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]];}

table {border:2px solid [[ColorPalette::TertiaryDark]];}
th, thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
td, 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:absolute; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:200;}
*[id='messageArea'] {position:fixed !important; z-index:200;}
.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;}

table {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer 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:50; 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 {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
32-point character generation.

|!Score|!Cost|!Score|!Cost|
| 8 | 0 | 14 | 6 |
| 9 | 1 | 15 | 8 |
| 10 | 2 | 16 | 10 |
| 11 | 3 | 17 | 13 |
| 12 | 4 | 18 | 16 |
| 13 | 5 |
The lists below detail which advanced classes will be available to the heroes.

!!!d20 Future
Ambassador
Dreadnaught
Engineer
Explorer
Field Officer
Helix Warrior
Swindler
Technosavant
Tracer

!!!d20 Apocalypse
Road Warrior
Salvager
Magic-6

[[Pre-Apocalypse]]
[[Post-Apocalypse]]
!!!Ape Moreau

During the race for genetic supremacy on the battlefield, many governments still relied on humans or franks for their truly critical operations. This stems partly from prejudice, but also from an observed fact: most Moreaus suffer from a slight degradation in their cognitive skills. In many cases, this is limited, but it prevents them from being used in high-pressure missions where independant thinking is paramount. This is especially true in their intended deployment environments: the jungles of Central & South America, Africa and the Pacific islands.
&nbsp;&nbsp;&nbsp;&nbsp;To surmount this problem, a group of French scientists began experiments with creating moreaus that were based on humanity's closest cousins: the ape. Specifically, pan paniscus (the bonobo), which is humankind's closest genetic relative in the Ape kingdom. The goal was to create a new breed of moreau that maintained its human brain capacity, while gaining enhanced physical attributes.
&nbsp;&nbsp;&nbsp;&nbsp;Despite initial successes, the project was plagued by funding issues, accidents and political red tape. Eventually, it was shut down and the research (including the infant moreaus) was confiscated. Mysteriously, this research later came to surface in the United States, where it had been developed into a complete military unit. Rumors abound that US agencies were responsible for the problems suffered by the French researchers in the first place, but no evidence was ever found.
&nbsp;&nbsp;&nbsp;&nbsp;Overt ape moreaus have distinct apelike features, especially the raised brow and enlarged lower jaw, in addition to excess bodily hair. Their limbs are much more elongated than a human, and uniforms often must be altered to fit them. While stronger than the average soldier, and easily their equal in intelligence, ape moreaus maintained one distinct flaw from their genetic heritage. They are crass, rude and confrontational, displaying a strong dislike for authority figures. This has put a tremendous hurdle in front of their deployment as special forces.
&nbsp;&nbsp;&nbsp;&nbsp;''Scent (Ex):'' Ape moreaus can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See ''//d20 Modern//'' (page 228) for more information.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Ape moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Int
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Str, -2 Int, +2 Dex, -2 Cha
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Str, -4 Int, +2 Dex, -2 Cha
!!!Avian Moreau

Due to differences in physiology, the extent to which avian DNA could be introduced to the human body was limited. Feathers, wings, and beaks were all non-viable. However, scientists were able to incorporate a similar bone structure, making bones lighter and slightly hollow, yet sturdy enough to support the human body. The result is a moreau with uncanny agility and speed, at the expense of durability. The lightness of their frame also allows them to gain additional height when jumping, making them quite skilled in sports and espionage alike. Many governments have been accused of using covert avian moreaus in international athletic competitions, but thus far there has been no firm evidence of such. It is believed that most avian moreaus are used in recon and recovery work, as opposed to frontal assault, because they tend not to hold up well under fire. 
&nbsp;&nbsp;&nbsp;&nbsp;Overt avian moreaus have no beaks, but their noses and jawlines tend to extend very far forward, and their skin is rough and scaly, much like a bird without feathers. Their claws are non-retractable and razor-sharp. Because of the size of these claws, overt avian moreaus must use specialized weapons, automobiles, etc.
&nbsp;&nbsp;&nbsp;&nbsp;''Improved Speed:'' Covert avian moreaus receive a +5 bonus to their base speed. Overts and moderates get a +10 bonus to their speed.
&nbsp;&nbsp;&nbsp;&nbsp;''Light As A Feather (Ex):'' Overt avian moreaus have extensive feathers on their arms, and although incapable of true flight, they can use them to glide and slow their falls, reducing any fall by an effective 10 feet.
&nbsp;&nbsp;&nbsp;&nbsp;''Talons (Ex):'' Overt avian moreaus have razor-sharp non-retractable claws that function as natural weapons. Each claw deals 1d6 points of slashing damage (plus the moreau's Strength modifier) and threatens a critical hit on a natural 20.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Avian moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Con
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, -2 Con, +2 Cha, -2 Wis
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, +4 Cha, -2 Con, -2 Wis
The Apocalypse

Advancements in genetics brought the cost of genetic manipulation down to the point where it became consumer technology. Extensive, widespread experimentation in the creation of transgenic species resulted in the creation of mutated animals, possessing traits from other animals. Although the creation of transgenic humans was technically illegal, everybody possessed a complete human genome; thus, the law was largely unenforcable, and a small population of humanoid mutant animals slowly accumulated.

The same technology lead to both the elimination of viral disease as a major problem, and the introduction of diseases as pranks. Kids would come to school with a vial of "homebrew" and infect the class as a joke. Because such diseases were easily cured, these pranks were regarded as "harmless".

Eventually, someone came up with a way to concoct an "incurable" disease. A virus was created which possessed an entire copy of a human genome; any cure that targeted the disease would also target the host. Some idiot actually made such a disease, and was probably the first to die because of it.

This disease wiped out 75% of the world's human population.

The virus infected most animals as well, and the animals that survived had human genes spliced in by the virus. These "semi-human" offspring displayed human characteristics in varying degrees.

This would have merely resulted in a mostly mutant-dominated population if the leaders of the world's governments had not made the assumption that the disease was a bio-weapon sent by their enemies. The response from all sides was all-out nuclear warfare that devastated the entire planet.

The game can be assumed to take place a generation or two after this apocolyptic event, which is referred to as "The Crash" or "The Death."
The d20 Modern Roleplaying Game uses an abstract Wealth system that is out of place in a post-apocalyptic world. In Mutated World, a Wealth check does not represent cash on hand, availability of credit, or loans. Rather, the Wealth bonus represents trinkets and valuable baubles, random pieces of old technology, and any other items that can be used to barter with other citizens scratching out an existence in a desolate world.
In situations where two characters are bartering over one or more items, the Gamemaster may call for opposed Wealth checks. The bartered items change hands, and the result of the check determines who comes out better in the deal. The winner of the opposed check suffers no reduction in wealth as a consequence of the trade; the loser of the opposed roll also gains the items he is trading for, but his Wealth bonus decreases by 1.
Before the opposed Wealth checks are made, a Gamemaster may call for opposed Diplomacy checks to account for good negotiating. The winner of this contest gains a +2 bonus on the opposed Wealth check.
!!!Bison Moreau 

Powerful and durable, the bison moreau has seen wide spread use due to their strong physical forms and low intelligence, making them easier to control, though sometimes hard to command in complicated military operations. Researched and developed in a secret lab in the United States prairies, bison moreau have been bred as shock troops and front line warriors, engaging in close combat and to smash their way through enemy defenses.
&nbsp;&nbsp;&nbsp;&nbsp;Bison moreau's, while physically very powerful and hard to kill lack a great deal of intelligence and social skills. They are bred for straight forward combat and while they work well in groups of other bison moreau's, most other species of moreaus don't appreciate the loud, and none too subtle bison on their teams. Due to their large muscles and for overts their great size all together and their other name, buffalo, bison moreau's have earned the American nickname "Buffs".
&nbsp;&nbsp;&nbsp;&nbsp;Bison moreau's almost always sport long beards, even coverts have a tendency towards them and all overts have dense, shaggy hair all around their heads and necks. Their body hair and beards are usually a dark shade of brown, almost black in some areas.
&nbsp;&nbsp;&nbsp;&nbsp;Overt moreau's are usually between 8 and 10 feet tall and very wide at the shoulders. They have large humps on their backs, making their heads appear to hang between the shoulders. The dense, shaggy hair around their heads and necks as well as their long, thick beards makes the bison moreau's head appear much larger than it should be for it's body, though in reality their head is no more out of proportion than that of a dog or a horse. Bison moreau's have curved horns, but they are too far back on their heads to be used as weapons.
&nbsp;&nbsp;&nbsp;&nbsp;''Charge (Ex):'' Bison moreau's usually begin combat with a charge, lowering their heads and rushing at their opponents with their thick, hard skulls. In addition to the normal benefits and hazards of a charge attack the bison moreau may make a single attack that deals 1d3 (plus Strength modifier) points of non-lethal blungeoning damage.
&nbsp;&nbsp;&nbsp;&nbsp;''Abilities Scores:'' Bison moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Str, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Str, -2 Int, +2 Con, -2 Cha.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Str, -4 Int, +2 Con, -2 Cha.
!!!Boar Moreau

Boar moreaus are a blend of human and boar DNA. These moreaus are excellent combatants, always on alert and very bad-tempered. Although they are most of the time aggressive, they are appreciated among governments for their tenacity; it is said they would rather die in action than retreating from the battlefield. Must governments use boar moreaus for suicidal missions. They also make for great bodyguards among criminal and corporate organizations, not only for their high constitutions, but for their knack at detecting ambushes or danger. They are medium-size and have low-light vision. 
&nbsp;&nbsp;&nbsp;&nbsp;Overt boar moreaus have coarse grayish-black fur covering most of their body. Small fangs jut out from their lower jaw, framing their flat, snout-like noses.
&nbsp;&nbsp;&nbsp;&nbsp;''Ferocity (Ex):'' A boar moreau is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
&nbsp;&nbsp;&nbsp;&nbsp;''Bonus Feat:'' Boar moreaus receive the bonus feat Improved Damage Threshold.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Boar moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Con, -2 Cha.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Con, -2 Cha, +2 Wis, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Con, -4 Cha, +2 Wis, -2 Int.
!!Bonecracker (PL 6) (Type 1 Robotic Armor)
The bonecracker serves as the urban protection unit of Technoville. When necessary, these mechs will be sent out into the field to repel any attackers. Roughly 210 are already assigned and another dozen are manufactured every month.
A bonecracker installed with the standard equipment package (see below) has a purchase DC of 41.

|Size: Large (-1 size)|Bonus Hit Points: 100|
|Superstructure: Duralloy|Hardness: 15|
|Armor: Duralloy|Bonus to Defense: +8|
|Armor Penalty: -8|Reach: 10 ft.|
|Strength Bonus: +8|Dexterity Penalty: -|
|Speed: 30 ft.|Base Purchase DC: 40|

''Standard Equipment Package:'' Pilot’s cockpit (torso and back), Class I sensor system (helmet), M-9 Barrage chaingun (left arm), M-21 Comet autolaser (shoulders), M-9 Barrage chaingun (right arm), 6 50-round ammo belts for M-9 Barrage chainguns (boots), comm system (no slots).
!!!Bovine Moreau

In most western cultures bovines are seen as little more than slow moving, domesticated live stock, receiving about as much respect as the steaks and hamburgers they eventually become. In places like India however, cows take on a much more significant role, often being seen as gods, or at the least as celestial creatures descended from the heavens. In the Minoan culture bulls were sacred as well, and bovine also appear in a number of Greek myths. It is from this reverence and devotion that a small group of Indian scientists deciding that, once man had perfected the technique, it was time for the bull and the man to become one, bringing them one step closer to the divine. 
&nbsp;&nbsp;&nbsp;&nbsp;Backed by many contributions from the cult of Krishna, the dedicated scientists worked night and day, enjoying their research and the development of the bovine moreau. With time the project began to see amazing results, the moreau’s proving to be powerful and sturdy, but also raised to be calm and considerate. While bovine moreaus are not exclusive to India anymore, most of them come from that country, or at least that region of the world, any even those found in other countries were grown and raised in India, but that could quickly change, and may already have...
&nbsp;&nbsp;&nbsp;&nbsp;Overt bovine moreaus appear as Large, bipedal crosses between man and bull, or woman and cow, as the case may be. The physical differences between the sexes is purely superficial, with bulls tending to have fur coats anywhere from black, brown, red or even at some times pure white, with brown and a deeper reddish brown being more common. Cows on the other hand usually have white coats or white with patches of black, looking almost like ink splotces on a piece of white paper. Both sexes have horns on their heads, with males horns tending to be longer, but so much force is put behind an attack when a bovine moreau charges, it makes little difference how long the horn is. 
&nbsp;&nbsp;&nbsp;&nbsp;''Variable Size:'' Covert and Moderate bovine moreaus are medium size with 5-foot-by-5-foot fighting space and a 5-foot reach.
&nbsp;&nbsp;&nbsp;&nbsp;Overt bovine moreaus are Large. An overt has a 10-foot-by-10-foot fighting space and a 10-foot reach.
&nbsp;&nbsp;&nbsp;&nbsp;''Charge (Ex):'' Bovine moreaus usually begin combat with a charge, lowering their heads and rushing at their opponents with their hard horns. In addition to the normal benefits and hazards of a charge attack the bison moreau may make a single attack that deals 1d8 (plus Strength modifier) points of piercing damage.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Bovine moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Con, -2 Dex .
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Con, -2 Dex, +2 Wis, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Con, -4 Dex, +2 Wis, -2 Int.
Jimmy Nailbin – Dedicated (private detective-looking for M.K.)
M.K. – Biodroid Tough (military robot)
Terry Goodspell – Smart (corrupt accountant)
Jessica Umburto – Fast (bodyguard)
Mueller – Charismatic (guitar player with local band Slipshod)
!!!Climb (Str; Armor Penalty)
''Check:'' With each successful Climb check, the character can advance up, down, or across a slope or a wall or other steep incline (or even a ceiling with handholds). 
&nbsp;&nbsp;&nbsp;&nbsp;A slope is considered to be any incline of less than 60 degrees; a wall is any incline of 60 degrees or steeper. 
&nbsp;&nbsp;&nbsp;&nbsp;A failed Climb check indicates that the character makes no progress, and a check that fails by 5 or more means that the character falls from whatever height he or she had already attained (unless the character is secured with some kind of harness or other equipment). 
&nbsp;&nbsp;&nbsp;&nbsp;The DC of the check depends on the conditions of the climb. If the climb is less than 10 feet, reduce the DC by 5. 
&nbsp;&nbsp;&nbsp;&nbsp;Since the character can’t move to avoid an attack, he or she is flat-footed while climbing (the character loses any Dexterity bonus to Defense). 
&nbsp;&nbsp;&nbsp;&nbsp;Any time the character takes damage while climbing, make a Climb check against the DC of the slope or wall. Failure means the character falls from his or her current height and sustains the appropriate falling damage. 
&nbsp;&nbsp;&nbsp;&nbsp;''Accelerated Climbing:'' A character can try to climb more quickly than normal. The character can move his or her full speed, but the character takes a –5 penalty on his or her Climb check. (Moving twice the character’s speed in a round requires two checks, one for each move action.) 
&nbsp;&nbsp;&nbsp;&nbsp;''Making Handholds and Footholds:'' A character can make handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet. As with any surface with handholds and footholds, a wall with pitons in it has a DC of 15. In similar fashion, a climber with an ice axe or other proper implement can cut handholds or footholds in an ice wall. 
&nbsp;&nbsp;&nbsp;&nbsp;''Catching Yourself When Falling:'' It’s practically impossible for a character to catch him or herself on a wall while falling. Make a Climb check (DC equal to wall’s DC + 20) to do so. A slope is relatively easier to catch on (DC equal to slope’s DC + 10). 
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. Use two times a character’s maximum load to determine how much weight he or she can lift. 
&nbsp;&nbsp;&nbsp;&nbsp;A character can take 10 while climbing, but can’t take 20. 
&nbsp;&nbsp;&nbsp;&nbsp;A character without climbing gear takes a –4 penalty on Climb checks. At the GM’s discretion, certain kinds of climbing attempts might require only a rope or some other implement, or even just one’s hands and feet, rather than a full set of climbing gear to avoid the penalty. 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the [[Athletic]] feat gets a +2 bonus on all Climb checks. 

| !DC |!Example Wall or Surface or Task|
| 0 |A slope too steep to walk up.|
| 5 |A knotted rope with a wall to brace against.|
| 10 |A rope with a wall to brace against. A knotted rope. A surface with sizable ledges to hold on to and stand on, such as a rugged cliff face.|
| 15 |Any surface with adequate handholds and footholds (natural or artificial), such as a rough natural rock surface, a tree, or a chain-link fence. An unknotted rope. Pulling yourself up when dangling by your hands.|
| 20 |An uneven surface with just a few narrow handholds and footholds, such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds.|
| 25 |A rough surface with no real handholds or footholds, such as a brick wall.|
| 25 |Overhang or ceiling with handholds but no footholds.|
| — |A perfectly smooth, flat, vertical surface can’t be climbed.|
| –10* |Climbing inside an air duct or other location where one can brace against two opposite walls (reduces normal DC by 10).|
| –5* |Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by 5).|
| +5* |Surface is slippery (increases normal DC by 5).|
|>|* These modifiers are cumulative; use any that apply.|

&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' Climbing at one-half your speed is a full-round action. Moving half that far (one-fourth the character’s speed) is a move action. 
&nbsp;&nbsp;&nbsp;&nbsp;Accelerated climbing, allowing the character to climb at his or her full speed, is a full-round action. A character can move half that far (one-half his or her speed) as a move action.
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
!!!Condition Summary
A number of adverse conditions can affect the way a character operates, as defined here. If more than one condition affects a character, apply both if possible. If not possible, apply only the most severe condition. 
!!!Crocodile Moreau

As the nations of the world quickly mastered the art of blending human and animal DNA together, a few of the poorer countries started using slip-shod methods of hybridization. Egypt, once a powerful nation, had tumbled down the long path to third-world status. Not to be left behind, they quickly developed a crocodile hybrid. With second-rate equipment, however, these moreaus were far deadlier than the other experiments around the world. They soon went berserk, killing all of the scientists in the laboratory, then rampaging through the streets of Cairo.
&nbsp;&nbsp;&nbsp;&nbsp;In other countries which supported a crocodile population, the moreaus were developed with extreme care, heightening their already sharp reflexes and strength, in controlled laboratories, always under the watchful eye of military sharpshooters.
&nbsp;&nbsp;&nbsp;&nbsp;It was soon found however, that it was nearly impossible to make the creatures any smarter than they already were, so they were doomed to a life of infantry. Being dropped behind enemy lines, sent on suicide missions, drawing fire as decoys so human troops could get through a line. Crocodile moreaus did not have a long life expectancy. As a result, most of them live fast, hard, and tend to be very opiniated about everything-it's the quickest way to start a fight.
&nbsp;&nbsp;&nbsp;&nbsp;Overt crocodiles have rough green or gray scales covering them from head to toe. An elongated head prominently displays 2 rows of teeth in their long snout. They have pronounced webbing between their fingers and toes.
&nbsp;&nbsp;&nbsp;&nbsp;''Jaws (Ex):'' Overt crocodiles have a snout which functions as a natural weapon. Each bite deals 1d4 points of piercing damage (plus the moreau's Strength modifier) and threatens a critical hit on a natural 20.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Crocodile moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Str, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Str, -2 Int, +2 Dex, -2 Wis.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Str, -4 Int, +2 Dex, -2 Wis.
titleSpace
!!!Eagle Moreau

As the population of American Eagles dwindled in North America, the US government poured money into research finding ways of preserving the national bird. Sending strands of DNA to southern California, the sample accidentally got mixed in with a test sample for a moreau experiment. The result was a hybrid animal. It seemed only fitting that their first moreau was modeled after their national icon.
Overt eagle moreaus are covered in downy feathers, their chests pure white. With a beak for a nose and mouth, human speech is sometimes difficult, and they tend to screech when talking.
Eagle Strong (Ex): embody leadering among the birds.

Covert +2 Wis -2 Intel
Moderate +2 Wis -2 Intel +2 Str -2 Dex (con?)
Overt +2 Wis -2 Intel +4 Str -4 Dex (con?)
!!!Elk Moreau
Elk Moreaus are a blend of human and elk. They tend to be lean like a runner. Male elk moreaus have a reputation for being chauvinistic. The female elk moreau has an innate combat skill that comes from defending herself and her young against enemies. Elk are very secretive so they make excellent spies.
&nbsp;&nbsp;&nbsp;&nbsp;Overt elk moreaus are covered with reddish-brown fur. Males will grow antlers out of their temples, which range from 6 to 14 inches in length.
&nbsp;&nbsp;&nbsp;&nbsp;''Scent (Ex):'' Elk moreaus can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities in the d20 Modern rulebook for more information.
&nbsp;&nbsp;&nbsp;&nbsp;''Diminished Immune System:'' Elk moreaus suffer a -2 penalty to all Fortitude saving throws.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Elk moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Con.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, –2 Con, +2 Cha, –2 Str.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, –4 Con, +2 Cha, –2 Str.
Endurance
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued, Constitution checks to continue running, Constitution checks to hold the character’s breath, Constitution checks to avoid damage from starvation or thirst, Fortitude saves to avoid damage from hot or cold environments, and Fortitude saves to resist suffocation or drowning. 

Also, the character may sleep in medium or light armor without becoming fatigued. 

Normal: A character without this feat who sleeps in armor is automatically fatigued the following day. 
!!!Escape Artist (Dex; Armor Penalty)
''Check:'' Make a check to escape from restraints or to squeeze through a tight space. 

|!Restraint| !DC |
|Ropes| Opponent’s Dex check +20 |
|Net| 20 |
|Handcuffs| 35 |
|Tight space| 30 |
|Grappler| Opponent’s grapple check |

For ropes, a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Since it’s easier to tie someone up than to escape from being tied up, the opponent gets a +20 bonus on his or her Dexterity check. 
&nbsp;&nbsp;&nbsp;&nbsp;For a tight space, a check is only called for if the character’s head fits but his or her shoulders don’t. If the space is long, such as in an airshaft, the GM may call for multiple checks. A character can’t fit through a space that his or her head doesn’t fit through.
&nbsp;&nbsp;&nbsp;&nbsp;A character can make an Escape Artist check opposed by his or her opponent’s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). Doing so is an attack action, so if the character escapes the grapple he or she can move in the same round.
&nbsp;&nbsp;&nbsp;&nbsp;''Try Again?:'' A character can make another check after a failed check if the character is squeezing through a tight space, making multiple checks. If the situation permits, the character can make additional checks as long as he or she is not being actively opposed.
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A character can take 10 on an Escape Artist check. A character can take 20 if he or she is not being actively opposed (a character can take 20 if he or she is tied up, even though it’s an opposed check, because the opponent isn’t actively opposing the character). 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the [[Nimble]] feat gets a +2 bonus on all Escape Artist checks.
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' Making a check to escape from being bound by ropes, handcuffs, or other restraints (except a grappler) requires 1 minute. Escaping a net is a full-round action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on the distance that must be crossed.
Feats unavailable to the players (d20F):

Alien Weapons Proficiency
Planetary Adaptation
Starhip -Anything-
Xenomedic
!!!Ferret Moreau
Ferret moreaus are a blend of human and ferret. Nearly as cheap as rats, these moreaus have been produced in record numbers. They generally serve as unskilled labor, cheap bodyguards, and any other menial jobs their creators can think of.
&nbsp;&nbsp;&nbsp;&nbsp;Overt ferret moreaus are usually covered in fur, some with tails. They have large, ferret-like jaws, and tiny ears near the tops of their heads.
&nbsp;&nbsp;&nbsp;&nbsp;''Bite (Ex):'' Overt ferret moreaus can use their jaws as natural weapons. A bite inflicts 1d4 points of piercing damage (plus the moreau's Strength modifier) and threatens a critical hit on a natural 20.
&nbsp;&nbsp;&nbsp;&nbsp;''~Low-Light Vision:'' All ferret moreaus have low-light vision with a range of 60 feet.
&nbsp;&nbsp;&nbsp;&nbsp;''Scent:'' Ferret moreaus can detect approaching enemies, sniff out hidden foes, and track by sense of smell. See d20 Modern core book for more details.
&nbsp;&nbsp;&nbsp;&nbsp;''Skill Bonus:'' Ferret moreaus receive a +2 bonus to [[Escape Artist]] and [[Tumble]] checks, which represents their great flexibility
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Ferret moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Str.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, -2 Str, +2 Wis, -2 Con.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, -4 Str, +2 Wis, -2 Con.
!!!Fox Moreau
A blend of human and red fox genes, these moreaus were first developed in Japan. Smaller than your average human, fox moreaus are extremely adept at covert operations. They were designed for penetrating secure locations and then slipping away without being detected, a natural trait the fox is renowned for. However, they are much physically weaker than your average soldier, making them less effective in close-quarters combat.
&nbsp;&nbsp;&nbsp;&nbsp;Much to their surprise, the Japanese genetic researchers succeeded beyond their wildest dreams. Though the fox moreau was inspired by the mischevious kitsune of legend, these genetic creations proved to be much closer to their fairy-tale cousins than anyone could have predicted.
&nbsp;&nbsp;&nbsp;&nbsp;Overt fox moreaus have canine muzzles and ears. Orange-red fur covers their bodies, with the exception of white fur under their throat and chest, plus black 'socks' of fur on their hands and feet. Reports of a joint American/Canadian venture experimenting with arctic foxes have remained unconfirmed.
&nbsp;&nbsp;&nbsp;&nbsp;''Scent (Ex):'' Fox moreaus can detect approaching enemies, sniff out hidden foes and track by sense of smell. See Special Qualities for more informoation.
&nbsp;&nbsp;&nbsp;&nbsp;''Evasion (Ex):'' If a fox moreau is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the moreau suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. A fox moreau's natural evasion counts for the purpose of meeting the prerequisites on the Fast hero's defensive talent tree.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Fox moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Con.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, -2 Con, -2 Int, +2 Wis.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, -4 Con, -2 Int, +2 Wis.

!!!Arctic Fox Moreau
Unlike their Japanese cousins, these moreaus were not based on legend. Rather, they were based on practicality and age-old prejudices.
A collaborative work by American scientists in Alaska and Canadian researchers, the arctic variant also was meant for covert penetration of secure locations. However, a specific target was in mind here: Russia.
&nbsp;&nbsp;&nbsp;&nbsp;Originally developed during the last days of the Cold War, certain members of the military scientific community never lost their perception of the 'Red Threat'. These officials still consider the new Russian government unstable and a clear danger to Western ideals. Thus, they took advantage of the new genetic research technology to develop specialized arctic-survival moreaus based on alopex lagopus, a distant cousin of the wolf and red fox.
&nbsp;&nbsp;&nbsp;&nbsp;These arctic fox moreaus were created for the sole purpose of invading key military facilities in the former Soviet Union during harsh winter conditions, something normal troops in the West were ill-equipped to handle. Where Napoleon and Hitler had failed, it was expected that this new breed of soldier would succeed in an eventual invasion of Moscow.
&nbsp;&nbsp;&nbsp;&nbsp;Now, only time will tell if these new moreaus will be used for their intended purpose, or if another war can be avoided. And even if so, what becomes of such a creation?
&nbsp;&nbsp;&nbsp;&nbsp;Arctic fox moreaus are smaller than the average human. They have shorter muzzles than the red fox moreaus, and their coloration is either a dull brown or snow white (depending on the season). Researchers have attempted to create permanant white coats in the latest generations, but have failed short of inducing albinism.
&nbsp;&nbsp;&nbsp;&nbsp;Arctic Fox moreaus share the same traits as their Japanese cousins for the purpose of game-play, with the following exceptions:
&nbsp;&nbsp;&nbsp;&nbsp;While still gaining the Scent ability, and retaining the same ability scores, they do not gain the secondary special ability found in their Asian cousins (Evasion). Instead, they gain the following:
&nbsp;&nbsp;&nbsp;&nbsp;''Cold Resistance 5:'' An arctic fox moreau ignores the first 5 points of cold damage from any cold-based attack.
!!!Low-level
''~Low-Level Empire of Humanity Soldier (G9):'' CR 1; Medium-size human; HD 1d8+2 plus 1d10+2; hp 14; Mas 15; Init +1; Spd 30 ft.; Defence 16, touch 13, flat-footed 15 (+1 Dex, +2 class, +3 light combat armor); BAB +1; Grap +3; Atk +4 melee (1d6+2 nonlethal, unarmed strike), or +2 ranged (3d8, G-9 laser rifle), or +2 ranged (2d4, Skorpion); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Empire of Humanity; SV Fort +4, Ref +1, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 15, Int 13, Wis 10, Cha 8.
''Occupation:'' Blue-collar (class skills: Drive, Intimidate).
''Skills:'' Craft (mechanical) +5, Drive +5, Intimidate +3, Knowledge (current events) +2, Knowledge (streetwise) +2, Profession +4, Read/Write English, Read/Write LANGUAGE, Repair +2, Speak English, Speak LANGUAGE, Swim +3.
''Feats:'' Brawl, Personal Firearms Proficiency, Simple Weapons Proficiency.
''Possessions:'' Light combat armor, G-9 laser rifle, Skorpion machine pistol, 3 clips of .32 ammo, helmet com-link, motion detector, laser sight.
!!!Gamer
More of a hobby than a career, the gamer sees him or herself as a lifelong geek (and are proud of that status). They spent huge amounts of time with friends, talking in character through various role-playing games they buy with their paychecks from jobs they don’t really like. They escape the reality of their hard life by climbing into a science fiction or fantasy world where action and heroism are real and that they can take part in as a hero (or the villain). Many gamers will take it a step further by becoming a writer for role-playing game companies, in order to gain respect for what they do with their fellows.
''Prerequisite:'' Age 8+
''Skills:'' Choose three of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks using it. Computer Use (Int), Craft (writing) (Int), Disguise (Cha), Diplomacy (Cha), Gamble (Wis), Knowledge (popular culture), Perform (Cha), and Read/Write Language (None).
''Feats:'' Choose either Educated or Creative (Craft (writing) and Perform (act) only)
''Wealth Bonus Increase:'' +1
|!Object| !Size | !Weight | !Purchase DC | !Restriction |
|>|>|>|>|Survival Gear|
|Bungee Cords| Tiny | 2 lb. | 5 | -- |
!!General
[[Magic-6 Explorer]]

!!Empire of Humanity
[[G-9 Soldiers]]
[[Mech Pilots]]

!!N'Yak
[[Magic-6 Vampire]]
!!!Hare Moreau
Speed, agility, keen senses and a high reproduction rate made the hare a popular choice for moreau research in countries where they had the knowledge of genetic manipulation, but lacked the heavy funds needed to "grow" each individual moreau. While most moreau's are created sterile (or at least those creating them claim they) hare moreaus are usually allowed to breed and reproduce, allowing for larger numbers of moreaus to be raised over a shorter period of time, without the addition costs associated with growing and creating new moreaus.
&nbsp;&nbsp;&nbsp;&nbsp;While this system works fairly well for most organizations with low funds, hare moreau escapes have to be kept very low, security is usually very tight and the labs and training facilities are most often placed in remote, out of the way locations. Very few male hare moreaus excist at all in fact, since one buck can be used to impregnate many females. These rare males however are always in top physical condition, those that are not are either killed when they are young, or put to menial labour jobs, for which they are not very well suited.
&nbsp;&nbsp;&nbsp;&nbsp;All hare moreaus tend to have lean builds, very few show any sign of fat on their bodies and they generally have the body of an olympic class runner.
&nbsp;&nbsp;&nbsp;&nbsp;Hare moreaus are quick on their feet and have excellent senses of both smell and hearing, but they lack great physical strength and can at times come off as a bit dim witted.
&nbsp;&nbsp;&nbsp;&nbsp;Overt hare moreaus are covered by fur, usually of varying color depending on the season (brownish colors in the summer, late spring and early fall and a pure white coat in the winter). They have pronounced rabbit like ears which stand up on their heads, as well as small muzzles and buck teeth. Their hind legs are also digigrade, bending backwards at the knee, like those of a bird or a true hare. 
&nbsp;&nbsp;&nbsp;&nbsp;''Skill Bonus:'' Hare Moreaus gain a +2 racial bonus on [[Jump]] checks and are considered to have the [[Endurance]] feat for the purposes of making constitution checks to keep running.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Hare moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, -2 Int, +2 Con, -2 Wis.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, -4 Int, +2 Con, -2 Wis.

!!!Variant: Snowshow Hare Moreau 
There is little difference between the snowshoe hare moreau and their regular cousins and the casual observer would probably not note the subtle physical differences. This does not refer to hares with white coats, as many kinds of hares and rabbits have coats that change color with the seasons. 
&nbsp;&nbsp;&nbsp;&nbsp;Snowshow hare moreaus basically have much larger feet than the standard hare moreau, allowing them to run quickly even through thick snow and ice by more or less walking on top of it. Snowshoe hare moreaus are most often found in countries where winters are long, or even perminemt, such as northern Canada, Russian, Alaska, and so on.
!!!Hedgehog Moreau
Deep within the confines of a British genetics lab located in southern Norway, a small group of dedicated researchers began the process of developing a new moreau, one who’s entire body would be it’s greatest weapon and who could defend itself against almost any form of attack. 
&nbsp;&nbsp;&nbsp;&nbsp;Thus was born the hedgehog moreau, a quick and defensive creature that proved to be quite effective in combat despite its unlikely ancestry. Over a long period of trial and error the British group managed to successfully blend human and hedgehog into one being. The act of bringing this new creature to life was surprisingly expensive and the scientists came in far over budget, limiting the number of hedgehog moreaus currently in the world at this time, most of them being overt or moderate.
&nbsp;&nbsp;&nbsp;&nbsp;Covert or moderate hedgehog moreaus tend to have spiky, rough hair, which generally sticks up at all times, this is not always the case however. Overt hedgehog moreaus have some rather striking features, their heads drooping down a bit, with pointed muzzles and small, sharp teeth. Along the tops of their heads, spanning across the shoulders and back are many hard, sharp spines, even more durable that those of a real hedgehog and far more deadly. The rest of their bodies are covered in thin fur, which has a bristly feel to it.
&nbsp;&nbsp;&nbsp;&nbsp;''Abilities:'' Hedgehog moreaus are surprisingly quick on their feet, even overts with their spines can move about quite fast. Although they appear tough and robust due to their spines all hedgehog moreaus are actually not very hardy and while they have fairly keen senses they lack great intelligence.
&nbsp;&nbsp;&nbsp;&nbsp;''Spines (Ex):'' Overt hedgehog moreaus are almost entirely covered by small, sharp spines. These spines give the hedgehog moreau a +2 racial bonus to defense against attacks from a flanking position or from behind. In addition anyone attempting a grapple or attacking the hedgehog moreau with an unarmed attack from either a flanking position or from behind suffers 1d6 points of piercing damage. For those in a grapple they continue to take this damage every round until they let go.
&nbsp;&nbsp;&nbsp;&nbsp;Note: An overt hedgehog moreau does not deal piercing damage when it begins a grapple, only those attempting to grapple the moreau and continuing to grapple suffer damage.
&nbsp;&nbsp;&nbsp;&nbsp;''Curl (Ex):'' Overt hedgehog moreaus can curl their bodies into a tight ball, leaving only their damaging spikes visible. While curled the hedgehog moreau cannot take any actions except choosing to uncurl. While curled the hedgehog moreaus natural armor bonus increases to +4 and now is effective against all attacks, not just those from flanking positions or from behind. While curled the hedgehog moreau can only carry items of small size or smaller, and only a maximum of 5 such items can be held, all others must be dropped or a roll is not possible. The only way a hedgehog moreau can move while curled is to "roll". Rolling require a surface smooth and hard enough for the moreau’s spikes not to become lodged in it. Hard earth, cement, most wood and all kinds of metal provide sufficient resistance to allow the moreau to roll (the DM may have to use some discretion here for special circumstances). Generally speaking for every ten degrees of tilt (up to a maximum of 70 degrees, anything is more is too steep or is a straight fall) in a given direction the hedgehog moreau can move itself 5 feet in a straight line, but may have a hard time navigating it’s course due to the fact that it cannot see. Rolling is a full round action, even if the roll is stopped partway through. Obstacles may still impede movement, things like walls, trees and large rocks stop the roll and cause the hedgehog moreau to suffer 2 points of non-lethal damage for ever 10 feet it has rolled so far that round. Curling or uncurling is a standard action.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Hedgehog moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Wis, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Wis, -2 Int, +2 Dex, -2 Con.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Wis, -4 Int, +2 Dex, -2 Con.
|Name:|Jimmy Nailbin|
|Race:|Human|
|Player:|PLAYER|
|Classes:|Dedicated Hero1|
|Hit Points:|10|
|Experience:|0 / 1000|
|Alignment:|Gavin Christian|
|Vision:|Normal|
|Speed:|Walk 30 ft.|
|Languages:|English, Japanese|
 
|!Stat| !Score | !Mod |
|STR|14|+2|
|DEX|12|+1|
|CON|13|+1|
|INT|12|+1|
|WIS|16|+3|
|CHA|11|+0|
 
-------------------------- Skills --------------------------
|>|>|>|>| !Skills |
|!Skill| !Total | !Ranks | !Stat | !Misc |
|Balance| 1 | 0.0 | 1 | 0 |
|Bluff| 0 | 0.0 | 0 | 0 |
|Climb| 2 | 0.0 | 2 | 0 |
|Computer Use| 1 | 0.0 | 1 | 0 |
|Concentration| 1 | 0.0 | 1 | 0 |
|Diplomacy| 0 | 0.0 | 0 | 0 |
|Disguise| 0 | 0.0 | 0 | 0 |
|Drive| 3 | 2.0 | 1 | 0 |
|Escape Artist| 1 | 0.0 | 1 | 0 |
|Forgery| 1 | 0.0 | 1 | 0 |
|Gamble| 3 | 0.0 | 3 | 0 |
Gather Information       4        4.0      0        0
Hide                     1        0.0      1        0
Intimidate               0        0.0      0        0
Investigate              6        4.0      1        1
Jump                     2        0.0      2        0
Knowledge (Current Events)  5        4.0      1        0
Listen                   3        0.0      3        0
Move Silently            1        0.0      1        0
Navigate                 1        0.0      1        0
Profession               3        0.0      3        0
Research                 1        0.0      1        0
Ride                     1        0.0      1        0
Search                   1        0.0      1        0
Sense Motive             7        4.0      3        0
Spot                     7        4.0      3        0
Survival                 3        0.0      3        0
Swim                     2        0.0      2        0
Treat Injury             3        0.0      3        0
                                                    
 
-------------------------- Feats ---------------------------
Brawl
  When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier
  
Simple Weapons Proficiency
  The character makes attack rolls with simple weapons normally
  
 
-------------------- Special Abilities ---------------------
Empathy
Reputation 1
Wealth Bonus 10 (Current) 10 (Starting)

 
------------------------ Templates -------------------------

 
-------------------------- Combat --------------------------
 
    Total / Touch / Flat Footed
AC: 12    / 12    / 11
 
Initiative:   +1
BAB:          +0
Melee tohit:  +2
Ranged tohit: +1
 
Fortitude:    +2
Reflex:       +1
Will:         +4
 
Unarmed attack:
to hit:       +3
damage:       1d6+2
critical:     20/x2
 
Brass Knuckles:
to hit:       +2
damage:       1+2
critical:     20/x2
 
Metal Baton:
to hit:       +2
damage:       1d6+2
critical:     19-20/x2
 
Colt M1911 (.45 autoloader):
to hit:       +1
damage:       2d6
critical:     20/x2
range:        30 ft.special properties: Magazine 7 ,Lic(+1) 
--------------------- Special Abilities --------------------
 
 
------------------------- Equipment ------------------------
Name                                            QTY	LBS
Brass Knuckles                                   1	1lbsMetal Baton                                      1	2lbsBullet (.45/50)                                  1	0lbsHandcuffs (Zip-Tie/25)                           1	0lbsMultipurpose Tool                                1	0lbs 
Colt M1911 (.45 autoloader) (3 lbs.)
Holster (Concealed carry) (3.5 lbs.)
   Colt M1911 (.45 autoloader)                   1	3lbs	Special: Magazine 7 ,Lic(+1) 
Total weight caried: 
Current load:        Light
 
   Encumbrance
Light:  58   
Medium: 116   
Heavy:  175
 
 
--------------------------- Magic --------------------------

      
      
 
------------------------ Description -----------------------
Height: 5' 6"             Weight: 176 lbs.                Gender: Male	
Eyes:   Brown             Hair: Black,Swept over the left eye Skin: Black
Dominant Hand: Right      Quirks: Violent, Skinflint	
Speech style: Low, gravelly voice       Quotable: Damn I hate Mondays.</text>
 
Full Description
DESCRIPTION
 
Background
Jimmy has recently been hired through a phonecall to find a missing excavator operator. It seemed like an odd request, and Jimmy was going to initially turn the offer down, until the voice on the phone had offered him $10,000 in hard cash to locate the missing man.  As a gesture of good faith, the voice promised a down-payment of $2,000 which arrived the next morning.
!!!Jump (Str; Armor Penalty)
''Check:'' The DC and the distance the character can cover vary according to the type of jump the character is attempting. 
&nbsp;&nbsp;&nbsp;&nbsp;The character’s Jump check is modified by his or her speed. The ~DCs specified below assume a speed of 30 feet (the speed of a typical human). If the character’s speed is less than 30 feet, he or she takes a penalty of –6 for every 10 feet of speed less than 30. If the character’s speed is greater than 30 feet, he or she gains a bonus of +4 for every 10 feet over 30. 
&nbsp;&nbsp;&nbsp;&nbsp;If the character has ranks in the Jump skill and succeeds on a check, the character lands on his or her feet (when appropriate) and can move as far as the character’s remaining movement allows. If the character attempts a Jump check untrained, the character lands prone unless he or she beats the DC by 5 or more. Standing from a prone position is a move action. 
&nbsp;&nbsp;&nbsp;&nbsp;Distance moved by jumping is counted against maximum movement in a round. A character can start a jump at the end of one turn and complete the jump at the beginning of your next turn. 
&nbsp;&nbsp;&nbsp;&nbsp;''Long Jump:'' This is a horizontal jump, made across a gap such as a chasm or stream. At the midpoint of the jump, the character attains a vertical height equal to one-quarter the horizontal distance. The DC for the jump is equal to the distance jumped (in feet). The ~DCs for long jumps of 5 to 30 feet are given in the table below. A character cannot jump a distance greater than his or her normal speed. 
&nbsp;&nbsp;&nbsp;&nbsp;All Jump ~DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled. 
 
|!Long Jump Distance| !DC ^^1^^ |!Long Jump Distance| !DC ^^1^^ |
|5 feet| 5 |20 feet| 20 |
|10 feet| 10 |25 feet| 25 |
|15 feet| 15 |30 feet| 30 |
|>|>|>|1. Requires a 20-foot move. Without a 20-foot move, double the DC.|
 
If the character fails the check by less than 5, he or she doesn’t clear the distance, but can make a Reflex save (DC 15) to grab the far edge of the gap. The character ends his or her movement grasping the far edge. If that leaves the character dangling over a chasm or gap, getting up requires a move action and a [[Climb]] check (DC 15). 
&nbsp;&nbsp;&nbsp;&nbsp;''High Jump:'' This is a vertical leap, made to jump up to grasp something overhead, such as a tree limb or ledge. The DC for the jump is the height x4 (in feet). The ~DCs for high jumps of 1 to 8 feet are given in the table below. 
&nbsp;&nbsp;&nbsp;&nbsp;All Jump ~DCs covered here assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case, the DC for the jump is doubled.

|!High Jump Distance| !DC ^^1^^ |!High Jump Distance| !DC ^^1^^ |
|1 foot| 4 |5 feet| 20 |
|2 feet| 8 |6 feet| 24 |
|3 feet| 12 |7 feet| 28 |
|4 feet| 16 |8 feet| 32 |
|>|>|>|1. Requires a 20-foot move. Without a running start, double the DC.|
 
&nbsp;&nbsp;&nbsp;&nbsp;If the character succeeds on the check, he or she can reach the height. The character grasps the object he or she was trying to reach. If the character wishes to pull him or herself up, the character can do so with a move action and a [[Climb]] check (DC 15). If the character fails the Jump check, he or she does not reach the height, and lands on his or her feet in the same square from which the character jumped. 
&nbsp;&nbsp;&nbsp;&nbsp;The difficulty of reaching a given height varies according to the size of the character or creature. Generally, the maximum height a creature can reach without jumping is given in the table below. (As a Medium-size creature, a typical human can reach 8 feet without jumping.) If the creature is long instead of tall, treat it as one size category smaller. 

|!Creature Size|!Maximum Height|
|Colossal|128 ft.|
|Gargantuan|64 ft.|
|Huge|32 ft.|
|Large|16 ft.|
|Medium-size|8 ft.|
|Small|4 ft.|
|Tiny|2 ft.|
|Diminutive|1 ft.|
|Fine|0.5 ft.|

&nbsp;&nbsp;&nbsp;&nbsp;''Hop Up:'' The character can jump up onto an object as tall as his or her waist with a Jump check (DC 10). Doing so counts as 10 feet of movement. The character does not need to get a running start to hop up (the DC is not doubled if you do not get a running start). 
&nbsp;&nbsp;&nbsp;&nbsp;''Jumping Down:'' If the character intentionally jumps from a height, he or she takes less damage than if the character just falls. The DC to jump down from a height is 15. The character does not have to get a running start to jump down (the DC is not doubled if the character does not get a running start). 
&nbsp;&nbsp;&nbsp;&nbsp;If the character succeeds on the check, he or she takes falling damage as if the character had dropped 10 fewer feet than he or she actually did. 
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' Effects that increase a character’s speed also increase the character’s jumping distance, since the check is modified by the character’s speed. 
&nbsp;&nbsp;&nbsp;&nbsp;A character can take 10 when making a Jump check. If there is no danger associated with failing, the character can take 20. 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the [[Acrobatic]] feat gets a +2 bonus on all Jump checks. A character with the [[Run]] feat gains a +2 competence bonus on Jump checks preceded by a 20-foot move. 
&nbsp;&nbsp;&nbsp;&nbsp;[[Tumble]] can provide a +2 synergy bonus on Jump checks (see Skill Synergy). 
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' Using the Jump skill is either a move action or a full-round action, depending on whether the character starts and completes the jump during a single move action or a full-round action.
!!!Kangaroo Moreau
Kangaroo moreaus are a blend of human and kangaroo. They tend to have muscular legs and small torsos. These moreaus were developed in Australia, New Guinea, and Tasmania. While other countries developed moreaus for combat, these moreaus were designed for search and rescue operations in the vast open stretches of territory in the Australian Outback. The few kangaroo moreaus who are utilized by the army are non-combative scouts who are used for long-term missions in hot climates. Due to their high constitution, they can go long periods without water.
&nbsp;&nbsp;&nbsp;&nbsp;Overt kangaroo moreaus have short, muscular legs, and a visible pouch which can be used to carry small objects in.
&nbsp;&nbsp;&nbsp;&nbsp;''Desert Survival (Ex):'' Kangaroo moreaus receive a +2 circumstance bonus to [[Survival]] rolls when in desert-like terrain.
&nbsp;&nbsp;&nbsp;&nbsp;''Less water (Ex):'' The kangaroo moreau can go without water for as many months as half of the moreaus Constitution modifier (round down).
Bonus Feat: Kangaroo moreaus receive the [[Run]] feat.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Kangaroo moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Con, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Con, -2 Int, +2 Con, -2 Dex.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Con, -4 Int, +2 Con, -2 Dex.
''Magic-6 Explorer (Fast Ordinary 1/Tough Ordinary 1):'' CR 1; Medium-size human; HD 1d8+2 plus 1d10+2; hp 14; Mas 14; Init +2; Spd 30 ft.; Defense 17, touch 16, flat-footed 15 (+2 Dex, +4 class, +1 leather jacket); BAB +0; Grap +1; Atk +2 melee (1d6+1 nonlethal, unarmed strike), or +2 melee (1d4+1/19-20 knife); Full Atk +2 melee (1d6+1 nonlethal, unarmed strike), or +2 melee (1d4+1/19-20 knife) or +2 ranged (2d6, Colt M1911); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Magic-6; SV Fort +3, Ref +3, Will +1; AP 0; Rep +0; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
''Occupation:'' Adventurer (bonus class skills: Move Silently, Survival)
''Skills:'' Drive +4, Hide +4, Knowledge (current events) +2, Move Silently +5, Read/Write English, Speak English, Survival +5.
''Feats:'' Brawl, Personal Weapons Proficiency, Simple Weapons Proficiency, Track.
''Possessions:'' Leather jacket, Colt M1911 (9mm autoloader), 50 rounds of 9mm ammunition, knife, various gear and personal possessions.
''Magic-6 Vampire (Fast Ordinary 1/Tough Ordinary 1/8 Mutation Points):'' CR 2; Medium-size human; HD 1d8+2 plus 1d10+2; hp 14; Mas 11; Init +2; Spd 30 ft.; Defense 17, touch 16, flat-footed 15 (+2 Dex, +4 class, +1 leather jacket); BAB +0; Grap +1; Atk +2 melee (1d6+1 nonlethal, unarmed strike), or +2 melee (1d4+1/19-20 knife) or +2 melee (1d6+1 plus 1d4 acid, bite); Full Atk +2 melee (1d6+1 nonlethal, unarmed strike), or +2 melee (1d4+1/19-20 knife) or +2 ranged (2d6, Colt M1911) +2 melee (1d6+1 plus 1d4 acid, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Magic-6 Vampires; SV Fort +3, Ref +3, Will +1; AP 0; Rep +0; Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10.
''Occupation:'' Adventurer (bonus class skills: Move Silently, Survival)
''Skills:'' Drive +4, Hide +4, Knowledge (current events) +2, Move Silently +5, Read/Write English, Speak English, Survival +5.
''Feats:'' Brawl, Personal Weapons Proficiency, Simple Weapons Proficiency, Track.
''Mutations:'' Fangs, Blood Hunger, Adaptive Body (6), Achilles Heel, Brittle Bones, Acidic Saliva, Light Sensitivity.
''Possessions:'' Leather jacket, Colt M1911 (9mm autoloader), 50 rounds of 9mm ammunition, knife, various gear and personal possessions.
[[Welcome to Tiddlyspot]] GettingStarted
***
Pregame
[[Characters]]
***
[[Background]]
[[Empire of Humanity]]
***
Character Generation
[[Abilities]]
[[Occupations]]
[[Allegiances]]
[[Feats]]
[[Advanced Classes]]
[[Moreaus]]

Campaign Rules
[[Barter System]]

New Equipment
[[General Equipment]]
[[Mechs]]

DM Stuff
[[Generic NPCs]]
[[Named NPCs]]
!!!Low-level
''~Low-Level Empire of Humanity Mech Pilot (Strong Ordinary 2/Tough Ordinary 2):'' CR 2; Medium-size human; HD 2d8+3 plus 2d10+3; hp 30; Mas 16; Init +1; Spd 30 ft.; Defence 15, touch 11, flat-footed 14 (+1 Dex, +4 class); BAB +3; Grap +5; Atk +6 melee (1d6+2 nonlethal, unarmed strike); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Empire of Humanity; SV Fort +9, Ref +1, Will +0; AP 0; Rep +0; Str 14, Dex 12, Con 16, Int 13, Wis 10, Cha 8.
''Occupation:'' Blue-collar (class skills: Drive, Intimidate).
''Skills:'' Craft (mechanical) +5, Drive +6, Intimidate +4, Knowledge (current events) +4, Knowledge (streetwise) +4, Profession +5, Read/Write English, Read/Write LANGUAGE, Repair +3, Speak English, Speak LANGUAGE, Swim +3.
''Feats:'' Brawl, Combat Martial Arts, Great Fortitude, Mecha Operation, Personal Firearms Proficiency, Simple Weapons Proficiency.
New Mech Size
[[Medium-size Mech]]

Assembled Mechs
[[Bonecracker]]
[[Skunk Ape]]
|!Size Mod|!Equipment Slots|!Hit Points|!Base Spd|!Height|!Weight|!Fighting Space|!Reach|!Purchase DC|!Restriction|
| 0 | 4 | 50 | 30 ft. | 7 ft. | 200-300 lb. | 5 ft. by 5 ft. | 5 ft. | 36 | //Res (+2)// |

@@font-size: 9px;MEDIUM MECHA
A smaller, cheaper version of a mecha, this is really just power armor with a few gizmos attached. Used to keep infantry alive longer than the enemy, these machines are mass-produced, and no one really worries if one gets blown up on the battlefield. With such a small surface to attach weapons to, most of these small mechs are personalized with a troopers favorite weapon, or an old weapon broken off in favor of something found after a firefight.
Combat Statistics: A Medium mecha adds a +4 equipment bonus to a character’s Strength score. Depending on the material used, a Medium mecha has 50 bonus hit points, which are added to the character’s total and subtracted first when the character takes damage. It takes a -2 penalty on Hide checks.
Even though it's considered power armor, these smaller mecha still takes advantage of the Mecha Operation feat.
A Medium mecha has a single slam attack that deals 1d6 points of damage (plus the character’s increased Strength modifier). Its reach is 5 feet, and its base land speed is 30 feet.
Base Purchase DC: 36.
Equipment Slots: A Medium mecha has 4 equipment slots available. Note that the cockpit takes up the torso slot. These slots are located as follows.

Left arm: 1 slot.
Right arm: 1 slot.
Torso: 1 slot.
Boots: 1 slot.@@
!!Moreau
Moreaus are animal-human hybrids, created by grafting specific sequences of animal DNA to human DNA. To date, all successful hybrids are mammals. Reports of strange creatures glimpsed in wilderness areas, or of bizarre corpses washing ashore, may be the results of unsuccessful attempts to create reptilian or amphibian hybrids.
&nbsp;&nbsp;&nbsp;&nbsp;Government laboratories sterilize their moreaus, but there are reports that some sterilizations were botched and moreaus are now reproducing on their own. Only time will tell whether the offspring will resemble their parents.
Geneticists built three "degrees" of moreau: covert, moderate, and overt.
&nbsp;&nbsp;&nbsp;&nbsp;''Covert moreaus'' appear human until they demonstrate superior strength, agility, endurance, or senses. Some nations tattoo their coverts with discrete identifying marks easily covered by hair or clothing. Others prefer to imbed microchips, just like veterinarians imbed microchips in dogs and cats. All are Medium-size and have low-light vision.
&nbsp;&nbsp;&nbsp;&nbsp;''Moderate moreaus'' are all bipedal and can pass for human if they wear hoods or hats and keep to the shadows (-10 penalty on Disguise checks to pass for human). Some appear to be accident victims or suffering from birth defects rather than members of a seperate species. They generally have abundant body hair, but lack true pelts. All are Medium-size and possess low-light vision.
&nbsp;&nbsp;&nbsp;&nbsp;''Overt moreaus'' are clearly nonhuman. Their size and body shapes vary widely, and they grow pelts rather than normal human hair. They find human clothing uncomfortable and prefer to work without it. Their pronounced muzzles heavily accent their speaking voices, but they can speak human languages easily. Overt moreaus have opposable thumbs and can use most human equipment without modification. They possess many of the cranial features of their animal ancestors, including whiskers, enlarged ears, and teeth. Overt moreaus can pass for human only if they wear bulky clothing under very dark conditions (-20 penalty on Disguise checks to pass for human). Most travel as easily on all fours as they walk upright.

!!!Moreau Characters
Moreaus can be powerful characters, but they have weaknesses. Smart opponents take advantage of such flaws. Even if the GM allows moreau characters, some facets of the campaign might make players uncomfortable or unwilling to play moreau heroes:
[list]
[*]Most humans view moreaus with fear. Moreaus are subject to prejudice and racial violence all over the world.
[*]The initial attitude of animals toward moreaus is never better than unfriendly. Moreaus take a -4 penalty on all Charisma checks to improve an animal's attitude.
[*]Governments regard their moreaus as property, not as people. They are valuable as long as they accomplish the tasks set before them. Ultimately, all moreaus are expendable.
[*]Most moreaus who escape government control try to reach the United States. The United States categorically denies that it experiments with moreaus, claiming that all moreaus working for the United States government are immigrants. In fact, the United States has extensive facilities for developing and training moreaus scattered across the country. However, moreaus have the same rights under United States law as humans do, and that makes the country a popular destination for those seeking asylum. Of course, the Immigration and Naturalization Service (INS) and FBI assumes all moreaus immigrating to the United States are current or former spies, and treat them accordingly.
&nbsp;&nbsp;&nbsp;&nbsp;''Skills:'' Moreaus get 4 fewer skill points than human characters at 1st level and 1 fewer skill point than human characters each level thereafter. Use the NonhumanSkillPoints table to determine how many skill points a moreau receives.
&nbsp;&nbsp;&nbsp;&nbsp;''Feats:'' A moreau character gets one bonus feat at 1st level (humans get two bonus feats at 1st level).
&nbsp;&nbsp;&nbsp;&nbsp;''Height and Weight:'' Use the MoreauHeightandWeight table to determine a moreau character's height and weight, or choose the character's height and weight from the indicated ranges. The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. The same number multiplied by the dice roll given in the Weight Modifier column determines the character's extra weight beyond the base weight. Covert moreaus have normal human heights and weights.
&nbsp;&nbsp;&nbsp;&nbsp;''Age:'' To determine the appropriate starting age for moreau heroes, refer to the MoreauAge table. When a character reaches venerable age, the GM secretly rolls the bonus indicated by the Max Age column and adds that to the number from the Venerable column. The GM records the result, which the player does not know. When the character reaches her personal maximum age, she dies of old age at some time during the following year, as determined by the GM.
| |>| !Starting Ages |
|!Species| !Adulthood | !Additional Years |
|Bat| 14 | +1d4 |
|Bear| 14 | +1d6 |
|Canine| 14 | +1d4 |
|Dolphin| 17 | +1d6 |
|Feline| 14 | +1d4 |
|Rat| 12 | +1d2 |

|!Species| !Middle Age^^1^^ | !Old^^2^^ | !Venerable^^3^^ | !Max Age |
|Bat| 30 | 48 | 66 | +1d10 |
|Bear| 30 | 48 | 66 | +1d10 |
|Canine| 30 | 48 | 66 | +1d12 |
|Dolphin| 25 | 53 | 71 | +1d6 |
|Feline| 30 | 48 | 66 | +1d12 |
|Rat| 25 | 42 | 59 | +1d6 |
|>|>|>|>|1. -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha|
|>|>|>|>|2. -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha|
|>|>|>|>|3. -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha|
|!Species^^1^^| !Base Height | !Height Modifier | !Base Weight | !Weight Modifier |
|>|>|>|>|Bat|
|&nbsp;&nbsp;Moderate| 4 ft., 6 in. | +2d6 in. | 80 lb. | x(2d4) lb. |
|&nbsp;&nbsp;Overt| 4 ft. | +2d6 in. | 70 lb. | x(2d4) lb. |
|>|>|>|>|Bear|
|&nbsp;&nbsp;Moderate| 5 ft., 2 in. | +2d12 in. | 130 lb. | x(2d8) lb. |
|&nbsp;&nbsp;Overt| 6 ft., 10 in. | +4d6 in. | 200 lb. | x(2d8) lb. |
|>|>|>|>|Canine|
|&nbsp;&nbsp;Moderate| 4 ft., 10 in. | +1d10 in. | 100 lb. | x(2d4) lb. |
|&nbsp;&nbsp;Overt| 4 ft., 6 in. | +1d10 in. | 90 lb. | x(2d4) lb. |
|>|>|>|>|Dolphin|
|&nbsp;&nbsp;Moderate| 4 ft., 10 in. | +2d10 in. | 130 lb. | x(2d4) lb. |
|&nbsp;&nbsp;Overt| 5 ft., 2 in. | +1d10 in. | 170 lb. | x(2d4) lb. |
|>|>|>|>|Feline|
|&nbsp;&nbsp;Moderate| 4 ft., 10 in. | +1d10 in. | 100 lb. | x(2d4) lb. |
|&nbsp;&nbsp;Overt| 4 ft., 6 in. | +1d10 in. | 90 lb. | x(2d4) lb. |
|>|>|>|>|Rat|
|&nbsp;&nbsp;Moderate| 4 ft., 5 in. | +2d6 in. | 85 lb. | x(1d6) lb. |
|&nbsp;&nbsp;Overt| 4 ft. | +2d6 in. | 75 lb. | x(2d4) lb. |
|>|>|>|>|1. Covert moreaus have heights and weights as humans.|
Any of the moreaus from the core book are acceptable for the campaign. In addition to those 5 choices, detailed below are a range of possibilities.

[[Moreau Traits]]

[[Ape]]
[[Avian]]
[[Bison]]
[[Boar]]
[[Bovine]]
[[Crocodile]]
[[Eagle]]
[[Elk]]
[[Ferret]]
[[Fox]]
[[Hare]]
[[Hedgehog]]
[[Kangaroo]]
[[Mole]]
[[Orca]]
Porcupine
[[Rabbit]]
Rhino
Shark
Snake
Spider
Wolverine
Zebra
A d20 Modern game
[[Bruise]]
[[Rex]]
[[Richards, Captain]]
[[Tally]]
!!!Skill Points per Class Level for Nonhumans

|!Basic Class|!Skill Points per Level^^1^^|
|Strong|2 + Int modifier|
|Fast|4 + Int modifier|
|Tough|2 + Int modifier|
|Smart|8 + Int modifier|
|Dedicated|4 + Int modifier|
|Charismatic|6 + Int modifier|
|!Advanced Class|!Skill Points per Level|
|Soldier|4 + Int modifier|
|Martial Artist|2 + Int modifier|
|Gunslinger|4 + Int modifier|
|Infiltrator|6 + Int modifier|
|Daredevil|4 + Int modifier|
|Bodyguard|2 + Int modifier|
|Field Scientist|6 + Int modifier|
|Techie|6 + Int modifier|
|Field Medic|4 + Int modifier|
|Investigator|4 + Int modifier|
|Personality|4 + Int modifier|
|Negotiator|4 + Int modifier|
|!Future Advanced Classes|!Skill Points per Level|
|.|.|
|!Apocalypse Advanced Classes|!Skill Points per Level|
|.|.|
|!~Campaign-Specific Advanced Class|!Skill Points per Level|
|Mage|6 + Int modifier|
|Acolyte|4 + Int modifier|
|Shadow Slayer|2 + Int modifier|
|Occultist|4 + Int modifier|
|Telepath|4 + Int modifier|
|Battle Mind|2 + Int modifier|
|>|1. Humanoids with 1 or fewer Hit Dice advance as human characters do. At 1st level, multiply the number of skill points per level by 4.|
Any of the occupations from the core d20 Modern book, and d20 Future are acceptable. The only one which is not available to the heroes is Colonist (d20F).

A new occupation which might interest players is [[Gamer]].
!!!Orca Moreau
Orca moreaus are a blend of human and killer whale. They tend to be large, bulky people with aggressive personalities and contempt for other species. Because of their almost uncontrollable physical power, aggression, and disdain for their creators, most nations consider this line a failure and instead work with the dolphin strain. However, a number exist and were pressed into various brutal services by their governments.
&nbsp;&nbsp;&nbsp;&nbsp;Overt orca moreaus have distinctive skin patterns, with a dark blue or black back, a white front, and white patterns around their shoulders and their faces. They have pronounced webbing between their fingers. Overt orcas have tiny external ears. Unlike other overt moreaus, overt orcas tend to be hairless.
&nbsp;&nbsp;&nbsp;&nbsp;''Variable Size:'' Covert and moderate orca moreaus are Medium-size. Coverts and moderates have a 5-foot-by-5-foot fighting space and a 5-foot reach.
&nbsp;&nbsp;&nbsp;&nbsp;Overt orca moreaus are Large. An overt orca moreau has a 10-foot-by-10-foot fighting space and a 10-foot reach.
&nbsp;&nbsp;&nbsp;&nbsp;''Hold Breath (Ex):'' An orca moreau can remain submerged for a number of minutes equal to its Constitution score before needing to surface for air.
&nbsp;&nbsp;&nbsp;&nbsp;''Blindsight (Ex):'' Overt orca moreaus have blindsight with a range of 60 feet on land or water.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Orca moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Str, -2 Dex.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Str, -2 Dex, +2 Int, -2 Cha.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Str, -4 Dex, +2 Int, -2 Cha.
After the bombs fell, Magic-6 became an information-gathering organization based in one of the old vaults that was opened twenty years ago. The facility retains power, but since it can no longer sustain the lives of the three thousand people it was built to hold, it has been converted into a research facility. The administrators of the vault dedicated this facility to the accumulation of knowledge. Of particular interest is what organizations have formed and what their agendas might be. This information is compiled and stored at the facility for future reference. Heroes working for Magic-6 are given the simple mandate of going out into the world and learning as much as they can about any subject they wish.
&nbsp;&nbsp;&nbsp;&nbsp;Heroes after the bomb may or may not have a connection with Magic-6, or they might align themselves with another power group. Should they choose to work for Magic-6, they are given a vault photo ID card, which they can show other members to obtain free housing for the night, a free meal, or a piece of information. Magic-6 agents can be found virtually anywhere across North America.
Magic-6 is a secret branch of the FBI, which investigates moreau and terrorist threats. As a side project, they occasionally hunt down rogue moreaus. Within the FBI, no one talks about the secret organization; primarily because most people don't know about. Those who do know about it tend to sweep their affairs under the carpet, or simply flat-out deny its existence.
&nbsp;&nbsp;&nbsp;&nbsp;Moreaus are given serial numbers which the higher-ranking soldiers use to identify them. Among their own kind however, the mutant animals either give each other names, or choose one that suits their personality.
!!!Rabbit Moreau
Unlike most moreau species, the rabbit strain was never intended for combat or espionage. Rather, they were the original "lab animals" for many nations' early endeavours to perfect genetic engineering. Once a steady splicing and breeding program could be established with rabbits, the test group would be destroyed and the same procedures could be applied to more desireable animals.
&nbsp;&nbsp;&nbsp;&nbsp;Rabbit moreaus have seen limited use in the battlefeild, especially by poorer countries, but their skitish nature makes them unreliable in combat, especially compared to the equally-cheap rat.
&nbsp;&nbsp;&nbsp;&nbsp;Overt rabbit moreaus are covered with fine, brown fur, with speckles of white covering their head and shoulders. Their long floppy ears tend to flop down across their face, leading to most of the rabbit moreaus wearing their ears in a mock ponytail.
&nbsp;&nbsp;&nbsp;&nbsp;''Increased Speed:'' A rabbit moreau's base speed is increased 10 feet.
&nbsp;&nbsp;&nbsp;&nbsp;''Skittish:'' A rabbit's first survival instinct is to flee from danger. Rabbit moreaus must make a Will saving throw in reaction to an unexpected loud noise (DC 15) or sudden movement (DC 10) or become panicked for a number of rounds equal to the difference of failing the save (getting a 10 for the DC 15 check would result in 5 rounds of panicking).
&nbsp;&nbsp;&nbsp;&nbsp;''Bonus Feat:'' Moderate and overt rabbit moreaus gain the [[Alertness]] bonus feat.
&nbsp;&nbsp;&nbsp;&nbsp;''Ability Scores:'' Rabbit moreaus have the following species modifiers to ability scores:
&nbsp;&nbsp;&nbsp;&nbsp;//Covert:// +2 Dex, -2 Str.
&nbsp;&nbsp;&nbsp;&nbsp;//Moderate:// +2 Dex, -2 Str, +2 Cha, -2 Int.
&nbsp;&nbsp;&nbsp;&nbsp;//Overt:// +4 Dex, -4 Str, +2 Cha, -2 Int.
A d20 Modern game
Mutated World
!!Skunk Ape (PL 6) (2xD Robotic Armor)
The skunk ape is the little brother of the bonecracker. In an attempt to find a cheaper, more cost-effective war machine, scientists developed the 2xD. Because of its cheap manufacturing, the exhaust fumes are spewed out raw, with no filter of any sort. It has been given the name skunk ape, because of it’s ape-like appearance when standing idle, and it’s horrendous smell when operational.
A skunk ape installed with the standard equipment package (see below) has a purchase DC of 33.

|Size: Medium|Bonus Hit Points: 50|
|Superstructure: Alumisteel|Hardness: 10|
|Armor: Duraplastic|Bonus to Defense: +3|
|Armor Penalty: -4|Reach: 5 ft.|
|Strength Bonus: +4|Dexterity Penalty: --|
|Speed: 30 ft.|Base Purchase DC: 32|

''Standard Equipment Package:'' Pilot’s cockpit (torso), Class I sensor system (boots), NKP Puma pop-up turret (right arm), ~A3X Dragon flame-thrower (left arm), comm system (no slots).
!!!Sleight of Hand (Dex; Trained Only; Armor Penalty)
''Check:'' A check against DC 10 lets a character palm a coin-sized, unattended object. Minor feats of sleight of hand, such as making a coin disappear, also have a DC of 10 unless an observer is concentrating on noticing what the character is doing.
&nbsp;&nbsp;&nbsp;&nbsp;When a character performs this skill under close observation, the character’s skill check is opposed by the observer’s [[Spot]] check. The observer’s check doesn’t prevent the character from performing the action, just from doing it unnoticed.
&nbsp;&nbsp;&nbsp;&nbsp;When a character tries to take something from another person, the character’s opponent makes a Spot check to detect the attempt. To obtain the object, the character must get a result of 20 or higher, regardless of the opponent’s check result. The opponent detects the attempt if his or her check result beats the character’s check result, whether the character takes the object or not.
&nbsp;&nbsp;&nbsp;&nbsp;A character can use Sleight of Hand to conceal a small weapon or object on his or her body.
&nbsp;&nbsp;&nbsp;&nbsp;''Try Again?:'' A second Sleight of Hand attempt against the same target, or when being watched by the same observer, has a DC 10 higher than the first check if the first check failed or if the attempt was noticed. 
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A character can take 10 when making a Sleight of Hand check, but can’t take 20. 
&nbsp;&nbsp;&nbsp;&nbsp;A character can make an untrained Sleight of Hand check to conceal a weapon or object, but must always take 10. 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the [[Nimble]] feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks.
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' A Sleight of Hand check is an attack action.
!!!Survival (Wis)
''Check:'' A character can keep his or herself and others safe and fed in the wild. 

|!DC|!Task|
| 10 |Get along in the wild. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). The character can provide food and water for one other person for every 2 points by which the character’s check result exceeds 10.|
| 15 |Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed, or gain a +4 circumstance bonus if stationary. The character may grant the same bonus to one other character for every 1 point by which the character’s check result exceeds 15.|
| 18 |Avoid getting lost and avoid natural hazards, such as quicksand.|

&nbsp;&nbsp;&nbsp;&nbsp;With the [[Track]] feat, a character can use Survival checks to track a character or animal across various terrain types. 
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A character can take 10 when making a Survival check. A character can take 20 when tracking, or if there is no danger or penalty for failure, but not on periodic checks to get along in the wild. 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the [[Guide]] feat gets a +2 bonus on all Survival checks. 
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. When using Survival with the Track feat to track a character or animal, checks are made according to distance, as described in the [[Track]] feat.
!!!Swim (Str; Armor Penalty)
''Check:'' A successful Swim check allows a character to swim one-quarter his or her speed as a move action or half the character’s speed as a full-round action. Roll once per round. If the character fails, he or she makes no progress through the water. If the character fails by 5 or more, he or she goes underwater. 
&nbsp;&nbsp;&nbsp;&nbsp;If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally), the character must hold his or her breath. A character can hold his or her breath for a number of rounds equal to the character’s Constitution score, but only if the character does nothing but take move actions or free actions. If the character takes an attack action or a full-round action, the amount of breath the character has remaining is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, the character must make a Constitution check (DC 10) every round to continue holding his or her breath. Each round, the DC of the check increases by 1. If the character fails the check, the character begins to drown.
&nbsp;&nbsp;&nbsp;&nbsp;The DC for the Swim check depends on the water: 

|!Water| !DC |
|Calm water| 10 |
|Rough water| 15 |
|Stormy water| 20 |

&nbsp;&nbsp;&nbsp;&nbsp;Each hour that the character swims, make a Swim check against DC 20. If the character fails, he or she becomes [[fatigued]]. If the character fails a check while fatigued, the character becomes [[exhausted]]. If the character fails a check while exhausted, the character becomes [[unconscious]]. Unconscious characters go underwater and immediately begin to drown.
&nbsp;&nbsp;&nbsp;&nbsp;''Try Again?:'' A new check is allowed the round after a check is failed.
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A character takes a penalty of –1 for every 5 pounds of gear he or she carries, including armor and weapons. 
&nbsp;&nbsp;&nbsp;&nbsp;A character can take 10 when making a Swim check, but can’t take 20. 
A character with the [[Athletic]] feat gets a +2 bonus on all Swim checks. 
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' A Swim check is either a move action or a full-round action, as described above.
/***
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 = 'mutatedworld';

// 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(/^/,"[[Welcome to Tiddlyspot]] ");
	MainMenu = MainMenu.replace(/^/,"[[Welcome to Tiddlyspot]] ");
}

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

'Welcome to Tiddlyspot':[
 "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")

});
//}}}
!!!Tumble (Dex; Trained Only; Armor Penalty)
''Check:'' A character can land softly when he or she falls, tumble past opponents in combat, or tumble through opponents. 
&nbsp;&nbsp;&nbsp;&nbsp;''Land Softly:'' The character can make a Tumble check (DC 15) when falling. If the check succeeds, treat the fall as if it were 10 feet shorter when determining damage. 
&nbsp;&nbsp;&nbsp;&nbsp;''Tumble past Opponents:'' With a successful Tumble check (DC 15), the character can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means the character moves as planned, but provokes attacks of opportunity as normal. 
&nbsp;&nbsp;&nbsp;&nbsp;''Tumble through Opponents:'' With a successful Tumble check (DC 25), the character can roll, jump, or dive through squares oc&shy;cupied by opponents, moving over, under, or around them as if they weren’t there. Failure means the character moves as planned, but provokes attacks of opportunity as normal. 
&nbsp;&nbsp;&nbsp;&nbsp;''Try Again?:'' No. 
&nbsp;&nbsp;&nbsp;&nbsp;''Special:'' A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defense (instead of the normal +2) when fighting defensively, and a +6 dodge bonus (instead of the normal +4) when engaging in total defense. 
&nbsp;&nbsp;&nbsp;&nbsp;A character can take 10 when making a Tumble check, but can’t take 20. 
&nbsp;&nbsp;&nbsp;&nbsp;A character with the Acrobatic feat and at least 1 rank in this skill gets a +2 bonus on all Tumble checks. 
&nbsp;&nbsp;&nbsp;&nbsp;''Time:'' A character can try to reduce damage from a fall as a reaction once per fall. A character can attempt to tumble as a free action that must be performed as part of a move action.
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 10/06/2007 12:12:27 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 10/06/2007 12:34:18 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 10/06/2007 13:16:18 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 10/06/2007 13:51:37 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . | ok |
| 10/06/2007 13:53:44 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . | ok |
| 10/06/2007 13:54:54 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 10/07/2007 20:59:09 | Tom | [[mutatedworld.20070610.2240300683.20070610.2334090081.20070701.2237520349.20070709.0336360803.20070709.0345030151.20070709.0345360259.html|file:///C:/Documents%20and%20Settings/Temp/Desktop/mutated%20world/mutatedworld.20070610.2240300683.20070610.2334090081.20070701.2237520349.20070709.0336360803.20070709.0345030151.20070709.0345360259.html]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . | ok |
| 02/09/2007 10:05:51 | Tom | [[mutatedworld.20070610.2240300683.20070610.2334090081.20070701.2237520349.20070709.0336360803.20070709.0345030151.20070709.0345360259.html|file:///C:/Documents%20and%20Settings/Temp/My%20Documents/mutated%20world/mutatedworld.20070610.2240300683.20070610.2334090081.20070701.2237520349.20070709.0336360803.20070709.0345030151.20070709.0345360259.html]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 06/09/2007 14:54:47 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.tiddlyspot.com/index.html]] | . |
| 26/02/2008 11:10:43 | Tom | [[/|http://mutatedworld.tiddlyspot.com/]] | [[store.cgi|http://mutatedworld.tiddlyspot.com/store.cgi]] | . | [[index.html | http://mutatedworld.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");

*/


//}}}
Heroes who are exhausted move at half speed and cannot run or charge. Furthermore, they take a –6 penalty to Strength and Dexterity. After 1 hour of complete, uninterrupted rest, an exhausted character becomes fatigued.
Characters who are fatigued can’t run or charge and take a penalty of –2 to Strength and Dexterity. After 8 hours of complete, uninterrupted rest, a fatigued character is no longer fatigued.
[img[mutated world|http://img520.imageshack.us/img520/7902/mutatedworldfp1.png]]
An unconscious character is unable to defend him or herself. The character is helpless and typically falls prone.