" + boundary + "\r\n";
	sheader += "Content-disposition: form-data; name=\"userfile\"; filename=\""+uploadParams[1]+"\"\r\n";
	sheader += "Content-Type: text/html;charset=UTF-8" + "\r\n";
	sheader += "Content-Length: " + data.length + "\r\n\r\n";
	// compose trailer data
	var strailer = new String();
	strailer = "\r\n--" + boundary + "--\r\n";
	data = sheader + data + strailer;
	if (bidix.debugMode) alert("about to execute Http - POST on "+uploadParams[0]+"\n with \n"+data.substr(0,500)+ " ... ");
	var r = doHttp("POST",uploadParams[0],data,"multipart/form-data; boundary="+boundary,uploadParams[4],uploadParams[5],localCallback,params,null);
	if (typeof r == "string")
		displayMessage(r);
	return r;
};

// same as Saving's updateOriginal but without convertUnicodeToUTF8 calls
bidix.upload.updateOriginal = function(original, posDiv)
{
	if (!posDiv)
		posDiv = locateStoreArea(original);
	if((posDiv[0] == -1) || (posDiv[1] == -1)) {
		alert(config.messages.invalidFileError.format([localPath]));
		return;
	}
	var revised = original.substr(0,posDiv[0] + startSaveArea.length) + "\n" +
				store.allTiddlersAsHtml() + "\n" +
				original.substr(posDiv[1]);
	var newSiteTitle = getPageTitle().htmlEncode();
	revised = revised.replaceChunk("<title"+">","</title"+">"," " + newSiteTitle + " ");
	revised = updateMarkupBlock(revised,"PRE-HEAD","MarkupPreHead");
	revised = updateMarkupBlock(revised,"POST-HEAD","MarkupPostHead");
	revised = updateMarkupBlock(revised,"PRE-BODY","MarkupPreBody");
	revised = updateMarkupBlock(revised,"POST-SCRIPT","MarkupPostBody");
	return revised;
};

//
// UploadLog
// 
// config.options.chkUploadLog :
//		false : no logging
//		true : logging
// config.options.txtUploadLogMaxLine :
//		-1 : no limit
//      0 :  no Log lines but UploadLog is still in place
//		n :  the last n lines are only kept
//		NaN : no limit (-1)

bidix.UploadLog = function() {
	if (!config.options.chkUploadLog) 
		return; // this.tiddler = null
	this.tiddler = store.getTiddler("UploadLog");
	if (!this.tiddler) {
		this.tiddler = new Tiddler();
		this.tiddler.title = "UploadLog";
		this.tiddler.text = "| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |";
		this.tiddler.created = new Date();
		this.tiddler.modifier = config.options.txtUserName;
		this.tiddler.modified = new Date();
		store.addTiddler(this.tiddler);
	}
	return this;
};

bidix.UploadLog.prototype.addText = function(text) {
	if (!this.tiddler)
		return;
	// retrieve maxLine when we need it
	var maxLine = parseInt(config.options.txtUploadLogMaxLine,10);
	if (isNaN(maxLine))
		maxLine = -1;
	// add text
	if (maxLine != 0) 
		this.tiddler.text = this.tiddler.text + text;
	// Trunck to maxLine
	if (maxLine >= 0) {
		var textArray = this.tiddler.text.split('\n');
		if (textArray.length > maxLine + 1)
			textArray.splice(1,textArray.length-1-maxLine);
			this.tiddler.text = textArray.join('\n');		
	}
	// update tiddler fields
	this.tiddler.modifier = config.options.txtUserName;
	this.tiddler.modified = new Date();
	store.addTiddler(this.tiddler);
	// refresh and notifiy for immediate update
	story.refreshTiddler(this.tiddler.title);
	store.notify(this.tiddler.title, true);
};

bidix.UploadLog.prototype.startUpload = function(storeUrl, toFilename, uploadDir,  backupDir) {
	if (!this.tiddler)
		return;
	var now = new Date();
	var text = "\n| ";
	var filename = bidix.basename(document.location.toString());
	if (!filename) filename = '/';
	text += now.formatString("0DD/0MM/YYYY 0hh:0mm:0ss") +" | ";
	text += config.options.txtUserName + " | ";
	text += "[["+filename+"|"+location + "]] |";
	text += " [[" + bidix.basename(storeUrl) + "|" + storeUrl + "]] | ";
	text += uploadDir + " | ";
	text += "[[" + bidix.basename(toFilename) + " | " +toFilename + "]] | ";
	text += backupDir + " |";
	this.addText(text);
};

bidix.UploadLog.prototype.endUpload = function(status) {
	if (!this.tiddler)
		return;
	this.addText(" "+status+" |");
};

//
// Utilities
// 

bidix.checkPlugin = function(plugin, major, minor, revision) {
	var ext = version.extensions[plugin];
	if (!
		(ext  && 
			((ext.major > major) || 
			((ext.major == major) && (ext.minor > minor))  ||
			((ext.major == major) && (ext.minor == minor) && (ext.revision >= revision))))) {
			// write error in PluginManager
			if (pluginInfo)
				pluginInfo.log.push("Requires " + plugin + " " + major + "." + minor + "." + revision);
			eval(plugin); // generate an error : "Error: ReferenceError: xxxx is not defined"
	}
};

bidix.dirname = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};

bidix.basename = function(filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("#")) != -1) 
		filePath = filePath.substring(0, lastpos);
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(lastpos + 1);
	} else
		return filePath.substring(filePath.lastIndexOf("\\")+1);
};

bidix.initOption = function(name,value) {
	if (!config.options[name])
		config.options[name] = value;
};

//
// Initializations
//

// require PasswordOptionPlugin 1.0.1 or better
bidix.checkPlugin("PasswordOptionPlugin", 1, 0, 1);

// styleSheet
setStylesheet('.txtUploadStoreUrl, .txtUploadBackupDir, .txtUploadDir {width: 22em;}',"uploadPluginStyles");

//optionsDesc
merge(config.optionsDesc,{
	txtUploadStoreUrl: "Url of the UploadService script (default: store.php)",
	txtUploadFilename: "Filename of the uploaded file (default: in index.html)",
	txtUploadDir: "Relative Directory where to store the file (default: . (downloadService directory))",
	txtUploadBackupDir: "Relative Directory where to backup the file. If empty no backup. (default: ''(empty))",
	txtUploadUserName: "Upload Username",
	pasUploadPassword: "Upload Password",
	chkUploadLog: "do Logging in UploadLog (default: true)",
	txtUploadLogMaxLine: "Maximum of lines in UploadLog (default: 10)"
});

// Options Initializations
bidix.initOption('txtUploadStoreUrl','');
bidix.initOption('txtUploadFilename','');
bidix.initOption('txtUploadDir','');
bidix.initOption('txtUploadBackupDir','');
bidix.initOption('txtUploadUserName','');
bidix.initOption('pasUploadPassword','');
bidix.initOption('chkUploadLog',true);
bidix.initOption('txtUploadLogMaxLine','10');


/* don't want this for tiddlyspot sites

// Backstage
merge(config.tasks,{
	uploadOptions: {text: "upload", tooltip: "Change UploadOptions and Upload", content: '<<uploadOptions>>'}
});
config.backstageTasks.push("uploadOptions");

*/


//}}}


WHAT IT IS: A mishmash of Wushu and Risus rulesets to produce something that I think will have the best of both worlds.

WHAT IT ISN'T: Crunchy.

WHY WARAI: Because it's Japanese for "laughter". Risus is Latin for "laughter", if memory serves, and Wushu is based on high-octane, over-the-top anime and hong-kong kung fu movies, so it fit.

!Basic Rules

!!Character Creation
Okay, we'll start at the beginning. Creating a character.

Now, like Wushu and Risus, this is very easy. You simply create a few traits out of thin air. For instance, let's say I've got a James Bond lookalike, agent 770. We will now create him.

For starters, the GM just decree how many 'points' are available. This can be anywhere from 2, to an infinity symbol. That's up to what the GM decrees. For this, we're going to say 10 points, since it doesn't make my head hurt. Each point will represent one more die the player gets to roll when they use this trait.

<<<
Agent 770
>Secret Agent 5
>Luck with the ladies 2
>One fine gambler 3
<<<

So, there we have it. That's all there really is to it. Just take the defining traits of your character, and you've got him/her/it ready. So now that we have our character built, let's send them into battle! Or conflict. Whatever, let's just do it.

!!interaction and conflict

Now then, Agent 770 has found himself playing a risky card game with his nemesis in said nemesis's casino. For this, we will introduce each of the conflict methods, which I have shamelessly stolen from Wushu Open. Nyarharhar!

!!!Scab Rolls

A Scab Roll is what you do when you just need a quick chance. In this case, Agent 770 is drawing a card, and depending on what he gets, it would spell disaster or win him the game. For this, we will use a Scab Roll.

So, take however many points your character has in the relevant trait. Grab that many D6s(Six-sided dice; "regular" dice), and roll. What you're looking for here is the highest number you gain, and compare it against this table;

6: Solid, damn good success. Yay!
5: Decent success. It went well, nothing screwed up, but no real edge gained.
4: You barely, barely made it. Success may have required some complications, based on the whim of your GM.
3: Didn't quite make it. Very close, but you failed in the end.
2: You boned it, dude/dudette. Something terrible has possibly occurred.
1: Critical Failure. Your fate is now in the hands of the GM entirely, who is now most likely cackling and rubbing their hands together.

So, clean and simple. You won't be using this for any real opposed stuff, so that doesn't come into play, nor does different types of dice(I'll get into those quickly).

!!!Mook Combat

Now, Mook Combat is interesting. This is what happens when you're facing faceless soldiers, or 'mooks'. Or damn near any situation, really, from hacking into a computer system to running out of a burning building to whatever. Any situation where you want to let the players shine a bit.

In this case, Agent 770 has completely failed his Scab Roll, and drew...The winning card! Unfortunately, his nemesis is a bad loser, and sends his men, who were disguised as customers, at 770! What does he do?!

And THIS is where Mook Combat comes into play. For this, I've got to introduce a little stuff I stole from Wushu, and a little stuff I yoinked from Risus. Mooks have, in general, two stats; Threat, and Health.

Threat, is how many dice the GM can roll against the players each turn. This is often brought down as the Health goes down, but the GM doesn't have to, and in some cases it may be genre-inappropriate.

Health, is how many times the players must 'win' against the mook before the threat goes away. Now, I'm going to have to introduce a fresh mechanic here; player health. For my own sanity, I'm just going to use Risus's method.

<<<
@@bgcolor(#8c0000):color(#ffffff):''//The risus health method//''
Put simply, each time you 'lose', you lose one point from the trait that was involved in this. So, in this case, we will assume Agent 770 has lost a round with the mooks, using his Secret Agent stat. His Secret Agent stat, until he's healed, is now down to 4. He can only roll 4 dice using that trait now. Note that this is not a PERMANENT change, only a bit of 'damage'. If Agent 770 has a trait get damaged down to 0 in this way, he loses.@@
<<<

Okay, so we're using the Risus health method. So, the player or players must beat the mooks down to 0 Health without losing their traits in the process. For this, we must also introduce a new principle, stolen from Wushu: The Principle of Narrative Truth.

<<<
@@bgcolor(#8c0000):color(#ffffff)://''Principle Of Narrative Truth''//

Put simply, what you say happens, happens. If you say "I jump over this guy's head, quickly spinning around and kicking him to the floor!", well, no matter what the dice say, he's now on the floor. Players and GMs can justify loss in the next round, but they don't have to if they don't want to. Note, that the PoNT has its own limitation: You cannot do something to truly finish the scene until the Threat level is down, or you have won the Nemesis battle(which I'll get to next). So you can't say "I kill him" unless you've already beaten him mechanically. Getting to finish the scene storywise is your reward for doing it mechanicswise, or the "coup de grace". Now, this doesn't mean you can't do anything big and over-the-top. In a shonen-anime-based game, for instance, you could certainly punch the big baddy through a wall; just don't be surprised if he stands up, dusts some dirt off his shoulder, and sends you through the opposite one.@@
<<<
Other stats can also be used, for instance, you could use a Time stat, or how many rounds the players have left to win in. This adds an extra sense of urgency, which can be nice.

!!!Nemesis Battles

Alright, Agent 770 has easily cleared his way through the Mooks, and through a second Mook conflict of escaping the casino before it burns down. He's reached the roof, where his nemesis awaits! Let the battle begin!

Alright, nemesis combat is mostly similar to mook combat. However, instead of the usual method, you have a nemesis with one or more traits you're directly fighting against. In this case, Agent 770's "Secret Agent 5"(he found some medical supplies on his way up) against the big bad's "Villainous evil 5". Note, however, that 770 could also potentially use his other traits; For instance, if the nemesis is a woman, he could use his Luck With The Ladies 2 trait to try and seduce her onto the side of good. Or, he could have one last gamble with his old foe, and use his One Fine Gambler 3 trait. Seeing as any trait getting to 0 means he loses, this would be a good idea.

For my own sanity, there is no inappropriate-trait-bonus like in Risus. If you want one, it's sitting there in the rulebook, use it. The rules haven't changed enough so that you couldn't just bolt the damn thing on.

So, anyways, the big bad and 770 go at it! For this, the rules are simple. At the end of each round(which does not have to be a single action. Many GMs may let players go back and forth quite a bit for the cool factor before having them roll), the dice for the used traits are rolled. The winner is unaffected, the loser says temporary byebye to a point of that trait.

Note that Nemesis battles are generally one-on-one, but they can be had in a one-on-many scenario or many-on-many scenario as well. If the players aren't teaming up, then just compare the Nemesis's roll to the player's rolls, and dish out damage as appropriate. If they're teamed up, well, then we get into the Team Rules, which I shamelessly stole from Risus. So let's hit those, shall we?

Oh, by the way, when the Nemesis loses, the winner gets to do a coup de grace. True PoNT for that scene. The player could have anything from the Nemesis dying, to the Nemesis having a Heel Face Turn. Anything goes. And I should mention one last thing; use the normal Nemesis rules for inter-PC combat. Direct trait-to-trait rolls.

!!Team Rules, Messed Up Dice, And So On

!!!Team Rules

Now, I yanked these out of Risus, since I'm lazy. So here's how it goes; You have a few people who want to team up.

First, the player with the highest-rated cliche(unless the players themselves choose a leader) becomes the leader. In the case of a tie, the players just have to choose. Now, in a teamup, all the players should have relatively similar traits they're using, or at least have a trait that's believable in the teamup(so a con-man and a vigilante cop might team up, despite having wildly different traits). When this happens, here's how it goes: First, all the leader's dice count when he rolls. Second, each player contributes their highest roll or rolls to the overall result.

Now, when the players lose a round, there are two ways it can go. Either someone will step forward, and they take the point of damage. When this happens, the leader gets to roll double their normal amount of dice, as vengeance.

If this doesn't happen, the players all roll their teamup trait. Lowest roll gets whacked. No vengeance bonus.

So, your team might need to disband. When this happens, everyone takes a single point of damage to their teamup trait. If one single person flees, they're out, and reduced to 0 dice in that trait(damage, not permanent).

Or maybe the leader lost. In this case, forced disbandment. However, the players can always reform a new team, and if the leader had volunteered to take the damage, the new leader gets a vengeance bonus, just like in Risus.

!!!Messed Up Dice

Now, you do not have to use D6s in Warai. The rules are quickly and easily modified for other types. Just compare directly as always. That said, let's see how the scaling works, using the 6 common types;

D4; below human. Animals, 'joke' Mooks or Nemesises, etc. The weakest you'll face.

D6; human level. Normal mooks or nemesises, etc. All Scab Rolls are completed with this type of die.

D8; above-human level. Street-level superheroes, supervillains, assassins, basically everyone who's just a few steps above human.

D10; More above human level. Most superheroes and supervillains, street-level people in 'super mode', basically anyone who's got those extra couple of steps.

D12; Superhuman level. Superman and the like, giant robots, basically anyone who could kick human level ass the vast majority of the time.

D20; God level. God. The big G. Also Buddha and Super Mario. The strongest of the strong, generally unbeatable by all but the best D6-level people.

Now, this is not a set-in-stone scale. You can of course change it, and have Superhuman be D20, or God level as D6 and scale up from there, or whatever. Point is, you want a quick, solid upgrade/downgrade, switch the dice the players roll with for mook and nemesis battles. And you don't have to use anything but D6s. If you're keeping a consistent, solid, relatively-unchanging scale, you can have your uber-powered just have a heaping mess of dice. This is more a method for a game that'll see upgrades/downgrades within individual sessions, or even rounds of combat.

!!!Pump It Up
Pumped traits. Another stolen Risus quirk. How's this work? Simple. You choose how much you want to pump your trait by, and it goes up that many points; however, you LOSE that many points in the beginning of the next round! This is your last-ditch-effort kind of thing. Pretty simple concept.

!!!Don't Have The Right Trait?

If you lack the right trait(or, in the case of using Inappropriate Trait Rules, lack an inappropriate one that would work as well), just roll 2 dice for the action as though you had the proper trait, rated at 2. If you have it but your opponent doesn't, you get an extra free 2 dice(so if it's combat, you have 2 and your opponent has 0, now you have 4 and he has 2). Keep this temp-trait until someone wins, and apply damage accordingly.

!!!XP, Gear, and ding!
Okay, so here's my XP system. GMs, give your XP out however. Some might say 1 XP for each time you defeat a mook threat/nemesis threat, some might say each time you win a roll, some might do something completely differently. Whatever, I don't give a rat's ass.

Spending it, however, is rather interestingly. For this, spend your current amount of points in a trait, and you will go up 1 point in that trait. So if you have Ass Kicker 6, spend 6 XP and you now have Ass Kicker 7. Simple enough, right?

Okay, point number two. Gear and equipment. You spend the amount of XP you need at the appropriate time, you get a neato sword/boots/jacket/whatever that gives you a +whatever to one of your traits. A good baseline is XP needed=+ amount gained. However, to counterbalance this, the GM can always make you LOSE this gear, removing its + qualities until you get it back.

Also, in cases where a player has a 'default' gear(sword for a swordsman, computer for a hacker, etc.), should they lose, feel free to take it away, and judge their new - amount to their trait accordingly.(A swordsman can't swordfight without his sword, but a brawler who's good with knives can still punch his way out. Just not as well as he can stab his way out) Reduce any disadvantage if they find an alternative solution, as well(so that swordsman might find the brawler's knife, and now he's just working at a -3, since he has SOMETHING).

I won't cover permanent dice upgrades, because those should be story-based, not XP-based. Also, there is no ding. No levels. Just spent XP.

!!Optional Rules

!!!Rollover Cap

This one is simple. We are going to take the Detail system from Wushu, kill it, tear out all the useful bits, and shove them into a robotic body. Brainwashing may be involved.

So, here's how it works. Every detail you add, you get a 'point'. So if you say "I hit him", you get one point. If you say "I hit him, then kick him!", you get two points. And if you say "I hit him, then kick him into the wall! With a lunge I slam my fist into his gut, muttering a few choice words about his mother.", you'd get around 5 or 6.

So, you have these points.  What do you DO with them? Well, the GM sets a cap. Every time you hit this cap, you get an extra die at the end of the round.

This die is the same one you're using for your other rolls.

Yes, this means that the stronger you are, the more Details count. That's how it SHOULD be.

Now then, when you hit the cap, trade in your points for an extra die. If you manage to hit it again, you get another die. And so on until the round ends. At the beginning of the next round, any 'left over' points are lost.

Also, if one is in team combat, ALL their rollover-dice count. Yes, this means I want incredibly flashy team combat. That is how it works.

!!!Trait Features

This one's simple. Within a trait, you can gain a 'trait feature'. A special quirk that is rated at the same as the main trait normally, and costs only one point. The thing is, it has to fit within that trait. So I couldn't take an 'artist' trait and a 'swordfighting' feature in it, but I could take a 'gunslinger' trait and a 'Silenced Dual-Wielded Desert Eagles' feature. Assuming my GM was very leniant on bad ideas, that is, but there's no rule against bad ideas.

The thing is, your features take damage seperately from your main trait. They are there to encourage doing more crazy shit and building more wide-spread, rounded characters instead of pumping all your points into a few highly focused traits just to stay alive. This helps mitigate the death-spiral effect of combat in Warai, and alongside careful pumping can easily allow one to pull off an all-or-nothing last-ditch attack that could turn things around.

If you would like further balance and to avoid that last-ditch-effect to a degree, simply refuse to allow pumping on Features. Simple enough.

Well, I think that covers just about all of it!

From the Saberpunk.net
: OpenReloaded
Preface to the Reloaded edition

I keep telling people that Wushu Open is a primer to help people write their own games. The reason it focuses on action is because that’s what Dan Bayn (the creator of Wushu) finds easiest to write. But that once you scratch the surface there’s a whole lot more to it. Then I go and link them to the Wall of Wushu as it’s often called with some example threads.

Thing is, for a lot of people that doesn’t cut it, and my exhortations are probably getting rather stale. So I decided to do something about it - write a Reloaded edition of Open with a more general, less combat-focused tone, and some additional wrinkles to address the potential shortcomings of Open from certain points of view.

I hope I manage to achieve that goal…

…what you will notice is that I haven’t renamed anything. Reason being I like the evocative titles, and coming up with generic ones is bloody difficult. Plus it means everyone who knows Open is on the same page as me with what this all means. If someone wants to come along later and change the names of things, be my guest. I won’t send the ninjas. Promise.

-Damian aka Kiero

A note about the License

This text is licensed under the Creative Commons Attribution-ShareAlike license(approve sites). This does not invalidate the license of the original Wushu Open, so those who don’t want to use Wushu Open Reloaded text can still use the less restrictive Wushu license.

-Aaron aka Lord Minx

The Golden Rules

There are two of them, and I call them Golden Rules because, if you forget everything else contained herein (not that there’s much of it), you need to remember these. For they are the core of what Wushu is about. If you don’t like the ideas and philosophies they espouse, Wushu is not the game for you.

They are the reason that Wushu is a fundamental break from the traditional way RPGs function. In the standard setup, players state their intentions, which are accepted as valid by the GM, who then couches them in mechanical terms, and a dice roll determines the result. Wushu cuts straight to the result, which brings us to the first Golden Rule: The Principle of Narrative Truth (PoNT).

Principle of Narrative Truth (PoNT)

“Everything the players describe happens exactly as they describe it, when they describe it.”

The most important thing about Wushu is the way it doles out narrative and authorial power to the players. They don’t ask the GM if a course of action is alright, then roll to see how successful they were. Instead, they say what happens before they roll any dice. The roll doesn’t tell you how well you did, it says how effective your chosen course of action was in bringing the scene towards resolution. Because that is the key to Wushu - it doesn’t do task resolution, only the broader resolution of a scene.

Task resolution is left up to the players by way of the PoNT. Namely that everything happens exactly as the players describe it, when they describe it. It bears repeating, so I’ll say it again: Everything happens exactly as the players describe it, when they describe it.

It is left to the players’ discretion whether they describe success or failure; it’s all the same as far as Wushu goes. What might seem like a character struggling to get their point across could be turned around at the last minute with the one piece of evidence they’ve been saving until the last moment. It’s an action movie staple for some protagonists to get beat on by the goons until they switch things up a gear and lay the smack down.

The player is within rights to describe never “failing,” or to never describe “succeeding,” but regardless their character can still advance a scene towards its end. If this sounds too much like make-believe to you, there’s more to it, including elements of risk. More on that later.

The exceptions to the PoNT

It doesn’t quite go all the players’ way though. The problem with an unfettered PoNT is that old chestnut of the kid who brings a “forcefield” to a game of Cops and Robbers. Wushu requires everyone to be (mostly) on the same page about what is and is not appropriate for the game you’re playing. Wushu is great at genre emulation, provided that everyone gets what the conventions of that genre are (and which are applicable to that particular game). However, it doesn’t provide any mechanical means by which to enforce those conventions - except the Veto.

Veto

“If a description doesn’t feel right, anyone can Veto it.”

Everyone around the table, not just the GM, wields the right to Veto anyone else’s description at any time. This includes a player Vetoing a GM’s description. You could look at this as completely invalidating the freedom of the PoNT, and turning every game into a legislative session of trying to pass your descriptions through the House of your group, but that’s not how it happens in practice. This is why it’s so important that everyone is on the same page.

Rather, the Veto should serve as a flag that people aren’t on the same page, and is an opportunity for everyone to get it straight. It’s a chance to say “hang on a minute,” and check that you’re all still playing the same game. Cos shy of telepathy, we’re only ever working on shared approximations of what everyone else is thinking.

The Veto doesn’t have to be a negative thing. Sometimes you might have an idea on how to jazz someone else’s narrative up. In that case, a Veto might be a subtle “Hey, might it be cooler if…”

When a Veto is used, the person Vetoed should describe again, amending their original narrative to fit the new consensus.

Coup de Grace rule

“You can’t narrate complete victory without first resolving a scene’s mechanical component.”

There is one other limit to the PoNT, one that’s softer than the Veto. The Coup de Grace rule says you can’t describe blowing away the entire challenge of a scene in your first description. More than that, you can’t describe ending it until the mechanical representation of that challenge has been resolved.

In a contest to bake the perfect pie, you can’t narrate the judges loving your culinary creation and awarding you the prize of BakeMaster 20,000 in your opening narrative, if the contest is all about proving who is the superior cook. Instead you must first deal with the mechanical representation of the scene’s challenge and, should you win, you get to describe your victory as a parting shot.

A Coup de Grace is a bonus narrative that the victor of a scene gets, after the roll, to describe how the thing is resolved. This is the only time a narrative comes after rolling, rather than before. It is most often used to end Nemesis battles, though it may be appropriate in any situation where the players’ descriptions have left loose ends. When it is not clear who struck the final blow, the Coup de Grace may be awarded to whoever has the best idea or handled by the GM.

Everything is a Detail…

“Any and every course of action you can describe contains Details.”

The second Golden Rule goes to the driving force of Wushu, the narrative. Wushu rewards expressiveness in describing what you do; each discrete element within the narrative is a Detail which earns a die. Wushu’s engine works on a dice pool system, where the size of the pool depends on the elaborateness of your narrative. More on mechanics later.

In one respect, it doesn’t actually matter what you describe, as long as you describe your character doing something. Everything is a Detail: dialog is a Detail, an action is a Detail, the environment and changes in it are Details, your character’s wardrobe is a Detail, flashbacks and inner monologue are Details, (in more cinematic games) descriptions of camera angles and shots are Details, and so on - I think you get the idea.

This can seem daunting, to be creative for the entire game all by yourself. The thing of it is, you don’t have to be on fire the entire time because you’re not alone. There’s nothing to stop you from building on the ideas of other players, weaving your narratives together in a step-by-step building of one idea on top of another. Setting up part of a narrative, then handing it over to another player for embellishment, before they give it back to you to continue is called a “Pass” in Wushu. Provided everyone’s happy with sharing some degree authorial control over their characters, this is actively encouraged. It’s not only less tiring than coming up with all of your own stuff, it incentivises teamwork and tends to produce much cooler, more entertaining descriptions than any one person could conjure up alone.

…but choose the right Details for the game.

“Everyone has to be on the same page about what kinds of Details are appropriate.”

There isn’t complete freedom to narrate anything you like; the more outlandish or inappropriate descriptions may trigger a Veto from someone. This is where questions of genre and appropriateness come to the fore. There are no mechanics in Wushu to tell a group what is and isn’t allowed as a Detail. That’s up to the players and GM to work out amongst themselves, because the internally consistent “reality” of the game only exists so far as there is consensus on what the genre of the game is, and what conventions of that genre apply.

Here’s an example. Imagine two WW2 games, one is pulpy action in the vein of the Castle Wolfenstein games, the other ultra-realistic drawing on Band of Brothers for inspiration. In both games, you might have the same situation: As German machine-gun fire opens up on their advance, the characters and their squad have taken cover in a crater, using it as a makeshift foxhole.

Consider the following narrative:

“Heedless of the danger of incoming fire, BJ leaps out of the foxhole with a grenade hanging from his mouth by the pin. A Colt 1911 ACP blazing in each hand, he runs directly for the machine gun, plugging two Germans on the trot. As he gets closer, he holsters one pistol and yanks the grenade from his mouth, hurling it in the direction of the machine gun and diving to the ground as the explosion fills the air with noise”

That would be entirely appropriate for the first style of game. In the second, it would earn a Veto, since charging headlong into a well-sited machine gun position is suicide in a realistic situation.

And now the following:

“Keeping my head down, we execute the plan. Jones and Mac, lay down covering fire from the crater, forcing the Germans to keep their heads down. Greasley and Weston stay low, going left and using the drainage ditch as cover. The Jerrys don’t see them, and they get their .50 in position behind the tree, ready to lay down fire on my signal. Jock Morris and I go right under cover of the hedge and complete the pincer Greasley and Weston’s fire creates when I blow on my whistle.”

For the first game, this is far too pedestrian and cautious; you’re supposed to be Big Damned Heroes. But it’s right up the alley of the second game, showing unit tactics, teamwork and command as the key to succeeding because every man is vulnerable.

Both are full of dice-earning Details, and both bring the scene towards resolution. The only gauge as to which one is “better” is what is in-genre for the particular game. Also note that it doesn’t necessarily matter whether the specifics of the orders I gave in the second example would “work in real life,” not unless you’re playing an ultra-realistic game where valid tactics are required in your narrative.

What Wushu Does

At first, Wushu looks deceptively simple, like other rules-light games. But after a bit of playing and thinking, it becomes clear that Wushu provides a surprisingly sophisticated engine for facilitating a fast-paced, collaborative game of narration and genre-emulation. But how does it do that?

Wushu is built on the basis of a few opposing forces that drive play while at the same time providing checks and balances against possible abuse. One of those is the tension between complete creative freedom, as expressed in “Everything is a detail” and the PoNT, and the necessity for collaboration and consensus-finding, as expressed in the Coup de Grace and Veto rules. Let’s look at these two opposing forces in a bit more detail:

On one hand, Wushu gives each player great incentive to become creative and narrate Details. Players are rewarded for narration not only by getting dice (and thus a higher chance of mechanical success), but also by the fact that their narration happens exactly as they describe it. This way, the system promotes a game of free narration and improvisation, as players can narrate their characters actions (and how they resolve in-game) without fearing negative consequences.

A powerful tool, but one that can be abused. Thus, Wushu offers an opposing force to keep the creative energy in check and on track, to facilitate a positive game experience not only for the person narrating but for everybody. This force comes from the Veto and, to a lesser extent, the Coup de Grace rules. The Veto rules help prevent one of the common problems with complete freedom, namely that of conflicting creative visions. It’s easy for a group of friends to have different ideas of what constitutes “fun” or which tropes are appropriate to a given genre, and in a free creative environment, these difference can lead to a loss of focus or, in the worst case, to arguments and bad feelings between players. The Veto rule means that only appropriate narrations and Details, as decided by group consensus, are incorporated into the game. This way, players are given the power to Veto narrations that would ruin their fun or run counter to the expected genre.

Together, these two opposing forces hold the game in balance, as players are given the freedom to narrate, are even rewarded for narration, but are also forced to communicate with their fellow players about what is and isn’t appropriate, thus building a group consensus. This increases the chances of productive, focused play without removing the aspect of fast and free narration that is the whole point of Wushu.

What Wushu Does Not Do

Wushu does not provide “hard” genre emulation through mechanics that help you enforce what works and what does not. The group is the only means by which this is possible, so if your group is unable to reach a consensus, a game will be fraught with difficulty.

In addition, the mechanics alone will not judge what is a “right” or “wrong” course of action. The GM doesn’t have modifiers that can be applied to a scene to reflect the appropriateness of a player’s chosen course of action. All they have are the same powers of Veto with reference to genre as everyone else.

Lastly, Wushu does not bring the cool all by itself - it relies on the players to do that. There are no mechanics which will help you build up an exciting string of actions to work into your descriptions, no lists of powers or maneuvers to spur your creativity, although you can steal those from other sources at will. If you want a mechanical underpinning to aid your creativity, Wushu is not for you. All it does is act as a catalyst for that which everyone brings to the table themselves, by not getting in the way of their creativity.

Core Mechanics

Now to the meat of how this all works. The mechanics of Wushu are all about regulating conflict. As before, it doesn’t actually matter what the nature of the conflict is, whether combat, physical, social, mental, or any other kind. All that matters is that the outcome of something is important enough for us to focus on.

Wushu breaks conflicts up into a number of rounds, which could represent any length of time in the game reality, depending on the nature of the conflict. A round in a firefight may be a few seconds. A round in an election campaign may comprise months of canvassing, pressing of flesh and making speeches. A round in a trial might be weeks of research and info-gathering interspersed with hours of cross-examination and trial process. There’s no hard and fast rule on this, indeed each round may not necessarily be the same length as the one before or the one after.

Each round is broken up into two phases which are completed by everyone at the same time. First, the group Describes the scene; this is the important part because their narration determines what actually happens in the game world. Then, they Resolve their dice rolls to see how this round progressed the scene towards an end.

Description

As hinted at in the section “Everything is a Detail,” Wushu works with a dice pool mechanic (using ordinary six-sided dice) based on the nuances of your narrative. As long as you do something, you earn a die. For each additional Detail you layer on top of this, you earn an additional die. Whether your narrative is one long unbroken string of actions or built up action-by-action with input coming from everyone is entirely up to the group.

Here are a few examples of different types of narrative in different genres of game.

Social description in a Fantasy game:

The character looks around the hall (1), and spotting several obvious guardsmen, heads towards them with a firm step (2) and the confident, level gaze of one who has likewise seen action (3). He smiles in a friendly fashion (4), and finding a point in the bragging session to jump in, starts palling around with his own war stories (5), gently trying to tease information out of the other guards about recent events (6).

(Using the Trait: “Leader of Men.”)

Physical description in a Swashbuckling game:

The character traces her fingertips over the hilt of her family blade, (1) before her fingers encircle the handle firmly and with ease born of years of use (2). With a quick metallic hiss she draws the blade, (3) the bright sun glimmering off its perfect edge (4). A faint smile creeps over the character’s face as a drop of sweat rolls down the pompous baron’s brow, and the baron swallows nervously (5). “You seem hesitant, Baron. Should I come back some other day? Perhaps when you’ve learned by which end to hold your blade?” (6)

(Using the Trait “Italian Fencer”)

Mental description in a Western game:

The character takes the old map gingerly in his hands,(1) and carefully sprinkles a mixture of chemicals across the surface to bring out any hidden marks and faded writing (2). His eyes widen as he sees the faint traceries appear across the old map legend (3). Carefully noting down the latitude and longitude marks (4), he nods to himself. “Yes, of course! I should have seen it before!”(5)

(Using Trait “A Doctor of Science!”)

Mystical description in a Pulp game:

The character holds out an antique pocket watch (1), and sways it gently in front of the victim (2). “Look deeply into my eyes. Deeper, deeper,” she croons in a soft lullaby monotone (3). The victim’s eyes glaze over (4), and he murmurs quietly, “What is thy bidding, mistress?” (5)

(Using the Trait “Oriental Mesmeric Trance”)

If, at any stage, someone doesn’t like a particular Detail, they can Veto it, and it has to be reworked.

Pool Limits / Die Caps

To control the pacing and tone of a scene, GMs can put a pool limit or die cap on the number of dice any player can roll at once. This is normally set up at the very beginning of a conflict. Three or four dice per round tends to result in shorter, tighter-framed descriptions, suitable for less important or warmup scenes. When things get more dramatic, such as the climax of a session, ratcheting the scene cap up to six or eight dice is appropriate.

One way to encourage a frenetic back-and-forth between players is to have a high cap on a scene, but only let players narrate a Detail or two before moving on to the next player.

You don’t have to describe up to the scene cap in each and every round; sometimes tacking on a few extra Details can become exhausting. Nor do you have to stop your narrative just because you’re not earning any more dice. This is a filibuster, where you go way over the cap simply because you’re enjoying yourself narrating. Some groups like it, others put limits on it.

Optional Extras: Held Dice (reprinted from Wire-Fu)

Normally, you have to roll the dice you earn during a conflict right away. However, you can also earn dice which are held over - Held Dice - to be used for a specific task later on. It is in this way that Wushu can reward preparation. Each Detail describing a preparation activity adds to either an individual or communal pool of Held Dice to be used later on. A scene with a round of planning or foreshadowing or a flashback or montage sequence are just a few means of earning Held Dice.

Resolution

Having Described what happens, the second phase of a round tells you how effective your action was in bringing the scene that bit closer to resolution. Remember, as per the PoNT you’ve already described whether or not your action succeeded, this frames it in the context of the wider scene.

Typically, all players roll their dice at the same time. This helps keep gameplay fast and fluid. When the action is more segmented, often because players are dealing with different threats or in different locations, GMs may want to have each player roll right after completing their Description. However, since Wushu makes it easy to run inter-cut scenes, simultaneous Resolution should work fine more often than not.

The Description phase will have told you how many dice you have in your pool. When acting against opposition, you have to split them into Yin and Yang dice before you roll.

Yin and Yang

Now to the complication in the mechanics, the splitting of your dice pool. Characters are simultaneously doing two things - exerting themselves to bring the scene to a resolution, but also protecting their narrative power to stay in the scene. It’s here that the risk management element comes into Wushu.

The more you expose your narrative power, the faster you’ll finish the scene and thus remove the risk, but the greater danger you are in of being removed from the scene before it’s done. Keep your narrative power protected and you run the risk of doing nothing to bring the scene towards resolution, and prolong the exposure of your narrative power to gradual attrition.

Yang dice are your “offensive” dice, used to deal with the nature of the scene’s challenge. Yin dice are your “defensive” dice, used to protect your narrative power from whatever threats there are in the scene. It might help to use two different coloured dice to distinguish them. In essence, every successful Yin die cancels out someone else’s successful Yang die.

Successes

Wushu characters are defined by their Traits (more in a bit), which are rated from 1–5. When it’s time to roll them bones, pick the Trait that’s most relevant to the actions you described (if you don’t have a relevant Trait, the default rating is 2). Every die that rolls above that Trait’s rating is a failure; those that come up equal to or less are successes. If there are any Yang successes directed at you that are left un-canceled by your Yin successes, your plot immunity takes a hit.

Chi

Script immunity in Wushu is called Chi. Chi can represent health, luck, prosperity, faith, resolve - it’s not fixed and can mean different things to different characters in different conflicts. It is the source of your narrative power as a player. As long as a character has Chi, the player has the ability to affect the scene. Run out of Chi and your script immunity is all gone, and someone else delivers a Coupe de Grace on you to determine your fate.

Most characters have 3 points of Chi, and a point is cashed in to remove a Yang success after the dice are rolled. When you’re at 0 Chi, you’re teetering on the brink of losing narrative power; once you go negative, you’re out. That doesn’t mean your character is dead, just that you the player can no longer contribute directly to the scene. As long as you still have Chi, you can choose to withdraw from a conflict rather than narrate a description.

It’s purely optional whether or not you describe losses of Chi. It can often be a rich source of Detail-fodder to work some kind of complication into the narrative following a round where you lose Chi. In an ironic way, the misstep of losing Chi helps you to do better next time.

GMs decide when characters refresh their Chi, usually between scenes. For more lethal or gritty games, or those where you want to put the players on the defensive, Chi may refresh slower than this.

Optional Extra: Setbacks

If you want conflicts to last a little longer, but with the feeling of a vicious spiral to them, you can allow players to describe Setbacks rather than going into negative Chi. Instead of losing a point of Chi, they take a Setback. A Setback is some kind of hindrance affecting the characters ability to perform in that particular scene. When talking to a fair maiden, a Setback might be breaking out in uncontrollable sweats.

The mechanical effect of a Setback is this: it reduces your personal dice cap for the scene. While everyone else may be able to narrate 4 Details, if you’ve taken 1 Setback, your cap is now 3. And so it continues with each loss of Chi becoming another Setback and another reduction of your cap. If your cap hits 0, you’re out. This does extend the duration of conflicts, because Nemeses get to use Setbacks just the same as players, but may be more appropriate to particular genres.

Setbacks can be recovered from in two ways. You can wait for the normal refresh of Chi, which will reset your dice cap, or you can use rolled successes to raise your dice cap on a one for one basis back to the scene’s maximum. If you choose to take a recovery from a setback using this method, however, you will need to decide before you roll how many dice from your pool you will allocate to the recovery.

Types of Conflict

There are three types of conflict in Wushu - Mook, Nemesis and Scab roll, though the last is really an exception to the norm.

In a conflict, players will likely be describing multiple actions and potentially use several of their Traits. Not a problem - just pick the Trait that is most relevant to the narrative. That becomes the target number for your Yin and Yang rolls.

Mook conflicts

Ambient threats in a scene, which are there to showcase the players looking good, are called Mooks. They don’t have Traits, they don’t have Chi, and they never roll any dice. They’re just an abstraction.

In a combat scene, Mooks would be the faceless, nameless goons who are no match for the players. Players are free to describe dealing with as many of them as they like, in any manner they choose, within genre. In a research scene, a Mook might be a snippet of information that just takes time and effort to track down, not any sophisticated search techniques. Mooks don’t have to be people, just relatively straightforward challenges.

A Mook conflict has a Threat Rating (TR) as the mechanical representation of it’s challenge. The exact value depends on how many players you have, your dice pool limit, and how long you want the scene to last. Figure out how many Yang successes your players are likely to generate per round (roughly the dice cap minus 2) and multiply by the number of rounds you want to see.

For the more mathematically-inclined, the exact formula for setting the TR is:

(Relevant Trait/6) * (Dice Cap - Yin successes required by Mook threat) * (number of players) * (number of rounds you want the scene to go on for).

Each Yang success the players generate reduces the TR of a Mook conflict by 1. When it reaches zero, the player who knocks it out gets to describe a Coup de Grace to resolve the nature of the threat.

Since Mook conflicts are an ambient threat and don’t roll any dice, they won’t be throwing Yang dice at the players. To represent the totality of their threat, every player engaging them must get at least 1 Yin success every round or cash in a point of Chi. More dangerous Mook conflicts might require 2 or even 3 Yin successes a round. When framing a Mook conflict, remember to factor the number of Yin successes required into the calculation of Threat Rating.

A GM doesn’t have to narrate in a Mook conflict, since they don’t roll any dice (or earn them in the first place). Depending on taste, they can sit back and let the players handle the whole scene, recap and redirect at the end of each round, or actively narrate back and forth with the players.

Nemesis conflicts

The most important scenes are handled more actively, and are called Nemesis conflicts. Nemeses have Traits and Chi (usually from 1–5) of their own, just like the player characters, though they may not necessarily be people at all.

As befits such pivotal conflicts, Nemeses must be dealt with one-on-one. If two or more players absolutely need to gang up on a Nemesis, they’ll have to do one of the following: First, they can take turns dealing with the Nemesis, completing both their Description and Resolution phases before letting their allies have a go in the next round. If you’ve set a dice pool limit, the second option is to have the players split the max dice between them. If the Nemesis gets to roll 6 dice, two players would get 3 dice each, or three players would get 2 dice each. The Nemesis would then split their Yang successes between their opponents. The same is true if more than one Nemesis engages a single player.

What really sets Nemesis conflicts apart from Mooks is that Nemeses have narrative power just like the players. This is where you can get an interactive back and forth between player and GM in the Description (similar to players teaming up with a Pass), before you finally go to the dice to Resolve.

Remember that the Coup de Grace still applies as always, only the victor describes the end result of the scene. If player and Nemesis go negative in the same round, the one with the least-negative Chi wins. If player and Nemesis are equal, ties go to the player.

Mixing them up

While there are two kinds of conflict, you can mix the two into one scene. If there is only one Nemesis conflict in a scene, and more than one player, you need something to keep everyone else occupied. This gives them something to do while they wait their turn to have a go at the Nemesis.

The classic combat example is that not only do you have to defeat BadVillain (who is a Nemesis), but he’s also accompanied by the BadMen (his henchmen). So while one character dukes it up with BadVillain, the others hold off his goons. In a social situation, while one character apprehends the store manager (Nemesis) to find out what she knows, the others could be running interference to make sure no one else barges in.

Scab rolls

Every once in a while, you might want to roll for something without making a big production out of it. That’s when you use a Scab Roll. Just grab a number of dice equal to your relevant Trait and compare the lowest roll to this scale:

1 = A solid, professional success. Good work!

2 = A good success. Mission (barely) accomplished.


3 = A success, but with negative complications.


4 = A regular, garden variety failure.


5 = A really bad, probably embarrassing failure.


6 = A failure so horrible as to defy comprehension.

This is an exception to the usual way of resolving conflict in Wushu, to be used when people really don’t want to narrate a conflict. In general if it’s not important enough to narrate, it isn’t important enough to merit any kind of roll. But for those times when you absolutely must have it randomly determined, use a Scab roll.

Optional Extras: Secondary Goals & Time Limits

Even a combined Mook and Nemesis conflict may not have enough in it to keep all the players engaged. Particularly if the nature of the threats are better suited to some players choice of Traits than others.

Secondary Goals are adjuncts to the main scene challenges which you add to make things interesting. They generally work just like Mook conflicts, though they don’t necessarily require Yin successes of their own to stay safe. Being exposed to the main Mook threat, you may still have to get Yin successes to prevent Chi loss from that. It’s the GM’s call as to exactly how they function.

Secondary Goals are useful for framing a scene to contain conflicts of interest to each and every character. When the main scene is about investigation and stitching together the clues, you might include a social Secondary Goal for the talkative character to interview a particular witness.

Secondary Goals can also be used to spur players to make a choice between two conflicting courses of action. Yang dice thrown at a Secondary goal instead of the main Mook or Nemesis, or at one Secondary Goal over another, necessitate player choice. They must sacrifice pursuit of one goal in favor of another.

A classic Secondary Goal in a physical situation is a fire. As long as it’s burning, it raises the number of required Yin successes by one, in addition to any others they require. It can even be tied to a timed condition - if it’s left burning for more than 2 rounds, it then becomes a 2-Yin threat. And so on.

Optional Extras: Time Limits

A potential problem with Wushu is the lack of urgency in the standard setup - as long as a player keeps rolling lots of Yin successes, they don’t lose the ability to narrate. Because the dice bear no relation to what is actually be described, they are doing just as much cool stuff as everyone else, but having little impact on actually resolving the scene.

A method of forcing players to “get on with it” is having time limits on Secondary Goals, or indeed any other element of the scene conflict. You state up front that if a Secondary Goal, or the scene, isn’t resolved in X number of rounds, then Y happens. Effectively, the GM gets to describe a Coup de Grace on the players.

Let’s say your character is trying to pump a diplomat’s aide for information, but cannot be overheard by the diplomat. You come upon the aide at one end of a corridor while the diplomat is on the phone at the other, walking towards his aide. The GM rules that you’ve got 3 rounds in which to get whatever information you can before the diplomat is in earshot and the opportunity is lost.

Say you are on a speeding rail train, out of control as it careens around the snowy mountains of Bavaria, rocking on its tracks as it rockets around turns. The screams of the passengers almost drown out the screams of the wheels on the tracks. What will you do?

In this kind of scene, you don’t have an enemy to fight, or mooks to deal with (though a fight on top of an out of control train is an opportunity not to miss…), but the situation itself is the threat.

The GM sets the Goal, Threat, and Time based on his own desires for the campaign, how fast he wants the scene to play out, and how much pressure he wants to put on the PC’s. The train scene probably has something like : Goal 15, Threat 1, Time 3.

Example 1: The group has to accumulate 15 successes to bring the train under control. They have to use 1 Yin success every round to avoid incidental harm from flying luggage, lurching train cars, and panicked horses in the Royal Stable’s car. And they have to get their 15 successes in 3 Turns or less, or the train goes shooting off into a gorge, and lots of people get very badly killed.

Goal 15, Threat 1, Time 3.

Example 2: The Duke’s famous Winter Ball. The PC’s attend, seeking information on their nemesis Count Rugan. Here, they fan out using their individual social Traits to plumb the crowd for information. Each Turn covers an hour of Ball going, and they need a total of 20 to learn the Count’s whereabouts. The players know there is a time limit (the GM has decided on 4 turns) before something bad happens (the Count’s clockwork army awakes and invades Bohemia, say), but not how many actual Turns they have… Here there is no real danger to their person, so no need to divide dice.

Goal of 20, and a Time of 4.

Character Creation

Character creation in Wushu is simple; all you do come up with a collection of distinguishing features about the character. distill your character concept into a small number of Traits.

Traits

Traits can be absolutely anything from a profession (Detective, Hunter, Neurosurgeon) to an adjective (Charismatic, Intelligent, Rich as Croesus). In a game with combat-oriented conflicts, it’s usually a good idea to have a combat trait (Shaolin Master, Gun-Fu, Dirty Fighting). In games with the supernatural or other kinds of powers, one Trait should be dedicated to that special ability (Telekinesis, Conjuring Magic, Werewolf).

Each Trait starts at a default rating of 2; your GM will give you 5–8 build points to spend on raising them (1 point for a 3, 2 points for a 4 and 3 for a 5), up to a maximum rating of 5. That should be enough for 3 Traits, give or take. The usual amount is 6 points, for a character with one Trait at 5, one at 4 and one at 3.

It’s important to arrive at a common standard in the group on the level of focus of Traits. Otherwise, those with more specialized Traits may find themselves using the default 2 more than others.

Optional Extra: Trait Categories

Completely free-form Traits can be a recipe for both player paralysis and a wide disparity in the focus of Traits in a group. One way to avoid this is to categorize the Traits, so that each one covers a distinct and separate kind of conflict.

Characters usually have three Traits, and the most appropriate spread is to have a Combat, Social and Professional Trait.

Combat Traits tend to cover both violent and physical conflicts. Examples of appropriate Combat Traits: Two Gun Mojo, ex-Special Forces, Big, Mean and Nasty, A Natural Athlete, Merciless Engine of Destruction, Veteran of the Legions, Tommygun Terror.

Social Traits tend to cover interpersonal and social conflicts. Examples of appropriate Social Traits: Just a Quiet Word, Silver-Tongued Rogue, Everybody Knows Me Everybody Owes Me, Who Would Suspect Such a Man?, All Your Well-Learned Politesse, Connections in Low Places, Intimidating Presence, Rabble Rouser, Skilled Orator, The Art of the Con.

Professional Traits tend to cover mental conflicts, those involving specialist skills or unnatural abilities. Examples of appropriate Professional Traits: Man of Science!, Electronics Whiz, Attorney, Herbalist, Arcane Mastery, Housebreaker, Eidetic Memory.

Optional Extra: Traits in combat-focused games

This is a variation on Trait Categories, for games in which combat is a major feature. There are two potential problems with allowing everyone to choose at what level they set their Combat Trait in such a game.

Firstly, their effectiveness in the majority of scenes can directly impact their fun. If those with higher Combat Traits are consistently getting to deliver the Coup de Grace and seemingly “doing more” that can get frustrating.

Secondly, if everyone has Combat as their primary Trait (ie at 5), you can reach a situation where no other Traits are ever used. Which can make things a little predictable mechanically and lose the richness of the characters involved.

The solution to the first is to set everyone’s Combat Trait at the same value. Solution to the second is to set it as the secondary Trait (ie at 4). This ensures equal effectiveness in a scrap (so no one feels left out) and also incentivises creativity in using the primary Trait. To get the benefit of your primary here, you have to think of ways to employ it outside of it’s normal (non-combat) context.

Finally this means the GM can sometimes throw combat-focused Nemeses at the players (who have a Combat Trait for primary) which will give them a hard time.

Optional Extra: “Trait Features”

Sometimes the handful of Traits you have don’t tell you enough about when a Trait applies and when it does not. In the main that’s all left up to the social contract via application of the Veto to determine when something fits and when it does not. But if you want a little more certainty in what’s there, and perhaps some more room for differentiation, one way of doing that is to identify some specific things your Trait does.

These are “gimmes” if you like. They’re things you can apply your Trait to that no one can Veto as stretching it too far. This tells everyone unequivocably what your Trait is definitely about. Note that it doesn’t mean it won’t apply to any other activities that might go under it, just that they aren’t guaranteed to be accepted.

For every point over 2 (ie the default) you get a Feature which you can name (though you can use any variation, such as equal to the value of the Trait or one less than). Par exemple, you have a character in a fantasy game who’s basically a Ranger-type. They have a Trait called Wilderness Warrior 4 which they use for all their fighting stuff. Using the one-less Features than value of Trait in this instance and with the Trait at 4, you get three Features. You might write it thus:

Wilderness Warrior 4 - You are adept at fighting in outdoor environments, using even the elements themselves as factors to turn the tide of battle in your favour. Features:

    * Archery - feats of accurate marksmanship
    * Ambushing - laying traps and avoiding them
    * Knife-and-hachet combat - brutally effective two-weapon style 

Optional Extra: Control Dice

This option allows you to simulate the notion that “with great power comes great risk.” Werewolves who loose control of their feral natures, vampires who cannot control their lust for blood, or in general any action which gives great power at the risk of great cost.

Players do not lose control of their characters, this represents the characters losing control of themselves. Thus the failure of control is intended as an opportunity for role-playing, not as a method to give temporary control of the character to the GM.

The GM creates a pool of Control Dice for each player. The suggested starting size is 5. The player must add an additional Trait (which starts at 2, as usual) to their character sheet representing control over their innate power. At any time, a player may remove any number of Control Dice from the pool, and use them in addition to their normal pool of dice gained by description of their character’s actions. They then assign the dice to Yin and Yang as usual, and roll. However, once the roll has been completed, the player must roll the dice remaining in the Control Pool against the control Trait. If they score no successes, then they will lose control in the manner defined by the trait called upon.

(Vampires acting out wanton cruelty in search of blood, Werewolves rending and tearing all within reach, and so on.)

The control pool should undergo refreshment on a much slower basis than the Chi pool, perhaps once for every two sessions, or after an activity which the GM might rule could refresh the control pool. The control pool will always refresh to full after an complete loss of control by the character.

Another option would be that once the character looses control, they reverse the control pool process, spending out of control dice until they regain control once more.

It should be noted this is a great opportunity for role-playing, and some classic angst/brooding. Most players will want to lose control at some point.

Optional Extra: “Special Something”

Players love toys, and giving them a special something helps with that. The “Special Something” is a bonus die added into the players roll when they narrate an action in which it comes into play. For a Jedi it might be “The Force”. For a smuggler it might be “My Ship”. For a gadgeteer type it might be “Well Equipped”. Whatever it is, when they manage to put a character trait to use, narrating an action scene which uses that “Special Something”, they gain a bonus die above and beyond any normal die cap or scene limit.

Examples of appropriate “Special Somethings”: Alien Strangeness, Connections Up the Wazoo, Elven Steed, Ogre Blood, Pimp Ride, Psionic Talent, Gadgets/Gizmos, (In)Famous, Unbelievably Wealthy

Weaknesses

Finally, to balance out the average hyper-competent Wushu character, they need a Weakness. Weaknesses are Traits with a rating of 1. This could be a love interest who’s always getting them into trouble, some kind of special vulnerability (eg: wooden stakes and sunlight), or a tragic flaw (Drunk, Egotist, Can’t Refuse a Challenge). Any time your character tries to act against their Weakness, only dice that roll a 1 are successes.

It should be noted that weaknesses are not really supposed to be coming into play very often. They are things that the character will stay away from, or actions that they will try to avoid just as you would try to avoid an activity or action that you were very bad at. They influence play more by what actions your character chooses to undertake than acting as a stick to slap your character with.

Advancement

In standard Wushu, characters start out competent and stay that way. They don’t improve mechanically, nor do they accumulate experience with which they can raise their Traits.

What they can do, if change is desired, is evolve.

Lets take a look at Marigold Plume.

Marigold’s WUSHU stats look like this:

Traits

    * Friends with Vrock the Spirit Dragon 5
    * Curious Kid always Getting Into Trouble 4
    * Makes friends easy 3 

Weakness

    * Weedy little kid 1 

First Story Arc: Marigold and Vrock investigate rumors that kids are being snatched from the city and shipped to some unknown place by ship. The pair fight the dangerous Ur-Men from Lumeria who are behind the kidnappings as they seek to power their Dream Engines with the minds of children. Marigold sees the dark underside of world first hand, and it changes her. She no longer Makes Friends Easily, but has developed an Uncanny Insight into Human Nature.

Second Story Arc: A few years later, Marigold is in high school, and she’s trying to balance a normal life with her occult investigations. She’s grown up a bit- no longer a Weedy Little Kid, but now she’s Too Pretty to be Taken Seriously. She deals with an epidemic of spirit possessions at her school and manages to become Homecoming Queen all at the same time, but she learned some things about her friends that she wishes she didn’t know, and it blunts her curiosity somewhat, increasing her Uncanny Insight into Human Nature (shifting a point from Curious to Insight).

Third Story Arc: Marigold has been kidnapped, and only Vrock can find her. Vrock reveals in addition to being a spirit dragon, he also has Many Contacts and Allies in the Spirit World and has Learned Something about Investigation from his friend Marigold. But since being separated from the spiritual anchor Marigold gave him, he has become Sensitive to Sunlight. Can Vrock find the wayward Marigold in time to get her college applications in before the deadline?

It is important to note that what Marigold can do with Uncanny Insight Into Human Nature is different than what she can do with Makes Friends Easily. Making unnerving guesses into what’s bugging someone would be fine with the former, but would be completely out of theme (and most likely Veto’d) if she was using the latter.

Example of Play

To put it all together, please see the Example of Play.

Credits

Dan Bayn for creating Wushu in the first place, and allowing me to plagiarize his words in places. And for allowing me to include Held Dice, which come from Wire-Fu.

Lord Minx for writing both What Wushu Does, and What Wushu Doesn’t Do.

Bailywolf for both Secondary Goals, Time Limits and the Setbacks rule

Aaron Smith and Julie Barman for the Examples used in the Description section.

General critiquing credits to: Lord Minx, Simple Man, Will, HMT, DanMcS, dyjoots, Leach, Scurvy_Platypus, Plume, rbingham2000, con man, daimon4242, JiminyCrikkit, Aaron Smith and Blake Hutchins.

Copyright © 2005–2006 the Main wiki and its authors

Retrieved from http://wiki.saberpunk.net/Wushu/OpenReloaded

Page last modified on December 27, 2007, at 11:05 AM
NAME: Kess Lartag.
RACE: Omwati.

Physical description: Kess is an immensely pale, female Omwati. Her skin still carries a blue tint to it, though the paleness makes it seem almost like ice. Her 'hair' feathers are almost reflective and bright white, though she has been known to dye them from time to time. Her eyes, to contrast, are a deep blue in hue. She is 6 feet tall; Certainly surprising, but nothing ridiculous.

History: Kess's tale is one that has been repeated a thousand times throughout the galaxy, and will be repeated thousands more. The child of a bounty hunter, Kess was often dragged along on the various adventures her mother ended up in while doing said bounty hunting. While Kess herself was never in much danger(and none while still young), she still picked up that love of adrenaline that had drove her mother into the bounty hunting business in the first place. Now, though, things are different. The world is a darker place, Kess is an adult, and her mother is living too far away for any trips until Kess can get a ship that'll actually go into hyperspace.

TRAITS:

Adventurer-for-hire: 5
-Bounty hunting! Though Kess is nowhere near as good as her mother, she's still picked up enough to be able to get some basic bounties hunted. This covers mainly tracking of targets and such.
- Cunning! While she lives for the thrill of a fierce battle, to feel the adrenaline pumping through her veins faster than any blaster bolt could travel, Kess is no fool. The girl's got her wits about her.
- Vehicle-trickery! Give Kess a ground vehicle, and she will do something crazy with it by day's end. Expect to have it come back in small pieces, and her saying she was SURE it'd cross over some trap or enemy fire...

Wild shot: 4
- Acrobattery! Kess, being quite light on her feet, can leap and jump and twirl and dance and all that good stuff.
-Blaster-slinging! Kess is highly at home with a good blaster, though she prefers going with a pair of handgun-style models over a giant rifle.


Piloting-extraordinare: 3
-Dogfighting! Kess is damn good at this, even though she's more at home with ground beneath her feet and air to breathe.

Weakness: Cocky as all hell and instinctive. The greater the risk of something going crazy and explodey and horribly wrong, the more likely Kess will volunteer for it. ESPECIALLY if she has no idea where to begin. In short, she doesn't fly by the seat of her pants; she flies by her bare ass and says it'll work fine against a star destroyer or five.

Equipment: Kess starts with(alongside normal stuff like clothes and the like) a pair of blasters, a small ship(we're talking about the size of an airspeeder here. Not big, no hyperdrive, only useful for dogfighting, transport, and a bit of storage), and the keys to several storage garages on various planets. These garages generally are in the planet's major city, and have a few speeder bikes for getting places quickly.
Zane: [img[http://img.photobucket.com/albums/v203/yalborap/tek0702102d5373tl8.png]]

Unholy Combat 5
-Whip it, whip it good!; Zane is an expert with whips and chains and other such weapons, with his personal favorite being an ice-enchanted weapon he normally wears across his chest.
-The power of hell compels you; Zane's possession gives him the ability to call forth raw unholy energy, sending it forth as semi-physical swung 'blades', lashes, and so on.
-FULL POWER!; If Zane's will falters too heavily, the demon within him will temporarily take full control. Look, I'm going to be blunt here; That demon is going to kill everything he can within a 50 mile radius. And probably a few things he can't. If this happens, RUN. RUN LIKE THE FUCKING WIND, BULLSEYE!

Blends Into The Shadows 4
-Stealthy goodness!; Zane is quite capable of hiding pretty damn well when need be. He practically fades into shadows, becoming far harder to see.
-I seem to have misplaced my opacity; Due to this 'fading into shadows' quirk, Zane becomes kinda...Tricky to notice at night. He's not invisible or anything, but he's just plain harder to notice, almost as if he had a Somebody Else's Problem field around him.

Decent Guy 3
-I really am quite nice when you get to know me; Zane's not a bad guy, shockingly enough. He's just got that whole 'bloodthirsty demon stuck in him' problem.

Possessed By Demon 1
Okay, the basics. See the SuperWushuSummary for quick review that's nearly useless on its own.

CREATING CHARACTERS:
Two ways to do this. Option one, your GM gives you points. Option two is the 5/4/3/1 option.

With points, you can spend them however you like. Ultimate maximum trait of 5, since the game uses 6-sided dice, s ome GMs might go with a lower maximum. Spend a point to create a trait at 3, spend another to raise it to 4, spend a third to raise it to 5. You'll normally have to take a weakness/drawback/etc., rated at 1.

Traits are pretty simple. Write something your character can do. Boom, trait. The game is a 'DIY' kind of setup. You can go with anything, but some GMs will have different preferences(one might prefer 'gun-kata' to 'My Bestest Desert Eagle Evar', while another might prefer 'Military Training' or somesuch nonsense).

The 5/4/3/1 setup is even simpler. You get a 5 trait, a 4 trait, a 3 trait and a weakness. Just fill in the blanks.

PLAYING:

There're three types of rolls in Wushu. Scab, Mook, and Nemesis.

Scab rolls are really simple. Take the trait you're rolling for, and roll the amount of dice as its rating. So a 5 trait you roll 5 dice, a 4 trait 4 dice, etc. Look at the lowest roll(normal Open goes with the highest instead, but this tiddlywiki goes for Open Reloaded instead). 1's a success, 2's a close call, 3's got some complications but succeeds, 4's a plain ol' failure, 5's a really bad failure, 6 is the worstest failure of all.

Mook rolls are also pretty easy. The GM will set a 'threat level', and a required amount of 'yin' successes per. I'll get to yin and yang in a sec. Each yang success you get drops the threat level, and yin successes keep you from losing Chi(I'll explain that too).

Nemesis rolls are your basic character v. character things. Both characters go at it for a round, then split their pools and roll.

SPLITTING POOLS, YANG/YIN, AND A KITCHEN SINK; THE STUFF I SHOULD'VE WRITTEN IN EARLIER:

Alright, dice pools. We'll start there. Put simply, each detail you get is an extra die, up to a decided-upon cap. So if you say "I hit this guy", it's one dice. If you say "I hit this guy, then kick him in the knees!", it's 2 dice. If you say "I hit this guy in the face and say "Can't ya see I'm trying to be left alone, you bloody git?!", then I hit him again!", it's 3 dice. And so on.

I'll mention this: This game has the Principle Of Narrative Truth. Put simply, what you say, GOES. End. That's it. You don't say "I try to hit him", you say "I hit him"! And so on. Obviously, this means don't be a dick and say "I kill the bad guy" or something similar. You can always have a baddy stand up and dust himself off after being punched through a wall. It's a bit harder for him to do that when his head went through a few walls and his body didn't.

Now then, your pool. You have to split this, in any fashion you choose, into 'yang' and 'yin' dice. Yang dice are your 'attack' dice. They're how you affect the world. Yin dice are your 'defense' dice. They stop the world from affecting YOU. If the die's number matches your trait's rating or goes under it, you're winner and it's a success.

Here's where things get more dicey.(Get it? It's a pun! .....Fine, no puns.) Now, you have yin dice and yang dice. Here's the thing; Your yin dice are protecting the most precious thing your character has. Their CHI. What's Chi do? It's how you say in the fight. If you go into the negatives, that's it, game over. You are at the mercy of whoever put you into the negatives.(This is called a Coup de Grace, and it is the reward for winning a Nemesis battle.) Every character gets 3 chi unless there's a damn good reason to have more.

...Well, I think that's everything, actually. I covered details, the pont, the three types of rolls, and so on. Oh, this game doesn't have XP or 'fat lewts'. Your characters start badass and stay badass(though of course, there're fan rules to add advancement). Makes things easier. And that's that!
Vartris-431,850
Mastris-12,829,375
Zooduo-1,191,425
Flitris-1,510,025
Surtris-238,450
Batpente-15,940,675-My first gold medal!!!
Virduo-571,400
Characters would probably be best done in a style similar to The Spectacular Spider-Man, Transformers Animated, and other such recent Western cartoons. However, other options are always open. See the below examples:
[img[http://img509.imageshack.us/img509/1222/peterparkermj4.png]] [img[http://img440.imageshack.us/img440/7250/spidermange4.png]]

[img[http://img505.imageshack.us/img505/1742/sarianimatedvh8.jpg]][img[http://img522.imageshack.us/img522/6049/optimusprimeanimateddj8.jpg]]

Characters will also be typical of children/teen's action cartoons, anime, and so on. Spiky/crazy hair with bizarre colors, over-the-top outfits and weapons, and so on. Actual genres will vary wildly from Power Rangers-inspired bodysuits to ~Iron-Man-esque power armor to fantasy-anime epic sword-wielders, and far more than that. There will of course also be detailed descriptions, imagery, and so on supplied for individual characters.

I go in once a week. There are no classrooms. Each teacher has an office, and each student waits their turn to go in and talk privately. There are very few students, and one spends a maximum of two hours or so in this place before returning home to do the week's worth of work they are given. This makes social interaction from scratch extremely difficult.