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RefugeWiki - a guide and reference for the Refuge universe and role-playing game.
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<!--{{{-->
<div class='toolbar' macro='toolbar [[ToolbarCommands::EditToolbar]]'></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 excludeLists'></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>>
<<importTiddlers>>
<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->
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]]
<!--{{{-->
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<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
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<div id='mainMenu' role='navigation' refresh='content' tiddler='MainMenu'></div>
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/***
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 need larger font sizes.
***/
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}
/*}}}*/
<!--{{{-->
<div class='toolbar' role='navigation' macro='toolbar [[ToolbarCommands::ViewToolbar]]'></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>
<!--}}}-->
* Added a bunch of stuff. Made a nice navigation table for the front page.
* Copy-pasta'd what I have of Hewitt and First Exodus to their respective pages.
* Retrieved ancient timeline files and copied them to History for further formatting. Any information therein, especially relating to the non-canon GMD, is definitely tentative and needs heavy revision.
|Infobox|k
|!8.1 AMD Mk and Velocity|>|
|!Mark|!Transit Speed|
|AMD Mk I|.28 light years per day|
|AMD Mk II|.36 light years per day|
|AMD Mk III|.52 light years per day|
|AMD Mk IV|.80 light years per day|
Perhaps the centerpiece of technology in the Refuge universe is the Alcubierre metric drive, abbreviated as AMD. Named after the twentieth-century Mexican astrophysicist who established the theoretical basis for the drive, the AMD makes travel at thousands of times the speed of light possible. Enclosing the vessel in a "warp bubble," the AMD deforms spacetime in a wave-like pattern around itself, contracting spacetime before it and expanding spacetime behind it. The warp bubble rides this wave at extraordinary velocities, while the contents of the bubble itself remain stationary.

Several models of the AMD are manufactured, classified by the intensity of the warp effect surrounding the AMD. Earlier marks are considerably more stable than later, faster AMD—the tidal forces on the outer edges of the warp bubble increase dramatically with the magnitude of contraction and expansion around the AMD.

The horrifying consequences of failure—in the best of circumstances, a failed jump ruins the AMD and deposits the craft in the middle of deep space, and in the worst, the collapsing warp bubble violently tears the craft and its passengers to pieces—has allowed allowed the slower and more reliable Mark AMD to remain popular in the transport of high-value cargo and passengers, despite the substantially decreased transit times of more advanced drives. Mk IV AMD are under extraordinarily strict regulation by the IFS and only used in bleeding-edge experimental craft.

AMD are highly tempermental and their safe use requires constant monitoring of gravity wells that could provoke an inadvertent drop. Nearly all AMD—illegally modified ones excepted—are manufactured with jump locks that prevent the engagement of an AMD drive within a certain proximity of a planet, satellite, gravity well or other active AMD.
|Infobox|k
| !~AS-24 Shotgun |>|
| [img[http://i.imgur.com/JiAlQHt.png]] |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 6 AP |
| !Reload | 8 AP |
| !Mêlée | 6 AP |
| !Draw | 4 AP |
| !Weapon Characteristics |>|
| !Accuracy | -2/+4 |
| !Rate of Fire | 1/5 |
| !Damage | 2d10 |
| !Spread | 8 |
| !Range |  |
| !Capacity | 12 |
| !Ammo | [[12-gauge |Ammunition]] |
| !Weight | |
| !Cost |  |
While the design has not seen dramatic improvements since the development of fully-automatic variants since the late twentieth century, the shotgun rests comfortably as a niche in the military arsenal. With dramatic stopping power and low bullet penetration when fired with buckshot, the bullpup AS-24 is an excellent close-quarters weapon, with rapidly decreasing utility past fifty meters.
<<showtoc>>
Unlike skills, which reflect the competency of characters in various fields, traits and abilities measure qualities possessed by characters and the variety of actions they are able to perform, respectively. The range of traits and abilities available for selection by a character is limited by prerequisites. A character must meet requirements in attribute scores, skills or other traits and abilities in order to select and utilize it.

First-level characters each receive two abilities and traits plus his or her Dexterity or Perception modifier (a minimum of one for characters with a negative Dexterity or Perception modifier). Classes gain further abilities and traits at different rates. Adding the class base to a character's Dexterity or Perception modifier determines the number of abilities and traits gained through every ten levels, which can then be compared to the table to determine the number of abilities gained at any given level.

!Standard Abilities
Most abilities are so-called "standard abilities,"i.e., abilities not linked to a particular skill. They feature a wide variety of prerequisites, and confer both active and passive bonuses.
!!All Out Attack (~I-III)
Rank II: Focus on a single opponent with a +1 bonus to attack and defense rolls, unable to attack or defend from another until the opponent is defeated.
Rank II: Focus on a single opponent with a +2 bonus to attack and defense rolls, unable to attack or defend from another until the opponent is defeated.
Rank III: Focus on a single opponent with a +3 bonus to attack and defense rolls, unable to attack or defend from another until the opponent is defeated.
!!Armor Focus (I-III)
Choose a model of armor with which you have grown proficient. Specializing allows you to use it with increased efficiency, maximizing your personal mobility as well as the armor's damage-reducing qualities.
Rank I: You receive a +1 bonus to Dodge and all damage resistances while using this armor.
Rank II: You receive an additional +1 bonus to Dodge and all damage resistances while using this armor, to a total of +2.
Rank III: You receive an additional +1 bonus to Dodge and all damage resistances while using this armor, to a total of +3.
Note: This ability can be chosen for multiple types of armor.
!!Armor Proficiency
Effect: The -3 non-proficiency penalty for armor of classes with which a character is not proficient is removed.
Note: This ability can be selected more than once, each time with one of the following armor classes: Light, Medium, Heavy, Powered.
!!Attack on the Run (I-III)
Rank I: Allows attack as a concurrent action with movement, at a -5 Attack penalty. (Hand-to-Hand Combat 5 / Mêlée Weapons 5, Agility 4)
Rank II: Allows attack as a concurrent action with movement, at a -3 Attack penalty. (Hand-to-Hand Combat 15 / Mêlée Weapons 15, Agility 6)
Rank III: Allows attack as a concurrent action with movement, at a -1 Attack penalty. (Hand-to-Hand Combat 25 / Mêlée Weapons 25, Agility 8)
Note: The AP cost for Shot on the Run is either that of movement or attack, whichever is the costlier action.
Only one of either Hand-to-Hand Combat and Mêlée Weapons must meet the skill requirement for Attack on the Run to be selected. If the other does not meet the requirement, Attack on the Run cannot be used with that skill.
!!Blind Fire (I-III)
You are able to fire at an enemy while concealed behind cover, taking a substantial penalty to accuracy, but without openly exposing yourself to enemy fire.
Rank I: Any blind-fire attempt incurs a -5 penalty to accuracy, and AP cost for the attack is increased by three. No attempt can be made to aim the weapon. (Aim 1)
Rank II: Any blind-fire attempt incurs a -4 penalty to accuracy, and AP cost for the attack is increased by two. No attempt can be made to aim the weapon. (Aim 10)
Rank III: Any blind-fire attempt incurs a -3 penalty to accuracy and AP cost for the attack is increased by one. No attempt can be made to aim the weapon. (Aim 20)
!!Chain Shot
Effect: Upon making a succesful crticial hit, the AP for the attack is refunded.
!!Close Combat (I-III)
You have grown especially proficient in the use of firearms in close quarters, and receive bonuses to both attack and damage.
Rank I: Any attack within 50 meters receives a +1 bonus to attack and damage. (Aim 5)
Rank II: Any attack within 50 meters receives a +2 bonus to attack and damage. (Aim 15)
Rank III: Any attack within 50 meters receives a +3 bonus to attack and damage. (Aim 25)
!!Combat Analysis
Effect: You can apply your Intelligence modifier bonus to attack rolls instead of Dexterity or Constitution. (Intelligence 8)
!!Combat Awareness
Effect: You receive a Perception modifier bonus to all defense rolls instead of Agility, Dexterity or Constitution. (Perception 8)
!!Coup de Grâce
Effect: Treats any hit against a disabled opponent as a critical hit.
!!Double Tap (I-III)
Rank I: At a +2 cost to AP and -2 to attack, any successful attack made with a firearm is treated as two and inflicts twice the rolled damage. (Aim 5)
Rank II: At a +2 cost to AP and -1 to attack, any successful attack made with a firearm is treated as two and inflicts twice the rolled damage. (Aim 15)
Rank III: At a +2 cost to AP, any successful attack made with a  firearm weapon is treated as two and inflicts twice the rolled damage. (Aim 25)
!!Finesse: Hand-to-Hand Combat
Effect: You can apply either your Constitution or Dexterity modifier to Hand-to-Hand Combat rolls. (Dexterity 5)
!!Finesse: Mêlée Weapons
Effect: You can apply either your Constitution or Dexterity modifier to Mêlée Weapons rolls. (Dexterity 5)
!!Gun to a Knife Fight (I-III)
Rank I: You receive a +1 attack and damage bonus against mêlée or hand-to-hand combatants when using firearms. (Aim 5)
Rank II: You receive a +3 attack and damage bonus against mêlée or hand-to-hand combatants when using firearms. (Aim 15)
Rank III: You receive a +5 attack and damage bonus against mêlée or hand-to-hand combatants when using firearms. (Aim 25)
Note: This ability is passive; its effects do not stack.
!!Knife to a Gun Fight (I-III)
Rank I: You receive a +1 bonus to defense and damage resistance against ranged combatants while using mêlée weapons or engaged in hand-to-hand combat. (Mêlée Weapon 5 or Hand-to-Hand Combat 5)
Rank II: You receive a +3 bonus to defense and damage resistance against ranged combatants while using mêlée weapons or engaged in hand-to-hand combat. (Mêlée Weapons 15 or Hand-to-Hand Combat 15)
Rank III: You receive a +5 bonus to defense and damage resistance against ranged combatants while using mêlée weapons or engaged in hand-to-hand combat. (Mêlée Weapons 25 or Hand-to-Hand Combat 25)
!!Guns Akimbo! (I-III)
Rank I: Reduces the attack penalty for duel-wielding to -2 for the dominant hand weapon and to -4 for the offhand weapon. (Aim 5, Dexterity 3)
Rank II: Reduces the attack penalty for duel-wielding to -1 for the dominant hand weapon and to -3 for the offhand weapon. (Aim 15, Dexterity 5)
Rank III: Eliminates the attack penalty for duel-wielding for the dominant hand weapon and to -2 for the offhand weapon. (Aim 25, Dexterity 7)
Note: The effects of this ability are passive. The normal penalty for duel-wielding single-handed firearms is -3/-5.
!!Mêlée Strike (I-III)
Rank I: Inflict an additional 1d4 damage in a mêlée attack with a firearm. (Constitution 3)
Rank II: Inflict an additional 2d4 damage in a mêlée attack with a  firearm. (Constitution 5)
Rank III: Inflict an additional 3d4 damage in a mêlée attack with a firearm. (Constitution 7)
Note: The effects of this ability are passive. Standard damage for a mêlée strike with a firearm is 1d4 per kilogram, rounded up.
!!Precise Shot (I-III)
Rank I: The second and subsequent hits on an attack with more than one hit ignore 1 point of damage resistance. (Aim 5)
Rank II: The second and subsequent hits on an attack with more than one hit ignore 3 points of damage resistance. (Aim 15)
Rank III: The second and subsequent hits on an attack with more than one hit ignore 5 points of damage resistance. (Aim 25)
!!Precise Strike (I-III)
Rank I: The second and subsequent hits on an attack with more than one hit ignore 1 point of damage resistance. (Hand-to-Hand Combat/Mêlée Weapons 5)
Rank II: The second and subsequent hits on an attack with more than one hit ignore 3 points of damage resistance. (Hand-to-Hand Combat/Mêlée Weapons 15)
Rank III: The second and subsequent hits on an attack with more than one hit ignore 5 points of damage resistance. (Hand-to-Hand Combat/Mêlée Weapons 25)
Note: Only one of either Hand-to-Hand Combat and Mêlée Weapons must meet the skill requirement for Precise Strike to be selected. If the other does not meet the requirement, Precise Strike cannot be used with that skill.
!!Quick Aim (I-III)
Rank I: Provides a +1 bonus to minimum accuracy. (Aim 5)
Rank II: Provides a +2 bonus to mininum accuracy. (Aim 15)
Rank III: Provides a +3 bonus to minimum accuracy. (Aim 25)
!!Quick Draw (I-III)
Rank I: Reduces AP cost of drawing or holstering a weapon by one, to a minimum of one. (Agility 3)
Rank II: Reduces AP cost of drawing or holstering a weapon by two, to a minimum of one. (Agility 5)
Rank II: Reduces AP cost of drawing or holstering a weapon by three, to a minimum of one. (Agility 7)
!!Quick Reload (I-III)
Rank I: Reduces AP cost of reloading a weapon by 1, to a minimum of one. (Dexterity 3)
Rank II: Reduces AP cost of reloading a weapon by 2, to a minimum of one. (Dexterity 5)
Rank III: Reduces AP cost of reloading a weapon by 3, to a minimum of one. (Dexterity 7)
Note: The effects of this ability do not stack.
!!Rapid Shot (I-III)
Rank I: Reduces the AP cost of an attack with a firearm by 1 to a minimum of one, with a -5 penalty to attack. (Aim 5, Agility 3)
Rank II: Reduces the AP cost of an attack with a firearm by 2, to a minimum of one, with a -3 penalty to attack. (Aim 10, Agility 5)
Rank III: Reduces the AP cost of an attack with a firearm by 3,  to a minimum of one, with a -1 penalty to attack. (Aim 15, Agility 7)
!!Rapid Strike (I-III)
Rank I: Reduces AP cost of mêlée weapon by 1, with a -5 penalty to attack, to a minimum of one. (Hand-to-Hand Combat/Mêlée Weapons 5, Agility 3)
Rank II: Reduces AP cost of weapon by 2, with a -3 penalty to attack, to a minimum of one. (Hand-to-Hand Combat/Mêlée Weapons 10, Agility 5)
Rank III: Reduces AP cost of weapon by 3, with a -1 penalty to attack, to a minimum of one. (Hand-to-Hand Combat/Mêlée Weapons 15, Agility 7)
Note: Only one of either Hand-to-Hand Combat and Mêlée Weapons must meet the skill requirement for Rapid Strike to be selected. If the other does not meet the requirement, Rapid Strike cannot be used with that skill.
!!Riposte
Effect: You receive a reflex action upon successfully making a Fortitude check against a Critical Hit. (Agility 5)
!!Shot on the Run (I-III)
Rank I: Allows attack as a concurrent action with movement, at a -5 Attack penalty. (Aim 5, Agility 4)
Rank II: Allows attack as a concurrent action with movement, at a -3 Attack penalty. (Aim 15, Agility 6)
Rank III: Allows attack as a concurrent action with movement, at a -1 Attack penalty. (Aim 25, Agility 8)
Note: The AP cost for Shot on the Run is either that of movement or attack, whichever is the higher-AP action.
!!Sniper (I-III)
Rank I: Reduces penalty for firing beyond weapon range from -5 to -3. (Aim 5)
Rank I: Reduces penalty for firing beyond weapon range from -5 to -2. (Aim 10)
Rank I: Reduces penalty for firing beyond weapon range from -5 to -1. (Aim 15)
!!Sniper Shot (I-III)
Rank I: Provides a +1 bonus to accuracy and damage, at a cost of +3 AP to attack.
Rank II: Provides a +2 bonus to accuracy and damage, at a cost of +2 AP to attack.
Rank III: Provides a +3 bonus to accuracy and damage, at a cost of +1 AP to attack.
!!Steady Aim
Rank I: Spread is reduced by 1, to a minimum of 1.
Rank II: Spread is reduced by 2, to a minimum of 1.
Rank III: Spread is reduced by 3, to a minimum of 1.
!!Suppressive Fire (I-III)
Rank I: Taking a full turn, a character makes a single Aim roll with no aiming bonus and targets a circle three squares in diameter. Any uncovered character within the squares is forced to make a Dodge roll, and is pinned down if successful, and hit if not. Should a character attempt to break while under suppressive fire, he or she must make a Willpower check equal to the first Aim roll, and a subsequent Dodge check if successful.
Rank II: The target area expands to five squares.
Rank III: The target area expands to seven squares.
!!Weapon Focus
Choose an weapon class in which you are proficient. When using a weapon in this class, you receive a +3 bonus to attack and damage.
Note: This ability can be chosen more than once, each time with one of the following weapon classes: Pistol, SMG, Carbine, Assault Rifle, Battle Rifle, Light Machine Gun, Shotgun, Heavy Weapons, Mounted Weapons, Mêlée Weapons
!!Weapon Proficiency
Effect: The -3 non-proficiency penalty for weapons of classes with which a character is not proficient is removed.
Note: This ability can be selected more than once, each time with one of the following weapon classes: Pistol, SMG, Carbine, Assault Rifle, Battle Rifle, Light Machine Gun, Shotgun, Heavy Weapons, Mounted Weapons, Human Weapons, Exie Weapons, Mêlée Weapons
!Character Abilities
!!Adrian: Dual Shot (I-IV)
Rank I: With a cost of 3 AP and a -4 attack penalty, make a simultaneous attack on two different targets.
Rank II: With a cost of 3 AP and a -3 attack penalty, make a simultaneous attack on two different targets.
Rank III: With a cost of 3 AP and a -2 attack penalty, make a simultaneous attack on two different targets.
Rank IV: With a cost of 3 AP and a -1 attack penalty, make a simultaneous attack on two different targets.
!!Simon: Silent Movement (I-IV)
Rank I: Instead of provoking an enemy's reflex action, make a Stealth check of DS 10 + the enemy's Awareness skill. Passing the check provokes no reflex action.
Rank II: Instead of provoking an enemy's reflex action, make a Stealth check of DS 8 + the enemy's Awareness skill. Passing the check provokes no reflex action.
Rank III: Instead of provoking an enemy's reflex action, make a Stealth check of DS 4 + the enemy's Awareness skill. Passing the check provokes no reflex action.
Rank IV: Instead of provoking an enemy's reflex action, make a Stealth check of DS 6 + the enemy's Awareness skill. Passing the check provokes no reflex action.
!!Mira: Stunning Blow (I-IV)
Rank I: After a successful hit, the target is stunned for 1d4 rounds upon failing a Willpower check of DS 5 + Aim.
Rank II: After a successful hit, the target is stunned for 1d4 rounds upon failing a Willpower check of DS 10 + Aim.
Rank III: After a successful hit, the target is stunned for 1d4 rounds upon failing a Willpower check of DS 15 + Aim.
Rank IV: After a successful hit, the target is stunned for 1d4 rounds upon failing a Willpower check of DS 20 + Aim.
!!Kristi: Overload Shot (I-IV)
Rank I: After a successful critical hit, all&nbsp;enemy AP costs are increased by 1 for 1d4 rounds.
Rank II: After a successful critical hit, all enemy AP costs are increased by 2 for 1d4 rounds.
Rank III: After a successful critical hit, all enemy AP costs are increased by 3 for 1d4 rounds.
Rank IV: After a successful critical hit, all enemy AP costs are increased by 4 for 1d4 rounds.
!!Thomas: Healer (I-IV)
Rank I: Stims and health items receive an extra 1d4 of effectiveness.
Rank II: Stims and health items receive an extra 2d4 effectiveness.
Rank III: Stims and health items receive an extra 3d4 dice of effectiveness.
Rank IV: Stims and health items receive an extra 4d4 dice of effectiveness.
!!Morena: Disarming Shot (I-IV)
Rank I: Instead of the typical -5 penalty, take a -4 penalty for all attempts to target an enemy's weapon.
Rank II: Instead of the typical -5 penalty, take a -3 penalty for all attempts to target an enemy's weapon.
Rank III: Instead of a -5 penalty, take a -2 penalty for all attempts to target an enemy's weapon.
Rank IV: Instead of a -5 penalty, take a -1 penalty for all attempts to target an enemy's weapon.
!Class Abilities
Some abilities are particular to character classes, and like Skill Traits, are tied directly to character progression. A character need not purchase a Class Ability, merely reach the required level. As a general rule, Class Ability can be utilized once per day.
!!Soldier: Brute Force I (I-IV)
Rank I: Provides a 1d6 damage bonus for 1d4 rounds. (Soldier 1)
Rank II: Provides a 1d6 damage bonus for 2d4 rounds. (Soldier 10)
Rank III: Provides a 1d6 damage bonus for 3d4 rounds. (Soldier 20)
Rank IV: Provides a 1d6 damage bonus for 4d4 rounds. (Soldier 30)
!!Scout: Burst of Speed (I-IV)
Prerequisite: Scout 1, Scout 10, Scout 20
Rank I: +1 bonus to AP for 1d4 rounds.
Rank II: +2 bonus to AP for 1d4 rounds.
Rank III: +3 bonus to AP for 1d4 rounds.
Rank IV: +4 bonus to AP for 1d4 rounds.
!!Support: Stonewall (I-IV)
Prerequisite: Support 5, Support 15, Support 25
Rank I: Provides a 1d6 bonus to defense for 1d4 rounds.
Rank II: Provides a 1d6 bonus to defense for 2d4 rounds.
Rank III: Provides a 1d6 bonus to defense for 3d4 rounds
Rank IV: Provides a 1d6 bonus to defense for 4d4 rounds.
!!Techie: Targeted Attack (I-IV)
Rank I: Provides a 1d6 bonus to attack for 1d4 rounds.
Rank II: Provides a 1d6 bonus to attack for 2d4 rounds.
Rank III: Provides a 1d6 bonus to attack for 3d4 rounds.
Rank IV: Provides a 1d6 bonus to attack for 4d4 rounds.
!!Spacer: Indomitable Spirit (I-IV)
Rank I: Upon falling unconscious, make a DS15 Willpower Check. A successfully check revives the character at 5% health.
Rank II: Upon falling unconscious, make a DS15 Willpower Check. A successfully check revives the character at 10% health.
Rank III: Upon falling unconscious, make a DS15 Willpower Check. A successfully check revives the character at 25% health.
Rank IV: Upon falling unconscious, make a DS15 Willpower Check. A successfully check revives the character at 50% health.
!!Ambassador: Inspire (I-IV)
Rank I: All comrades within 5 meters receive a +1d4 bonus to all Attack and Defense rolls for 1d4 rounds.
Rank II: All comrades within 10 meters receive a +1d4 bonus to all Attack and Defense rolls for 2d4 rounds.
Rank III: All comrades within 15 meters receive a +1d4 bonus to all Attack and Defense rolls for 3d4 rounds.
Rank III: All comrades within 20 meters receive a +1d4 bonus to all Attack and Defense rolls for 4d4 rounds.
|Infobox|k
| !Adrian Stevens |>|>|>|>|>|
| //I'm going to kill every last one of the bastards or die trying."//<br /> - Adrian Stevens |>|>|>|>|>|
| !Soldier 5 |>|>|>|>|>|
| !DEX | !AGI | !CON | !INT | !PER | !CHA |
| 8 (+3) | 6 | 7 (+2) | 5 | 4 (-1) | 5 |
|>| !AP |>| !HP |>| !Assistance |
|>| 11 |>| 26 |>| 5 |
| !Skills (6) |>|>|>|>|>|
|>|>| Aim: 6 (+3) <br /> Dodge: 4 <br /> Fortitude: 4 (+2) <br /> Willpower: 3 <br /> Awareness: 3 (-1) <br /> Persuade: 4 <br /> |>|>| ~Hand-to-Hand Combat: 3 (+3) <br /> Mêlée Weapons: 3 (+3) |
|>|>| !Abilities (11) |>|>| !Traits (2) |
|>|>| All Out Attack I <br /> Close Combat I <br /> Double Tap I <br /> Precise Shot I <br /> Rapid Shot I <br /> Sniper Shot I <br /> Steady Aim <br /> Suppressive Fire I <br /> Weapon Focus: Assault Rifle <br /> Quick Aim I <br /> Quick Reload I <br /> Adrian: Stunning Blow |>|>| Good With Guns <br /> Tough I <br /> Soldier: Brute Force I <br /> Weapon Proficiency: Assault Rifle <br /> Weapon Proficiency: Pistol <br /> Armor Proficiency: Medium Armor <br /> Armor Proficiency: Heavy Armor <br /> Human |
|>|>| !Weapons |>|>| !Armor |
|>|>| Bessani '88  x1 <br /> M32A x1 |>|>| First Exodus Jumpsuit <br /> First Exodus Combat Armor |
Adrian Stevens (b. 2309) is the pilot of [[First Exodus]], having survived the [[Massacre|The Massacre]] by shooting down a number of enemy craft and downing a Tau OBP/c. He was instrumental in reconnecting surviving government personnel and became a notable pilot in his own right flying relief missions in the interim years. He was selected in the opening days of crew determination to pilot First Exodus, in no small part due to the influence and favor of [[General Adams]].
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''Agincourt'' was an [[Human Exodus]], [[TFS|Terran Federation of Systems]] and later [[IFS|Intergalactic Federation of Systems]] capital craft that served during the [[First Terran War]] and [[Tau Insurrection]].
//"I still don't know what those colonists were thinking."// - Kristi Greene
|Infobox|k
| !Aile |>|
| [img[http://i.imgur.com/xudAvDO.png]] |>|
| !Astrographical |>|
|Region|Colonial Sector |
|System|[[Aile system]] |
|Suns|1 |
|Orbital position|4 |
|Satellites||
|Rotation period|17.33 hours |
|Orbital period|469.55 Earth days <br />650.24 local days |
|Eccentricity of orbit|0.064|
| !Physical |>|
|Type |Ice |
|Characteristics |Cold, icy, arid, cloudless, thin atmosphere |
|Distance from primary star |1.182 AU |
|Mass |3.6x10^^24^^ kg |
|Radius |5414 km|
|Axial tilt|23˚|
|Gravity |8.238 m/s^^2^^ |
|Surface pressure |371 millibars |
|Surface temperature range |-89.5˚ C – -30.6˚ C <br /> -129.1˚ F – -23.1˚ F|
| !Demographic |>|
|Points of interest|Ruins of pre-Massacre [[Colonies I-VII|Aile Colonies]]|
|Native species|Cave spiders|
|Immigrated species|Humans, Avis|
|Language|English|
|Government|Confederation of the Terran Colonies of Aile (CTCA)|
|Population|Small, human colonists|
|Demonym||
|Major cities||
|Major imports|None|
|Major exports|None|
|Trading partners|None|
|Affiliation|[[Intergalactic Federation of Systems]]|
| !Map |>|
| [img[http://i.imgur.com/RfYWxnt.png]] |>|
<<showtoc>> 
!Overview
A frigid sphere of a planet, Aile was first inhabited by human colonists in the early years of the [[Resource Wars]] on [[Earth.]] Though the colonies persisted for over two centuries onward, they eventually succumbed to internal strife and the external pressures of the [[Tau Confederacy]]. The presence of the colonies made the planet a first point of interest for [[First Exodus]], as they searched for a new home for the human race.
!History
[[Colonization of Aile]]
[[First Aile Massacre]]
[[Skirmish on Aile]]
Seven colonies were founded on Aile by religious emigrants from Earth. Each of them collapsed, both due to internal strife and the occasional helping hand of the [[Tau Confederacy]].
|Infobox|k
| !Aile system |>|
| |>|
| !Astrographical |>|
| !Region | [[Colonial Region]] |
| !Coordinates | -4.9, -13.8, 4.0 |
| !Stellar mass | 1.00 solar masses |
| !Stellar luminosity | 1.00 |
| !Age | 5.805 billion years <br /> (4.195 billion years left on main sequence) |
| !Habitable ecosphere radius | 1.000 AU (0.814 - 1.443 AU) |
| !Planets | [[Aile]] |

|!Orbital position|!Type|!Distance|!Mass|!Radius|
|1|Rock|0.341 AU|0.083 EM|0.440 ER|
|2|Rock|0.491 AU|0.360 EM|0.716 ER|
|3|Rock|0.561 AU|0.109 EM|0.482 ER|
|4|Ice|1.182 AU|0.606 EM|0.849 ER|
|5|Ice|1.835 AU|1.456 EM|1.130 ER|
|6|~Sub-Jovian|2.602 AU|4.134 EM|2.721 ER|
|7|Jovian|4.685 AU|845.414 EM|13.490 ER|
|8|Jovian|9.901 AU|109.635 EM|7.913 ER|
|9|Jovian|18.993 AU|170.165 EM|9.497 ER|
|10|Ice|43.203 AU|0.653 EM|1.160 ER|
|Infobox|k
| !Aile-class frigate |>|
| [img[Aile-class frigate|images/craft/ifsaile/aileclassfrigatethumb.png]] |>|
| !Statistics |>|
|Affiliation|IFS|
|Length|100 m|
|Beam|30 m|
|Crew|832 crew|
|Passengers|96 detainees|
|Ordnance|16 heavy cannons<br>8 light cannons<br>8 missile launchers|
|Complement|20<br>2 fighter flights of 6<br>1 fighter flight of 4<br>1 bomber flight of 4<br>|
| !Other Images |>|
| [img[Aile-class frigate|images/craft/ifsaile/ifsailetop.jpg]] |>|

The ''Aile-class frigate'' was the primary frigate fielded by the [[IFS|Intergalactic Federation of Systems]] in the years leading up to and during [[The Great War]]. The [[IFS Aile]], the first ship of its class, was commissioned in 443 MR as a carrier and convoy vessel with minor offensive capacity.
!Craft
[[IFS Aile]] - (443 MR - )
[[IFS Atlas]] - (445 MR - 470 MR)
[[IFS Succor]] - (452 MR - )
|Infobox|k
| !Alcesar |>|
| [img[Alcesar|images/planets/]] |>|
| !Astrographical |>|
|Region|Colonial region|
|System|Alcesar system|
|Suns|1: Soleil|
|Orbital Position||
|Satellites||
|Coordinates|(4.2, -0.9, -3.2)|
|Rotation Period||
|Orbital Period||
| !Physical |>|
|Class|Terrestrial|
|Radius||
|Atmosphere|Breathable|
|Climate|Temperate|
|Gravity||
|Terrain||
|Water||
|Points of interest||
| !Societal |>|
|Native species||
|Immigrated species||
|Language|French, English|
|Government|[[Conseil international d'Alcesar]]|
|Population||
|Demonym|Alcesar|
|Major cities||
|Major imports||
|Major exports|Agricultural products|
|Trading partners|[[Solari Theta]]|
|Affiliation||
|Infobox|k
|!Alcesar-class cruiser|>|
| [img[Alcesar|images/craft/ifsalcesar/ifsalcesarthumb.jpg]] |>|
| !Alcesar-class cruiser |>|
|!Affiliation|IFS|
|!Length|260 m|
|!Beam|60 m|
|!Crew|768 crew<br>128 gunners/pilots|
|!Passengers|288 detainees|
|!Ordnance|40 heavy batteries<br>160 mines<br>21 torpedo launchers<br>6 missile launchers|
|!Complement|4 fighter flights of 6 <br> 2 bomber flights of 6|

The ''Alcesar-class cruiser'' was an [[IFS]] craft that was used in the years leading up to and during the [[Great War]]. It functioned primarily as a combat craft, with substantial carrier functionality.
!Statistics
Length: 260 meters
Beam: 60 meters
Passengers: 128 gunners/pilots, 768 crew, capacity for 288 detainees
Ordnance: 40 heavy batteries, 160 mines, 21 torpedo launch tubes, 6 missile launchers
Complement: 4 fighter flights of 6, 2 bomber flights of 6
!Craft
[[IFS Abbatoir]] - ( - )
[[IFS Alcesar]] - (460 MR - )
[[IFS Éclat]] - (462 MR - )
[[IFS Provocateur]] - ( - )

The ''Alliance-class monitor'' was a class of [[IFS]] vessel that was used in the years leading up to and during the [[Great War]]. It functioned primarily as a long-distance combatant with the capacity for high damage output against enemy craft. It had a smaller craft capacity than both the [[Aile-class frigate]] and the [[Alcesar-class cruiser]], carrying a complement of 12 fighters.
!Statistics
Length: 220 meters
Beam: 40 meters
Passengers:
Ordnance: 2 superheavy Gauss cannons, 2 heavy Gauss cannons, 24 medium batteries, 4 missile launchers
Complement: 12; 2 fighter flights of 6
!Craft
[[IFS Alliance]] -
[[IFS Recompense]] -

|Infobox|k
| !Amas |>|
|  |>|
| !Orbital characteristics |>|
|Distance from primary star|1.4x10^^8^^ km<br/>0.925 AU|
|Eccentricity of orbit|0.090|
|Orbital period|324.90 Earth days<br/>530.31 Local days|
|Satellites||
| !Physical characteristics |>|
|Planet type|Terrestrial|
|Hydrosphere percentage|85.6|
|Cloud cover percentage|91.0|
|Ice cover percentage|0.8|
|Equatorial radius|7574.8 km|
|Mass|1x10^25 kg|
|Density|5.58 grams/cc|
|Surface gravity|11.813 m/sec^^2^^|
|Escape velocity|13.4 km/sec|
|Rotation period|14.70 hours|
|Axial tilt|17˚|
|Planetary albedo|.5|
|Surface temperature |17.4˚ C – 22.6˚ C<br />63.3˚ F - 72.7˚ F|
| !Atmospheric characteristics |>|
|Surface pressure|2926 millibars|
|Atmospheric composition|Nitrogen 92.3%<br />Oxygen 6.8%<br />Argon 0.8%|
|!Demographic|>|
|Native species||
|Immigrated species||
|Language||
|Government||
|Population||
|Demonym||
|Major cities||
|Major imports||
|Major exports||
|Trading partners||
|Affiliation||

Amas is a large, watery planet dotted by chains of islands and archipelagos. It is inhabited solely by the Amas, some of the galaxy's more unwelcoming figures, and ruled by the [[Amas Imperium]], which maintains an active role in interstellar politics. Its subjugation at the end of the [[First Terran War]] was not warmly welcomed by the Amas, leading to its co-founding of the [[Second Insurrection]] along with the [[Tau Confederacy]] and [[Interim Republics of Icre and Avis]].
	Both adjectives and nouns are created by adding simple endings to a given word stem. These endings reflect plurality and status and, if necessary, negation. -i, -a and -e are used to describe or address high class Amasians, low class Amasians and inanimate objects/non-Amasians in the singular. -is, -as and -es describe or address in the plural. In order to negate an adjective or noun, -ir, -ir and -er are placed before the normal ending, yielding such endings as -iris and -ere. In sera, -o, -os, -oro and -oros  are commonly used to address non-Amasians. 

| !Verb conjugation |>|>|>|>|>|
|>| Present indicative |>| Preterite indicative |>| Future indicative |
| -ea | -eas | -i | -ias | -a | -aes |
| -es | -ees | -is | -iis | -as | -aas |
| -e | -en | -i | -in | -ae | -an |

| !Personal pronouns |

| !Correlative Pronouns |>|>|>|>|>|>|>|
| | query | this | that | some | no | every | adjective |
| person | en |
| thing | em |
| place | im |
| time | in |
| way | an |
| reason | am |

a - and
inim - until
i - a, the

a c e h i j l m n o r s t u v

| !Base | !Derivatives | !Definition |
| avre- | avre- |
| | avres- |
| | avrer- |
| acre- | acre-


acres-


acrer-

sere-
sere-


seres-


serer-

su-
su-


sus-


sur-

am-
am-
ability

ams-
skilled, dexterous (con. of elegance)

amr-
incapable
an-
an-


ans-


anr-

co-
co-
velocity, to move

cos-
speed, agility, grace

cor-
sluggishness, stupor
em-
em-
emotion

emr-
sadness

ems-
happiness
en-
en-
seem, countenance

enr-
hideous, damned

ens-
beauty, exalted
iem-
iem-
wit

iems-
cunning, guileful

iemr-
intellectual dullness
me-
me-
standing

mes-
honor

mer-
dishonor
sem-
sem-
mind, think, thought

semr-
stupidity

sems-
intelligence, wisdom
seri-
seri-
communicate

serir-
lie

seris-
truth
so-
so-
teach

sor-
uneducated

sos-
educated
the-
the-
struggle, fight

ther-
loss, fail, defeat

thes-
to gain, succeed, win


cost


consequence


benefit, prize


religious, pacifistic


plenty


political


love, honor
as-
as-
life, living as an Amasian

ar-
killed, murdered
os-

maintained, guard, keep
or-

overthrown, con. of obsolescence
er-

to be imperative
es-

wet, water, to swim

Cultural Language

Asi - High Amas
Asa - Low Amas
Ase - non-Amas
Amris - Amasian religious officials
Anris - Amasian political officials
Anres - non-Amasian political officials
Soris - highly educated Amasians
Asethemis - Amasians who work with non-Amas
Osara/Osiri - (expletive) Forsaker, traitor
Asaraia - ex-Asa
Asiraia - ex-Asi
Enra - (expletive) hideous, damned
Thensi - high military official, literally a ‘conquerer’.
Sori - teacher
Coso - spacecraft (literally, fast thing)

Query / Adjective  - *
Query / Person - en
Query / Thing - em
Query / Place - im
Query / Time - in
Query / Way - an
Query / Reason - am
Personal / First - e
Personal / Second - es
Personal / 
a - and
inim - until
i - a, the
e - mine, my, me
es - yours, your, you
ea - his, he
en - their, them
ees - your (pl.), you (pl.)
eas - our, us

-aro
-ora
The Amas are the inhabitants of [[Amas]], a large, mostly watery planet. Large islands dot the planet's surface and are inhabited by the Amas.
!Personality
The dextrous and agile Amas are also among known space's most enigmatic figures. Their inscrutable ethical and moral code is a source of frequent confusion and misinterpretation by other species, often making their actions appear random or senseless to outsiders. Regardless, they adhere strongly to their code of ethics, and for those who have earned their respect, the Amas are singularly fierce allies.
!Physical description
The Amas are slightly taller than the average human, and have a distinctly aquatic appearance. They are range from blue-grey to greenish in color and have four-fingered, partially webbed hands.
!Homeworld
The vast majority of Amas are born, live and die on Amas, but some live in small concentrations on Telren and Solari. Even fewer have made a living traversing the stars.
!Languages:
Amas speak either (or both) High or Low Amas, and at least one regional auxiliary language.
!Attribute Scores:
Amas receive a +1 bonus to Dexterity and Agility, and a -1 penalty to Constitution and Charisma.
|Infobox|k
| !Amas system |>|
| |>|
| !Astrographical |>|
| !Region | [[Old Sector]] |
| !Coordinates | |
| !Stellar mass | 1.00 solar masses |
| !Stellar luminosity | 1.00 |
| !Age | 4.409 billion years <br /> (5.591 billion years left on main sequence) |
| !Habitable ecosphere radius | 1.000 AU (0.814 - 1.443 AU) |
| !Planets | [[Amas]] |
The ''Amas system'' is composed of thirteen planets, one of which – Amas – is habitable.
!Planets
| !Orbital position | !Name | !Type | !Distance | !Mass | !Radius |
| 1 | | Rock |0.392 AU | 2.6E+023 kg | 2276.4 km |
| 2 | | Rock | 0.465 AU | | |
| 3 | | Rock | 0.666 AU | | |
| 4 | Amas | Terrestrial | 0.925 AU | | |
| 5 | | Ice | 1.307 AU| | |
| 6 | | Jovian | 2.560 AU | | |
| 7 | | Jovian | 4.319 AU | | |
| 8 | | Jovian | 8.572 AU | | |
| 9 | | ~Sub-Jovian | 11.269 AU | | |
| 10 | | ~Sub-Jovian | 14.028 AU | | |
| 11 | | ~Sub-Jovian | 20.828 AU | | |
| 12 | | ~Sub-Jovian | 29.471 AU | | |
| 13 | | Rock | 49.085 AU | | |
Ambassadors are the eminent support class: though they are less-than-effective combatants, ambassadors are unsurpassed in social skills and morale-increasing abilities.
''Key Attribute:'' The most important attribute for Ambassadors is Charisma, followed  by Agility and Intelligence.
''Action Points:'' Ambassadors receive 5 AP as a class base, and add their their Agility score to find their total AP.
''Hit Points:'' Ambassadors receive 12 HP as a class base, and add their their Constitution score to find their total HP.
''Assistance:'' Ambassadors receive 8 points of Assistance plus their Charisma modifier.
''Abilities:'' Every ten levels, an Ambassador receives 3 Abilities plus his or her Dexterity modifier. A first-level Ambassador receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).
''Traits:'' Every ten levels, an Ambassador receives 5 Traits plus his or her Perception modifier. A first-level Ambassador receives 2 additional Traits, plus his or her Perception modifier (with a minimum of one).
''Skills:'' Each level, an Ambassador receives a base 7 skill points plus his or her Intelligence modifier.
''Class Skills:'' Apart from Universal Skills, Ambassadors receive Bluff and Intimidate as class skills.
''Class Ability:'' Spacers receive the first rank of Inspire upon character creation, and receive Inspire II and Inspire III upon reaching levels 10 and 20, respectively.
''Weapon Proficiencies:'' Ambassadors receive the Weapon Proficiency: Pistol ability upon character creation.
''Armor Proficiencies:'' Ambassadors receive the Armor Proficiency: Light ability upon character creation.
<<showtoc>>
!Intermediate cartridges
|!6.5x38mm|>|
|6.5x38mm FMJ|Ammunition for the M32A, M32C and MG23.|
|6.5x38mm JHP|Ammunition for the M32A, M32C and MG23.<br />Incurs a -5 penalty to damage versus Ballistic damage resistance, but receives  a +3 bonus to damage.|
|6.5x38mm AP|Ammunition for the M32A, M32C and MG23.<br />Negates three points of Ballistic damage resistance, but incurs a -2 penalty to damage.|
|6.5x38mm incendiary|Ammunition for the M32A, M32C and MG23.<br /> Incurs damage as thermal damage.|
|6.5x38mm explosive|Ammunition for the M32A, M32C and MG23.<br />Incurs damage as shock damage.|
!Full-size cartridges
|!7.62x51mm|>|
|7.62x51mm FMJ|Ammunition for the M32B and GMG.|
|7.62x51mm JHP|Ammunition for the M32B and GMG.<br />Incurs a -5 penalty to damage versus Ballistic damage resistance, but receives  a +3 bonus to damage.|
|7.62X51mm AP|Ammunition for the M32B and GMG.<br />Negates three points of Ballistic damage resistance, but incurs a -2 penalty to damage.|
|7.62x51mm incendiary|Ammunition for the M32B and GMG.<br />Incurs damage as thermal damage.|
|7.62x51mm explosive|Ammunition for the M32B and GMG.<br />Incurs damage as shock damage.|

|!9x19mm|>|
|9x19mm FMJ|Ammunition for the Bessani '88T and K&S MP23.|

|!20-gauge|>|
|20-gauge shot|Ammunition for the AS-24 shotgun and AS-24U underbarrel shotgun.|
|20-gauge slug|Ammunition for the AS-24 shotgun and AS-24U underbarrel shotgun. Incurs a -1 penalty to Minimum Accuracy and provides a +1 bonus to Maximum Accuracy.|
|20-gauge flechette|Ammunition for the AS-24 shotgun and AS-24U underbarrel shotgun. Incurs a -2 penalty to Minimum Accuracy and provides a +2 bonus to Maximum Accuracy.|

|!20mm grenade|>|
|20mm high explosive grenade|Ammunition for the G90 and G90R. Damage is incurred as shock damage.|
|20mm fragmentation grenade|Ammunition for the G90 and G90R. Damage is incurred as ballistic damage.|
|20mm incendiary grenade|Ammunition for the G90 and G90R. Damage is incurred as thermal damage.|

| !Tau ammunition |>|
| Repeater Rod | A tightly-compressed stack of bullets for use in Tau repeater pistols and submachine guns. |
| .525 Flechette | A flechette round used in the Tau flechette rifle and carbine. |
| Energy Cell | An energy cell used for the Tau energy rifle. |
<<showtoc>>
The Anteterran era spans from the dawn of civilization to 2217 CE, the year colonists arrived in [[known space|Universe]] at [[Aile]]. 
!-381 MR / 1956 CE
[[Establishment of the First Solari Empire]]
[[First Contact]]
!-244 MR / 2093 CE
[[Resource Wars]]
!-120 MR / 2217 CE
[[Colonization of Aile]]
|Infobox|k
|!Apotheosis|>|
| [img[name|images/craft/apotheosis/apotheosisthumbnail.jpg]] |>|
| Apotheosis-class transport/interceptor |>|
|Affiliation|Ienet|
|Length|12 m|
|Beam|12 m|
|Crew|2|
|Passengers|-|
|Ordnance|2 detainees|
|Complement|-|
''Apotheosis'' was the personal craft of [[Adrian Collier]] and [[Eva Cochran]], two [[Hands of Ienet|Hand of Ienet]] tasked with capturing [[Clare Loret]], an escapee from the [[destruction of the IFS Atlas|Destruction of the IFS Atlas]].
| !Armor |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|
| !Name | !Ballistic | !Chemical | !Energy | !Mêlée | !Shock | !Thermal | !DEX | !AGI | !CON | !INT | !PER | !CHA | !Class | !Max AP | !Max Dodge |
| !First Exodus |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|
| [[First Exodus Jumpsuit]] | +2 | +1 | +1 | +2 | +1 | +2 | - | +1 | - | - | - | +1 | Light | - | - |
| [[First Exodus Scout Armor]] | +2 | +1 | +1 | +2 | +1 | +2 | - | +1 | - | - | - | - | Light | 12 | - |
| [[First Exodus Combat Armor]] | +4 | +2 | +2 | +4 | +4 | - | - | - | +1 | - | - | - | Med. | 10 | 25 |
| [[First Exodus Heavy Armor]] | +5 | +2 | +5 | +5 | +5 | -2 | - | - | +1 | - | - | - | Heavy | 8 | 15 |
| [[First Exodus Powered Armor]] | +6 | +2 | +5 | +3 | +6 | -4 | +2 | +2 | +2 | - | - | - | Powered | 10 | 25 |
| !Tau Armor |>|>|>|>|>|>|>|>|>|>|>|>|>|>|>|
| [[Tau Scout Armor]] | +4 | - | +2 | +2 | +4 | - | - | +1 | +1 | - | - | - | Light | 12 | - |
| [[Tau Berzerker Armor]] | +5 | - | - | +5 | +5 | - | - | +2 | -1 | - | - | - | Light | 12 | 25 |
| [[Tau Combat Armor]] | +6 | - | +2 | +4 | +6 | - | - | - | +2 | - | - | - | Med. | 10 | 15 |
| [[Tau Elite Armor]] | +8 | +2 | +4 | +6 | +8 | - | -2 | +1 | +2 | - | -2 | - | Heavy | 8 | 20 |
|Infobox|k
| !Armor Upgrades |>|>|>|
| !Overlays |>|>|>|
| !Upgrade | !Components | !Skill Requirement | !Effect |
| Flexible construction I | Scrap plastic x 2 <br /> Scrap metal x 1 <br /> Medical brace x 1 | Dodge 5 | +1 to Max. AP <br /> +5 to Max. Dodge |
| Flexible construction II | Scrap metal x 4 <br /> Scrap metal x 2 <br /> Medical brace x 2 | Dodge 15 | +3 to Max. AP <br /> +10 to Max. Dodge |
| Flexible construction III | Scrap plastic x 6 <br /> Scrap metal x 3 <br /> Medical brace x 3 | Dodge 25 | +5 to Max. AP <br /> +15 to Max. Dodge |
| Lightened components I | Scrap plastic x 2 <br /> Medical brace x 1 <br /> Electrical tape x 1 | Endurance 5 | 5% weight reduction |
| Lightened components II | Scrap plastic x 4  <br /> Medical brace x 2 <br /> Electrical tape x 2 | Endurance 15 | 15% weight reduction |
| Lightened components III | Scrap plastic x 6 <br /> Medical brace x 3 <br /> Electrical tape x 3 | Endurance 25 | 25% weight reduction |
| Load-bearing reconstruction I | Medical brace x 4 <br /> Electrical tape x 1 <br /> Scrap plastic x 1 | Endurance 5 | 5 kg. carry weight bonus |
| Load-bearing reconstruction II | Medical brace x 8 <br /> Electrical tape x 2 <br /> Scrap plastic x 2 | Endurance 15 | 10 kg. carry weight bonus |
| Load-bearing reconstruction III | Medical brace x 12 <br /> Electrical tape x 3 <br /> Scrap plastic x 3 | Endurance 25 | 15 kg. carry weight bonus |
| Motorized gauntlets I | Servomotor x 1 <br /> Scrap sensors x 1 <br /> Scrap electronics x 1 <br /> Battery x 1 | Aim 5 | +1 DEX bonus |
| Motorized gauntlets II | Servomotor x 2 <br /> Scrap sensors x 2 <br /> Scrap electronics x 2 <br /> Battery x 2 | Aim 15 | +2 DEX bonus |
| Motorized gauntlets III | Servomotor x 3 <br /> Scrap sensors x 3 <br /> Scrap electronics x 3 <br /> Battery x 3 | Aim 25 | +3 DEX bonus |
| Exoskeletal legs I | Medical brace x 1 <br /> Servomotor x 1 <br /> Electric battery x 1 <br /> Scrap plastic x 1 | Dodge 5 | +1 AGI bonus |
| Exoskeletal legs II | Medical brace x 2 <br /> Servomotor x 2 <br /> Electric battery x 2 <br /> Scrap plastic x 2 | Dodge 15 | +2 AGI bonus |
| Exoskeletal legs II | Medical brace x 3 <br /> Servomotor x 3 <br /> Electric battery x 3 <br /> Scrap plastic x 3 | Dodge 25 | +3 AGI bonus |
| Exoskeletal trunk I | Medical brace x 2 <br /> Servomotor x 1 <br /> Electric battery x 1 | Dodge 5 | +1 CON bonus |
| Exoskeletal trunk II | Medical brace x 4 <br /> Servomotor x 2 <br /> Electric battery x 2 | Dodge 15 | +2 CON bonus |
| Exoskeletal trunk III | Medical brace x 6 <br /> Servomotor x 3 <br /> Electric battery x 3 | Dodge 25 | +3 CON bonus |
| Integrated computer suite I | Scrap electronics x 2 <br /> Copper wiring x 1 <br /> Electrical tape x 1 | Computer Use 5 | +1 INT bonus |
| Integrated computer suite II | Scrap electronics x 4 <br /> Copper wiring x 2 <br /> Electrical tape x 2 | Computer Use 15 | +2 INT bonus |
| Integrated computer suite III | Scrap electronics x 6 <br /> Copper wiring x 3 <br /> Electrical tape x 3 | Computer Use 25 | +3 INT bonus |
| Integrated sensor suite I | Scrap sensors x 2 <br /> Copper wiring x 1 <br /> Electrical tape x 1 | Awareness 5 | +1 PER bonus |
| Integrated sensor suite II | Scrap sensors x 4 <br /> Copper wiring x 2 <br /> Electrical tape x 2 | Awareness 15 | +2 PER bonus |
| Integrated sensor suite III | Scrap sensors x 6 <br /> Copper wiring x 3 <br /> Electrical tape x 3 | Awareness 25 | +3 PER bonus |
| Impressive silhouette I | Scrap metal x 2 <br /> Medical brace x 2 | Intimidate 5 | +1 CHA bonus |
| Impressive silhouette II | Scrap metal x 4 <br /> Medical brace x 4 | Intimidate 15 | +2 CHA bonus |
| Impressive silhouette III | Scrap metal x 6 <br /> Medical brace x 6 | Intimidate 25 | +3 CHA bonus |
| !Underlays |>|>|>|
| !Upgrade | !Components | !Skill Requirement | !Effect |
| Ceramic underlay I | Scrap ceramic x2 <br /> Synthetic weave x2 | Engineering 5 | +1 Ballistic damage resistance |
| Ceramic underlay II | Scrap ceramic x4 <br /> Synthetic weave x4 | Engineering 15 | +3 Ballistic damage resistance |
| Ceramic underlay III | Scrap ceramic x6 <br /> Synthetic weave x6 | Engineering 25 | +5 Ballistic damage resistance |
| Chem-resistant underlay I | Chemical sealant x 2 <br /> Synthetic weave x 2 | Engineering 5 | +1 Chemical damage resistance |
| Chem-resistant underlay II | Chemical sealant x 4 <br /> Synthetic weave x 4 | Engineering 15 | +3 Chemical damage resistance |
| Chem-resistant underlay III | Chemical sealant x 6 <br /> Synthetic weave x 6 | Engineering 25 | +5 Chemical damage resistance |
| Energy-dissapating underlay I | Dissipating weave x 2 <br /> Chemical sealant x 1 <br /> Thermal weave x 1 | Engineering 5 | +1 Energy damage resistance |
| Energy-dissapating underlay II | Dissipating weave x 4 <br /> Chemical sealant x 2 <br /> Thermal weave x 2 | Engineering 15 | +3 Energy damage resistance |
| Energy-dissapating underlay III | Dissipating weave x 6 <br /> Chemical sealant x 3 <br /> Thermal weave x 3 | Engineering 25 | +5 Energy damage resistance |
| Fiberweave underlay I | Synthetic weave x 2 <br /> Dissipating weave x 2 | Engineering 5 | +1 Mêlée damage resistance |
| Fiberweave underlay II | Synthetic weave x 4 <br /> Dissipating weave x 4 | Engineering 15 | +3 Mêlée damage resistance |
| Fiberweave underlay III | Synthetic weave x 6 <br /> Dissipating weave x 6 | Engineering 25 | +5 Mêlée damage resistance |
| Shock-absorbing underlay I | Dissipating weave x 2 <br /> Scrap ceramic  x 2 | Engineering 5 | +1 Shock damage resistance |
| Shock-absorbing underlay II | Dissipating weave x 4 <br /> Scrap ceramic  x 4 | Engineering 15 | +3 Shock damage resistance |
| Shock-absorbing underlay III |  Dissipating weave x 6 <br /> Scrap ceramic  x 6 | Engineering 25 | +5 Shock damage resistance |
| Thermal underlay I | Thermal weave x 2 <br /> Synthetic weave x 2 | Engineering 5 | +1 Thermal damage resistance |
| Thermal underlay II | Thermal weave x 4 <br /> Synthetic weave x 4 | Engineering 15 | +3 Thermal damage resistance |
| Thermal underlay III | Thermal weave x 6 <br /> Synthetic weave x 6 | Engineering 15 | +5 Thermal damage resistance |
<<showtoc>>
!Overlays
Overlays fit into the "overlay" upgrade slot for armor, and include reconstructions, modified frames and exoskeletal, or in the case of Impressive Silhouette, cosmetic enhancements.
!!Flexible Construction ~I-III
A restructuring of a suit of armor's bulky and restrictive portions with more flexible polymers and alloys.
!!Lightened components ~I-III
Many of the armor's heavier parts have been replaced by lighter alloys.
!!Load-bearing reconstruction ~I-III
The suit's frame has been restructured to distribute weight more equally, allowing for increased load-bearing capacity.
!!Motorized gauntlets ~I-III
Gloves with small micromotors to stabilize the hands and fingers against sudden motion or shock.
!!Exoskeletal legs ~I-III
A series of hydraulics and motors attached to a small microcomputer to artifically enhance the movement capabilities of the wearer.
!!Motorized trunk ~I-III
Incorporating some bioelectric interfaces as well as sturdy, motorized frame, the motorized trunk improves general strength and conditioning.
!!Integrated computer suite ~I-III
A small integrated microcomputer to augment the intellectual abilities of its wearer.
!!Integrated sensor suite ~I-III
A series of sensors and receivers to enhance a wearer's awareness and perception beyond natural physical capabilities.
!!Impressive silhouette ~I-III
There are no real changes of consequence here, just some spikes and shiny plates.
!Underlays
Underlays fit into the "underlay" upgrade slot on armor and confer bonuses to damage resistance.
!!Ceramic underlay
Overlapping ceramic scales allow for substantial protection against ballistics and fragmentation.
!!Chem-resistant Underlay
!!Fiberweave underlay
A complex mesh of tear-resistant fibers woven to defend against puncture and slashing wounds.
!!Energy-dissipating underlay
!!Thermal underlay
!!Shock-absorbing underlay
<<showtoc>>
|Infobox|k
| !Modifiers |>|
| !Attribute <br /> Score | !Modifier |
| 10 | +5 |
| 9 | +4 |
| 8 | +3 |
| 7 | +2 |
| 6 | +1 |
| 5 | 0 |
| 4 | -1 |
| 3 | -2 |
| 2 | -3 |
| 1 | -4 |
| 0 | -5 |
In the actions undertaken by characters, success and failure are affected to some degree by their innate qualities. In the face of a moving vehicle, an agile character can dive out of the way, while a sluggish one might have no chance. Alternately, a character may fail to notice the vehicle entirely, making his or her ability to dodge out of the way a moot point. These six scores that dictate a character's general aptitude are called Attributes.

Three of these scores are physical attributes. Dexterity reflects a character's ability to manipulate and interact with his or her hands. Agility is a character's ability to move quickly and precisely. Constitution reflects a character's physical make-up, their strength and stamina. The others are mental attributes. Intelligence is a character's ability to process and evaluate new information. Perception is a character's awareness of the outside world. Charisma reflects a character's ability to act with éclat in situations requiring social skills.

These attributes are generated at character creation and remain more or less static throughout gameplay, save for occasionally incurred penalties or bonuses. For purposes of characterization, a score of 0 is entirely disabled, 1-2 impaired, 3-4 below average, 5-6 average, 7-8 above average, and 9-10 exceptional. Scores of ten or above are generally only obtainable by non-humans or by the use of implants or other mechanical augmentations.
!Generating Attribute Scores
Two methods, one random and one non-random, exist for the calculation of attribute scores:

For a random, normalized distribution of attribute scores, they can be generated by rolling three four-sided dice and subtracting two from the total (3d4-2). This leaves a normalized score somewhere between one and ten. This roll is repeated until six scores are available, at which point the player can assign them to a character's attributes as he or she wishes.

Alternately, a point-buy system with thirty-two (allowing characters with an average of 5.5 points for each attribute, roughly equivalent to a 3d4-2 roll) or thirty-six (6 points for each attribute) points can be used at the GM's discretion to generate a less randomized set of attribute scores.
!Attribute Score Modifiers
Generally, the effects of attributes in dice rolls are limited to the influence of their modifier score. High-scoring attributes confer similarly high bonuses upon their dependent skills and actions. Conversely, attributes with notably low scores will impart substantial penalties to their dependents.
!Attributes
There are six attributes in the Refuge RPG: Dexterity, Agility, Constitution, Intelligence, Perception and Charisma. Each of the six attributes are associated with a particular character class, skill group and dictate a dependent score—Abilities, AP, HP, Skills, Traits and Assistance. Players are given 36 points to distribute among their attribute scores at character creation.
!!Dexterity
Dexterity reflects a character's skill at fine manipulation with his or her hands. The attribute is most closely associated with the Soldier class and modifies the universal skill Aim, as well as partially determining the number of abilities a character receives upon level-up.
Skills Modified: Aim, Demolitions, Security, Hand-to-Hand Combat (with Finesse: Hand-to-Hand Combat), Mêlée Weapons (with Finesse: Mêlée Weapons), Engineering (with Tinkerer)
!!Agility
Agility reflects a character's ability to move, and the quality with which motions are performed. The attribute is most closely associated with the Scout and modifies the universal skill Dodge, as well as partially determining the number of Action Points (AP) a character receives at character creation.
Skill Modified: Dodge, Stealth
!!Constitution
Constitution reflects a character's physical strength, endurance and conditioning. The attribute is most closely associated with the Support class and modifies the universal skill Endurance, as well as partially determining the number of hit points (HP) a character receives at character-creation.
Skills Modified: Fortitude, Endurance, Hand-to-Hand Combat, Mêlée Weapons, Intimidate
!!Intelligence
Intelligence reflects a character's raw force of intellect, as well as his or her creativity and problem-solving skills. The attribute is most closely associated with the Techie class and modifies the universal skill Willpower, as well as partially determining the number of skill points a character receives upon level-up.
Skills Modified: Willpower, Computer Use, Engineering, Heal, Intimidate (with Creative Intimidation)
!!Perception
Perception reflects a character's ability to receive and process external stimuli through the senses. The attribute is most closely associated with the Spacer class and modifies the universal skill Awareness, as well as partially determining the number of trait points a character receives upon level-up.
Skills Modified: Awareness, Navigate
!!Charisma
Charisma reflects a character's force of personality, as well as his or her social skills. The attribute is most closely associated with the Ambassador class and modifies the universal skill Persuade.
Skills Modified: Persuade, Bluff, Intimidate (with Creative Intimidation)
|Infobox|k
| !Avis |>|
|  |>|
| !Orbital characteristics |>|
|Distance from primary star|1.4x10^^8^^ km <br />0.932 AU |
|Eccentricity of orbit|0.043|
| !Physical characteristics |>|
|Planet type|Terrestrial|
|Atmospheric composition||
|Mass|4.1E+024kg|
|Surface gravity|8.587 m/sec^^2^^|
|Surface pressure|472 millibars|
|Surface temperature |7.0˚ C – 22.2˚ C <br /> 44.7˚ F – 71.9˚ F|
|Equatorial radius|5631.6 km|
|Density|5.46 grams/cc|
|Escape velocity|9.8 km/sec|
|Axial tilt|27°|
|Planetary albedo|0.29|
|Length of year|328.90 Earth days<br />425.22 local days|
|Length of day|18.56 hours|
|Hydrosphere percentage|62.2%|
|Cloud cover percentage|46.3%|
|Ice cover percentage|1.8%|
Considered by most xenobiologists to be the descendents of a Solari colony established on Avis during the First Solari Empire, the Avis have nonetheless distinguished themselves as an important species in their own right. Faster and less predictable than the infamously-stolid Solari, the Avis make particularly skilled scouts and sentries. They share their relatives' meticulous and perceptive nature.

The Avis originally populated Meyek, Icre and Avis, but eventually spread throughout known space.
|Infobox|k
| !Bezerker-class bomber |>|
| [img[Bezerker-class bomber|images/craft/ezabezerker/ezabezerkerthumb.jpg]] |>|
| Bezerker-class bomber |>|
|Affiliation|Eza Syndicate|
|Length|7.5 m|
|Beam|4 m|
|Crew|1 |
|Passengers|-|
|Ordnance|2 missile launchers<br>4 light cannons|
|Complement|-|
|Infobox|k
| !Blind Hawks |
| [img[http://i.imgur.com/LbR7zXA.png]] |
//"The Blind Hawks haven't spoken formally with the Syndicate for decades. Anything cultural heritage we share has been burned away ever since we started working with the IFS. It's about as black a mark as you can get in their eyes."// - Hollis Ellicott

// "For all the bowel-moving terror the Eza Syndicate inspires on John Merchant in the core, we Blind Hawks aren't all that much more than glorified accountants."// - Hollis Ellicott

The ''Blind Hawks'' were an infamously autonomous branch of the [[Eza Syndicate]] based on [[Caal]] in the opening days before [[The Great War]]. Due to their distance from the leadership of the syndicate, as well as the unforgiving environment of Caal and the general local lack of black-market economic interest, the Blind Hawks became a legal trading group. They served as the local handlers of imports and exports in exchange for recognition by the local IFS and protection from federal forces.

When [[Ienet]] and the [[Olea Corporation]] began to support political dissidents in the area in an attempt to wrest the planet from IFS control, the Blind Hawks supported the IFS, believing than a coup led by Ienet and the Olea Corp. would not support Blind Hawk interests due to their connection. As the political tensions grew, the IFS on Caal transported consuls off-planet, and decided to send military support. The [[IFS Atlas]] was intended to bring weapons, ammunition and personnel to bolster the anti-insurgency efforts.

When the Atlas never came, the leadership of the Blind Hawks was ruthlessly decapitated by a joint [[Ienet]]-[[Olea]] Corp. strike force. The planet was taken, though three Blind Hawks, Lesley Ryner, Hollis Ellicot and Máire Jenson, managed to escape.
!Members
[[Lesley Ryner]]
[[Hollis Ellicott]]
[[Máire Jenson]]
|Infobox|k
| !Caal |>|
| [img[http://i.imgur.com/lCUk2iH.jpg][[Caal]]] |>|
| !Orbital characteristics |>|
|Distance from primary star|3.2x10^^8^^<br />2.142 AU|
|Eccentricity of orbit|0.080|
|Orbital period|1529.38 local days<br/>970.5 Earth days |
|Satellites||
| !Physical characteristics |>|
|Planet type|Terrestrial|
|Hydrosphere percentage|51.6|
|Cloud cover percentage|39.6|
|Ice cover percentage|1.7|
|Equatorial radius|6451.1 km|
|Mass|6.2x10^^24^^|
|Density|5.50 g/cc|
|Surface gravity|9.921 m/s^^2^^|
|Escape velocity|11.3 km/s|
|Rotation period|15.22 hours|
|Axial tilt|27˚|
|Planetary albedo|.27|
|Surface temperature|10.2˚ C - 20.2˚ C <br />50.3˚ F - 68.3˚ F|
| !Atmospheric characteristics |>|
|Surface pressure|780 mb <br/> .769 atm|
|Atmospheric composition|Nitrogen - 62.3% <br />Oxygen 37.4%<br/>Argon 0.3%|
|!Demographic|>|
|Native species||
|Immigrated species||
|Language||
|Government||
|Population||
|Demonym||
|Major cities||
|Major imports||
|Major exports||
|Trading partners||
|Affiliation||
| !Related Articles |>|
|<<list filter [tag[Caal]]>> |>|
| !Map |>|
| [img[http://i.imgur.com/mjZ6QBF.jpg]] |>|
<<showtoc>>
!Overview
One of the planets of the [[Mining Sector]] discovered during the middling years of the [[Second Terran War]], ''Caal'' has largely remained under the radar since its bombardment. Only during the opening days of [[The Great War]] did it see any large importance. Ienet's growing political influence in the region saw an attempt at IFS intervention with the [[Atlas|IFS Atlas]]. The failure of the Atlas to arrive and provide support for the beleaguered pro-IFS [[Blind Hawks]] chapter of the [[Eza Syndicate]] resulted in the organization's destruction and the fall of the planet to Ienet hands.
An unnamed ''governor of Caal'' was executed by Olea commandos during the [[Coup on Caal]] in 470 MR.
|!Orbital position|!Name|!Type|!Distance|!Mass|!Radius|
|1| |Rock|0.389 AU|0.196 EM|0.585 ER|
|2||Rock|0.657 AU|0.139 EM|0.522 ER|
|3||Rock|0.744 AU|0.105 EM|0.477 ER|
|4||Rock|0.883 AU|0.094 EM|0.459 ER|
|5||Venusian|0.990 AU|2.061 EM|1.264 ER|
|6||Rock|1.174 AU|0.434 EM|0.761 ER|
|7|[[Caal]]|Terrestrial	|2.142 AU|1.035 EM|.011 ER|
|8||Sub-Jovian|2.790 AU|2.626 EM|2.247 ER|
|9||Jovian|3.725 AU|88.397 EM|6.419 ER|
|10||Jovian|6.379 AU| 973.940 EM|13.518 ER|
|11||Jovian|13.615 AU|645.280 EM|12.770 ER|
|12||Sub-Jovian|27.505 AU| 9.843 EM| 3.998 ER|
|13||Sub-Jovian|45.191 AU|1.149 EM| 2.227 ER|
|14||Rock|46.755 AU|0.181 EM|0.762 ER|
|15||Asteroids|53.733 AU| 0.001 EM| 0.125 ER|
<<list filter [tag[Characters]]>>
// "Uh, well, best case scenario, we get the hell offworld and head for somewhere where everyone doesn't want us dead. Worst case scenario, Olea takes orbital control before we get in the air, and we head over to Chetland, learn what inconspicuous looks like and start farming dirt." //
|Infobox|k
|!Clare Loret|>|
| [img[Clare Loret|images/characters/]] |>|
|!Biographical information|>|
|Homeworld|Alcesar|
|Birth|450 MR (20)|
|Death|-|
|!Physical description|>|
|Species|Terran|
|Gender|Female|
|Height|1.72 m|
|Weight|57 kg|
|Hair color|Light Brown|
|Eye color|Green|
|Skin color|White|
|!Chronological and political information|>|
|Era|[[Great War]]|
|Political Affiliation|[[IFS]]|
''Clare Loret'' (2787 AD | 450 MR - ) was drafted into the [[Intergalactic Federation of Systems|IFS]] fighter corps at the age of 18 and was a member of [[Green Flight|Green Flight (IFS Atlas)]] based on the [[Aile-class frigate]] [[IFS Atlas]], which was [[destroyed|Destruction of the IFS Atlas]] over [[Meyek Prime]] in 470 MR.  Upon crashing on the planet, she incapacitated an [[Ienet]] squad sent to capture her by detonating her craft. She quickly was able to raise a distress call, which was answered by an [[Olea|Olea Corporation]] [[outpost|OBT-M2]] on [[Meyek II]]. Loret was soon met by [[Joss Calvert]] and [[Alea Meyers]], two employees of [[Olea|Olea Corporation]]. They returned her to the station, and discovered that there had been an outbreak while they had been on the planet. They escaped from the station and left for [[Icre/Avis]] on the [[Iron Hawk]].
The Colonial Regions, lying on the outside of the Galaxy, were the last to be colonized by alien cultures, the first to reach other galaxies and the first to be invaded by the Terran during the first days of the Terran Wars. Meyek and Aile were largely forgotten after the war, but Icre/Avis became a cultural epicenter following the holocaust on it sister planet's surface.

Systems
* [[Aile]]
* [[Renve]]
* [[Meyek]] 
* [[Icre/Avis]]
* [[Olea]]
* [[Geatine]]

!See Also
* [[Core Sector]]
* [[Old Sector]]
* [[Mining Sector]]
The ''colonization of Aile'' occurred in 2217, long after the close of the [[Resource Wars]] that spurred their departure.

<<tiddler EarlyHumanColonizationandExodusTable>>
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PrimaryPale: #eee
PrimaryLight: #ccc
PrimaryMid: #999
PrimaryDark: #666
SecondaryPale: #eee
SecondaryLight: #ccc
SecondaryMid: #999
SecondaryDark: #666
TertiaryPale: #eee
TertiaryLight: #ccc
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Error: #f88
<<showtoc>>
!Combat
!!Determining Initiative
Initiative dictates the order in which characters participate in combat. In a situation when the opposing forces are aware of the other's presence, initiative is determined by an Agility roll (d10 plus the character's Agility modifier), and combat order follows the order of rolls—from the highest roll first to lowest roll last. In the event that some combatants are unaware of the others' presence, combat order can be determined freely by the ambushing force, while the ambushed force must roll for initiative. Characters that join combat in-progress join at the end of the current combat round.
!!Action Points
|!Common Actions And Action Point Cost|>|
|Use stim| 4 AP |
|Use medpack| 8 AP |
|Throw grenade| 4 AP |
|Change weapon firing mode| 1 AP |
|Open door| 3 AP |
|Open window| 6 AP |
At the beginning of each character's segment of the combat round—their turn—he or she receives Action Points to perform actions. Action Points can be used to move, attack or use an ability. When a character has exhausted his or her supply of Action Points, his or her turn is over. Should a character choose to perform an action requiring more than his or her total number of action points, the character can elect to perform the action at the beginning of the current round, and is prevented from acting again until the number of actions points have been passed.
!!Starting Combat
In order to participate in combat, a character must have a weapon equipped. The AP cost for this action is variable, depending on the weight and size of the weapon. When a weapon is drawn, they are then able to attack. Obviously, hand-to-hand combat requires nothing to be equipped.
!!Movement
|!Action Points and Movement|>|
|Adjacent walk| 3 AP |
|Oblique walk| 4 AP |
|Adjacent run| 2 AP |
|Oblique walk| 3 AP |
|Adjacent crawl| 4 AP |
|Oblique crawl| 5 AP |
|Rough terrain| +2 AP |
|Through water| +3 AP |
|Lean| 2 AP |
|Standing to crouch| 2 AP |
|Crouch to prone| 2 AP |
|Standing to prone| 4 AP |
|Flat drop| 2 AP |
A character can move during any part of his or turn, provided he or she has the required AP to perform the action. Movement to an adjacent square requires 3 AP, while movement to a square diagonal from his or her current square costs 4. Movement over rough terrain (harsh slopes, uneven ground, etc.) incurs a +1 penalty to the typical AP cost for movement (adjacent movement now requires 4, diagonal 5). Moving from a standing position to a crouch (or vice versa) costs 2 AP, moving from a crouch to prone (or vice versa) costs 2 AP, and moving from a standing position to a prone position (again, or vice versa) costs 4 AP.

Walking over smooth terrain imparts no penalties to attacks taken in the same turn. However, a variety of actions do, and other actions provide bonuses. Running and walking over rough terrain each impart -3 and -2 penalties to all attacks within the character's turn. Dropping flat, an extremely brief action, imparts a -3 penalty to all attacks made within the character's turn. Crouching and lying prone provide +1 and +2 bonuses to all Aim checks, respectively. Characters are unable to attack while moving without the Shot on the Run or Attack on the Run abilities, for Aim checks and Mêlée/~Hand-to-Hand Combat checks respectively.
|Example: Hollis, level six Spacer, finds himself attempting to infiltrate a small warehouse. Hollis, with 10 AP, walks the last metre (-3 AP) up the alley to the front corner of the warehouse. He unholsters his pistol (-3 AP), leans out (-2 AP) and sees an Olea trooper leaning back against the wall, smoking a cigarette and not paying particular attention. He leans back (-2 AP) and waits for the trooper to continue his patrol.|
!!Reflex Actions
Characters who move into areas already under surveillance by others can provoke reflex actions from their opponents. A reflex action affords a player half the AP of a regular turn and occurs out of combat order as determined by the initiative roll. 

An unveiled or unstealthed character moving into a square within sight of a opposing character provokes a reflex action.
|Example: The trooper extinguishes his cigarette and crosses the alley. Though it his turn, Hollis was watching it first. He is afforded a 5 AP reflex action. He fires once, aiming for a +2 bonus to attack.|
!!Attacking and Defending
Attacking during the combat round is a matter of rolling for the skill which the character intends to use. Attacking with a firearm requires an Aim roll, attacking with a mêlée weapon a Mêlée Combat roll, and a punch or kick a Hand-to-Hand Combat roll. Any attack can be defended against with a Dodge roll, while Mêlée Combat and Hand-to-Hand Combat rolls can also be defended against with their respective skills.
|d10 + (skill + attribute modifier) + miscellaneous modifiers|
| vs. |
|d10 + (skill + attribute modifier) + miscellaneous modifiers|
Failed attacks do not generally result in repercussions for the attacker—situations in which the defender has the Ability Riposte excepted. A successful attack, that is when the combined roll of the attacker exceeds that of the defender, is followed by damage calculation.
|Example: Hollis attacks the Olea trooper with his E&S '63 Custom. Hollis, with 5 points of AP left, aims for a +2 bonus to attack, and fires. He rolls a 4 on his d10. Adding his Aim score of 9 (6 with a +3 Dexterity modifier) and an evened-out accuracy modifier of +0, leaves him with a total attack of 13. The trooper dodges, rolling a 7, but his middling Dodge score leaves his final defense roll a 12. Hollis hits.|
!!Attack Modifiers
The circumstances surrounding an attack can be modified in several ways by characters. The most common method is by aiming one's weapon. Firing at the hip is not an especially accurate way of using a firearm, and substantial penalties to accuracy when firing in such a manner reflect that.

All weapons have a base accuracy, and a maximum aimed accuracy. Some smaller weapons, such as pistols and SMGs, receive only minor benefits from being aimed, while larger weapons designed for greater ranges, such as assault rifles and light machine guns, receive much greater benefits. The accuracy bonus applied to an attack is directly correlated with the amount of AP spent aiming the weapon, but only until the AP cost to achieve the maximum aimed accuracy is reached.

Characters with the Quick Aim Ability are able to reach the maximum aimed accuracy of their weapons faster. Accuracy modifiers are retained throughout the rest of the turn unless the attacking character performs an action that reorients the weapon (reloading, operating an underslung weapon, a mêlée strike, etc.).
|Example: Hollis's E&S '63 Custom, a rather bulky ballistic pistol, is not a particularly accurate weapon, with a base accuracy of -2. It does, however, receive a relatively substantial bonus when being aimed, with a maximum aimed bonus of +4. Now, were Hollis to aim his pistol for the maximum accuracy of +4, the additional AP cost to his attack would be +6.|
A somewhat less common method of modifying one's attack is through the use of hit locations. Each body part has its own specific modifier when attempting to specifically hit it, reflecting the added dificulty of hitting a target's head or arm instead of its center of mass. All shots with no hit location specified are assumed to be directed toward the torso (+0 attack modifier). Attacking specific body parts is most helpful when attempting to score Critical Hits against targets (see 2.6, Critical Hits).
|!Hit Locations|>|
|Location|Attack Modifier|
|Head|-3 penalty to attack.|
|Arms|-2 penalty to attack.|
|Torso|+0 penalty to attack.|
|Legs|-1 penalty to attack.|
At long ranges, range can also have an effect on an attack roll. Beyond the maximum range of a weapon, all attacks incur a -5 penalty.
|Example: Perhaps Hollis instead aims for the trooper's head. With a roll of four on his d10, a +0 weapon accuracy modifier, +9 for Aim and a -3 penalty for hit location, Hollis's attack roll is a total of 10. Despite the soldier's middling Dodge score, his defense roll of 12 allows him to dodge Hollis's attack.|
!!Rate of Fire and Weapon Spread
Every successful attach results in at least one hit against an opponent. A particularly successful attack roll, or a particularly abysmal defensive roll on the part of the defender, can result in multiple hits. An average between a weapon's recoil and fire dispersion, weapon spread determines the probability of successive hits. Every time the difference between an attack and defense roll exceeds a weapon's spread score, up through the weapon's maximum rate of fire, another hit occurs.
!!Damage
The number of hits on an enemy and the subsequent damage done are determined by pair of dice rolls. Upon a successful hit, the attacker's roll is compared with the defender's. Every number of points equal to the attacker's weapon's spread score results in additional hit, and another damage roll.

Damage is determined by rolling the weapon damage indicated for the particular weapon in use. 3d8 damage yields anything from 3 to 24 damage, etc. This damage is then applied to the damage resistance of the target. All armor provides some damage resistance to at least one of the six damage types (see table). After damage is calculated, the damage inflicted is subtracted from the relevant damage resistance of the target's armor.
|!Damage Types|>|
|Type|Description|
|Ballistic|Damage incurred from bullets or fragmentation.|
|Mêlée|Damage incurred from localized blunt trauma.|
|Shock|Damage incurred from explosions or systemic blunt trauma.|
|Thermal|Damage incurred from fire or extreme thermal conditions.|
|Energy|Damage incurred from electrical and radioactive sources.|
|Chemical|Damage incurred from poison, chemicals or hazardous materials.|

|Example: But Hollis, having successfully hit the Olea trooper, rolls for damage. His E&S '63 Custom has a damage rating of 2d6. He rolls for 7 ballistic damage. The trooper's light armor soaks up 3 points of damage, but takes the other 4 points as damage to his total HP.|
!!Critical Hits and Hit Locations
When a character sustains damage to his or her HP greater than his or her Constitution score, the character is threatened with a critical hit.

He or she must immediately roll for Fortitude. If the Fortitude roll exceeds the damage sustained, he avoids a Critical Hit but takes the damage as normal. Otherwise, the character suffers a Critical Hit. Damage to HP is incurred normally but additional damage—the difference between the failed Fortitude roll and the damage roll that threatened the critical hit—is incurred to the character's Attribute scores.

Damage to Attribute scores is permanent until the character receives medical attention, and leads to a penalty to all rolls and scores modified by that attribute.

The Attribute damage by a Critical Hit is dependent on the hit location, which defaults to the torso. A critical hit to the torso does damage to a character's Constitution score. Critical damage to the arms damages the character's Dexterity score. A critical hit to the legs affects Agility, and a critical hit to the head damages all mental attributes—Intelligence, Perception and Charisma—as well as Constitution.
|Example: Were Hollis have successfully hit the trooper on his attempt for a headshot, and have rolled 12 on his damage roll, the trooper would be faced with a Critical Hit. Were the trooper have failed his Fortitude check, he would taken 8 damage to his Intelligence, Perception, Charisma and Constitution scores. All further skill rolls taken by the trooper modified by these attributes would be penalized. 8 damage, and 8 damage to Constitution effectively inflicts 16 damage to the trooper's HP. The trooper is left with ten, only slightly more than a third of his initial HP.|
!!Suppressive Fire
	Suppressing the enemy with automatic fire is a full-turn action. A character must declare its use at the beginning of their turn and is unable to take any other actions for the rest of its duration. After declaring the attack, the attacking character performs a single Aim roll, with no weapon aiming bonus. All characters in the target area—a circle with a radius of three, five or seven squares, depending on the level of the character's Suppressive Fire ability—must perform a dodge check. If successful, they manage to evade the fire and get down; if not, they are hit and take damage. The attacking character's turn ends, but the effects of suppression continue until the beginning of their next turn.
	Should a character attempt to break from cover while in the suppressed area, he or she must make a Willpower check against the Aim roll. A successful roll allows the character to break from cover, upon which they must make a Dodge check versus the Aim roll to avoid being hit. A successful check results in no damage, while a failed one results in a hit against the character.
!!Status Effects
A variety of status effects can affect characters.
Pinned characters are unable to move from prone position, and receive all the penalties and bonuses that entails.
Stunned characters are unable to act for the stun's duration.
!!Cover and Concealment
	When under fire, characters receive considerable bonuses to their Dodge rolls when they are behind cover.
|!Cover|>|
|Cover percentage|Defender Dodge Bonus|
|1/5|+1|
|2/5|+2|
|3/5|+3|
|4/5|+4|
|Nearly complete|+5|
While concealment does not offer any substantive protection against attacks, it does make a prospective assailant's job a good deal harder. Characters attacking a concealed opponent—one hiding in brush, behind penetrable materials, in darkness—receive penalties to attack rolls.
|!Concealment|>|
|Concealment percentage|Attacker Attack Penalty|
|1/5|-1|
|2/5|-2|
|3/5|-3|
|4/5|-4|
|Nearly complete|-5|
!!Death, Dying & Revival
	A character reduced to 0 HP is immediately knocked unconscious, and stabilizes, taking no further damage nor facing any immediate fear of death. They are, however, incapacitated until they are revived by an ally with a DS 20 Heal check, and a subsequent DS 25 Heal check to revive at 1 HP. (A failed Heal check of either raises its DS for subsequent checks by 5.) A character reduced to negative HP is considered dying, and will continue losing HP at -1 per round until stabilized by an ally. When a character's HP reaches the negative equivalent of their Constitution score, they are dead, as is a character with a Constitution score of zero. A dead character can only be revived in extremely rare circumstances.

<<tiddler RPGTable>>
The Core Regions were the first to be inhabited by intelligent life. Solari Theta was, even before the Terran Wars, the epicenter of cultural and political power throughout the region. Eza was unpopulated and mostly undiscovered until a splinter group colonized it during the latter half of the Terran Wars. The widespread corruption and gangster politics spread to Lerua.

Systems:
* [[Solari]]
* [[Keth]]
* [[Eza]]
* [[Lerua]]
* [[Alcesar]]
* [[New Haven]] 
!See Also
* [[Colonial Region]]
* [[Old Sector]]
* [[Mining Sector]]
<<list filter [tag[Corporations]]>>
|Infobox|k
| !Craft |
|<<list filter [tag[Craft]]>>|
<<showtoc>>
!Combat support craft
!!Bomber
!!Dropship
!!Fighter
!!Freighter
!!Gunship
!!Interceptor
!!Transport
!Capital classes
!!Corvette
Highly maneuverable craft used to engage smaller enemy vessels and fighters.
!!Destroyer
Small, fast, highly maneuverable vessel used to engage capitals and support craft.
!!Frigate
Support craft, used primarily for escort and light combat.
!!Monitor
Small support vessel, used at long range to bombard enemy craft.
!!Cruiser
Large vessel with less armor and firepower than a battlecruiser.
!!Battlecruiser
Extremely large, carrying massive amounts of ordnance and armor.
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<<showtoc>>
!Dependent Scores
	While Attributes are often used to modify skill rolls or encourage active role-playing, their primary importance lies in their relevance to each of their dependent scores. Every attribute has one dependent score, which serves a specific function—either in combat or out. Dexterity modifies the number of Abilities a character gains each level. Agility modifies the number of Action Points a character receives for each round of combat. Constitution modifies the number of hit points each character has. Intelligence modifies the speed at which characters acquire skills and expertise in various fields. Perception modifies the number of Traits a character receives, and Charisma modifies the Assistance score for each character.
!!Abilities
	Abilities dictate the variety of actions characters are able to perform in combat, or modify various rolls associated with combat actions. Abilities that reduce the penalty for dual-weapon use exist, as do abilities that allow a character to attack more quickly. The rate at which a character acquires abilities is dictated by the base number of abilities a character receives for their class, plus their dexterity modifier (see 2.1, Modifiers). The combined total is the number of abilities a character is able to select over the course of each ten levels. First-level characters automatically gain two abilities plus or minus his or her Dexterity modifier (to a minimum of one for characters with a penalty to Dexterity). See Chapter Three, Abilities for a list of Abilities and their effects.
!!Action Points
	Action Points, or AP, reflect the speed at which characters are able to perform actions within discrete intervals of time. During combat, characters perform actions in rounds, and receive Action Points at the beginning of each to spend. Lengthy, complex actions require greater numbers of Action Points, while short, simple ones require fewer. The number of Action Points a character receives at the beginning of each round is the sum of his or her base number of Action Points as dictated by class and his or her Agility score. See Chapter Ten, Combat, for a considerably more detailed overview of Action Points.
!!Hit Points
	Regrettably, as within the real world, physical trauma is inevitable in the Refuge universe. The dangers of the elements and nature are substantial enough, but sentient individuals often pose an even more profound threat to the well-being of characters. The ability of a character to sustain physical trauma is measured by Hit Points, or HP. Unlike in many role-playing games, the number of Hit Points a character has does not increase at a regular pace with their level—while a character may encounter abilities, traits or equipment that boost his or her number of Hit Points, these are rare, and opportunities for significant increases in his or her HP are few and far between. See Chapter Ten, Combat, for a more detailed overview of Hit Points and their relevance in combat situations.
!!Skills
	Skills are numerical representations of characters' competency in eighteen fields, roughly encompassing most situations to be likely encountered in the confines of the Refuge setting. These span from adeptness with firearms, to persuasiveness and stealthiness. There are six Universal Skills, each modified by one of the six Attributes, with which all characters have at least some familiarity. These, along with Class skills, require the investment of only one skill point to advance a rank. Non-class, non-universal skills require two. Each skill is modified by one of the six attributes, though traits exist that allow for their modification by alternative attribute scores. For a more complete overview of all the Skills and their applications, see Chapter Five, Skills.
!!Traits
	Traits describe innate—either inherent or learned—personality characteristics or personal attributes. Certain traits reflect a character's ambidextrousness, or her attitudes toward violent conflict. These are reflected in modifiers to attribute 
!!Assistance
|Infobox|k
|!Destruction of the IFS Atlas|>|
|Date|April 14, 470 MR|
|Location|Orbit over [[Meyek Prime]]|
|Result|Decisive [[Ienet]] victory|
|!Belligerents|>|
| [[IFS]] | [[Ienet]] |
|!Commanders|>|
| [[Patrick Jarvi]]† | - |
|!Strength|>|
| [[IFS Atlas]] <br> [[Red Flight|Red Flight (IFS Atlas)]] <br> [[Blue Flight|Blue Flight (IFS Atlas)]] <br> [[Yellow Flight|Yellow Flight (IFS Atlas)]] <br> [[Green Flight|Green Flight (IFS Atlas)]]  | [[Ienet Mediator]] <br> [[Ienet Portent]] <br> [[Ienet Tempest]] |
|!Casualties|>|
| IFS Atlas <br> Red Flight <br> Blue Flight <br> Yellow Flight <br> Green Flight <br> [[Mia Rossi]] | Light |
|!Great War|>|
|Next | [[Skirmish on Meyek Prime]] |
The ''Destruction of the [[IFS Atlas]]'' was one of the precipitating factors of the [[Great War]].
!Background
The [[Ienet Hand|Hand of Ienet]] [[Mia Rossi]] was dispatched in 468 MR on a deep-cover mission to assess the military strength of the [[IFS]]. Due to her formidable communications technology skills, she was able to take up position as the communications officer of the [[IFS Atlas]].

As Rossi continued to serve aboard the vessel, she experienced an ideological conversion and broke off contact with her handler. Panicking and fearing quick IFS retribution, he had the craft destroyed en route to [[Caal]] for a pacification mission.
!Battle
The battle was intercepted as its AMD system disengaged over [[Meyek Prime]]. The system had in fact been sabotaged by an IFS agent sent aboard to ensure the interception of the vessel.

Upon falling into orbit above the planet, the [[Mediator|Ienet Mediator]], the [[Portent|Portent]] and the [[Tempest|Ienet Tempest]] began to bombard the vessel. The Atlas was quickly overwhelmed, and shortly after launching its fighter complement, suffered a number of hull breaches that led to complete decompression of the vessel.
!Impact
The impact of the destruction of the IFS Atlas, ironically, had nothing to do with the craft itself, nor the reasons why it was destroyed. The craft was impulsively destroyed; Ienet had insufficient military power to successfully wage a war against the IFS, and knowledge of the incident had to be quickly covered up. The survival and escape of [[Clare Loret]] forced Ienet to task Ienet agents with her capture.
|Infobox|k
|!ES450|>|
| [img[ES450|images/craft/ezafighter/es450thumb.jpg]] |>|
| !Production information |>|
|Manufacturer| [[Eberhard & Stafford]] |
|Line||
|Model||
|Class||
|Cost||
| !Technical specifications |>|
|Length|5.36 m|
|Width|1.82 m|
|Depth|1.52 m|
|Mass|334.07 kg|
|Maximum<br>acceleration|270.6 m/s^^2^^|
|Maximum speed<br>(atmosphere)||
|Engine unit(s)|"""OC/T-008A""" (4)|
|AMD||
|Power system||
|Hull||
|Sensor system(s)||
|Targeting system(s)||
|Navigation system||
|Avionics||
|ECM package||
|Armament||
|Complement||
|Craft hangars||
|Escape pods||
|Crew||
|Minimum crew||
|Passengers||
|Cargo capacity||
|Consumables||
|Life support system(s)||
|Communication system(s)||
|othersystems||
|!Usage|>|
|Role(s)||
|First use||
|Retired||
|Era||
|Affiliation||
In the beginning of the twenty-second century, the first pioneers into the vast expanses of space left Earth in search of new inhabitable systems and planets. This blind, grasping exploration sowed the seeds for the catastrophic devastation of Earth in 2337 CE, an event colloquially known as [[The Massacre]]. A large strike force of Tau ~OBPs arrived at Earth on the 26th of July in 2337 CE, having previously encountered belligerent human colonies on Aile, in an attempt to eradicate the fledgling interstellar power. The vast majority of Earth's population was killed in the initial orbital bombardment. Fewer than two million survived, and the United Nations immediately began efforts to leave the environmentally-devastated planet.

The [[Exodus|Human Exodus]] from Earth took place over the next twelve years, beginning with the First Exodus in 1 MR and terminating in 8 MR with the final relocations to Icre. Upon establishing an industrial presence on the planet, preparations were rapidly made for a violent confrontation with the forces that had sought to destroy humanity.

<<tiddler EarlyHumanColonizationandExodusTable>>
The first years of Terran control over the galaxy were marked by rapid expansion by human forces and a consolidation of human interests in known space. The Amas and Tau attempted to recover from the devastating IFS attacks during the First Terran War, and the IFS presence on Solari precluded a reassertion of FSE power. The IFS's relationship with the Avis and the residents of Meyek was far more cordial, and offered the IFS their only major allies.

In 27 MR, the Tau began demanding reparation for the First Battle of Tau-11, a claim that was dismissed by the IFS, setting the stage for the Tau Insurrection in 46 MR. The Eza Syndicate first makes an appearance on the Federation stage in an infamous piracy incident, but disappeared almost immediately.
|categoryTable|k
| !Early Human Colonization and Exodus |>|
| !-120 MR / 2217 CE | [[Colonization of Aile]] |
| !-12 MR / 2325 CE | [[First Aile Massacre]] |
| !0 MR / 2337 CE | [[The Massacre]] |
| !1 MR | [[First Exodus]] (1 MR) - [[Skirmish on Aile]] (1 MR) |
| !1-8 MR | [[The Exodus]] (1 MR - 12 MR) |
| !14 MR | [[Liberation of Avis]] (14 MR) - [[Liberation of Renve]] (14 MR) |
|Infobox|k
|!Earth|>|
|System|Sol|
|Satellites|Moon|
|Terrain|Earth-like|
|Inhabitants|-|
|Language|-|
|Radius|6,371.0 km|
|Day|24 hours|
|Year|365.26 days|
|Mean Temperature|14 °C|
|Atmospheric Composition|78% N~~2~~, 20% O~~2~~|
|Political Body|-|
|Political Affiliation|-|
|Exports|-|
|Trading Partners|-|
''Earth'' is the fourth planet in the Sol system, and the home place of humanity. The planet was itself made uninhabitable by [[The Massacre]], an event that forced humanity to leave Earth in [[The Exodus]].
Considered a quality benchmark in the manufacture of weapons, E&S firearms and melee weaponry are widely known for elegant design and exceptional reliablity, with the price to match. E&S weapons are found most often in the hands of assassins, bounty hunters and special operations forces allowed to use personal weaponry. E&S is an old manufacturer, founded by two weapon crafters on [[Telren]] during the [[Great Siege of Telren]] between 218-219.
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Two [[IFS]] craft were constructed as an ''Executor-class orbital bombardment platform/carrier''. The [[IFS Executor]] and [[Judicious|IFS Judicious]] were constructed in the decade before the beginning of the [[Great War]] as flagship vessels. The Executor was captained by the [[IFS Fleet Admiral]] [[James Morrow]] and was destroyed at the [[First Battle of Ienet]]. The Judicious was destroyed a year later in the [[Second Battle of Solari Theta]] and signaled the collapse of the IFS.
!Statistics
Length: 525 meters
Beam: 180 meters
Passengers:
Ordnance: 10 orbital bombardment cannons, 10 superheavy Gauss cannons, 
Complement:
!Craft
[[IFS Executor]] - (465 MR - 470 MR)
[[IFS Judicious]] - (469 MR - 471 MR)

''Exie'', short for "extraterrestrial," is the slur of choice for humans describing non-human species. Examples of exies include the [[Tau|Tau (species)]], [[Amas|Amas (species)]], [[Avis|Avis (species)]] and [[Solari|Solari (species)]].
A temperate, pleasant planet, ''Eza'''s pleasant demeanor belies its crime-ridden nature. Ruled by the [[Eza Syndicate]], Eza was first colonized by humans during the [[First Terran War]]. They quickly subjugated the native [[Solari]] inhabitants, and took the planet for their own. The planet, and the syndicate named for it, has managed to remain firmly out of reach of the IFS, due to the powerful ground defense network quickly constructed by its original inhabitants. These batteries are ancient but powerful, and capable of destroying any trespassing craft foolish enough to remain in orbit.
The Eza Syndicate has had a troubled and chaotic existence since its loose establishment during the [[First Terran War]], when several [[TFS|Terran Federation of Systems]] cruisers and their crews deserted the TFS in December of 22 MR and began to colonize the Eza System. Twelve years later, after the pirating of a trader convoy in the [[Olea]] system, the IFS declared the Eza Syndiate a rogue political body and sent a strike team to Eza, finding little sign of the defectors. They remained submerged until the Tau Insurrection, where they accepted an embattled IFS's plea for military assistance and served in the pacification of Amas, Olea, Aile and Tau. Upon emerging victorious, Eza began to colonize the nearby Lerua system, remaining legal under the permissive eye of the IFS.

The Eza Syndicate served in a similar capacity for the IFS during the opening years of the Second Terran War, but eventually turned to assist the forces of the Second Insurrection. It came too late to assist the SI, and upon reasserting control over civilized space, the Eza Syndicate was again outlawed, though reconstruction prevented the IFS from pursuing the Syndicate. Various skirmishes with IFS forces occured through the following centuries, with little effect on either side.

It has been suggested that the Eza Syndicate has begun to collude with Ienet forces, but those assertions have not been proven beyond any reasonable doubt.
Factions:<<list filter [tag[Factions]]>>Corporations:<<list filter [tag[Corporations]]>>
|Infobox|k
| !First Aile Massacre |>|
| [img[http://i.imgur.com/xudAvDO.png]] |>|
| !Aile |>|
|Date|April 17, 2325|
|Location|[[Aile]]|
|Result|Destruction of Aile Colonies|
| !Belligerents |>|
|[[Tau Confederacy]]|[[Colonists of Aile|Aile Colonies]]|
|!Strength|>|
||Colony ~I-VII|
|!Casualties|>|
|One dropship|All colonies except [[Colony 7|Aile Colonies]]|

<<tiddler EarlyHumanColonizationandExodusTable>>
|Infobox|k
| !First Battle of Meyek |>|
| [img[First Battle of Meyek|images/]] |>|
|Date|September 16th, 2358 CE|
|Location|Tau-11|
|Result|Decisive Exodus victory|
| !Factions |>|
|[[Human Exodus]]|[[Tau Confederacy]]|
| !Commanders |>|
|Faction1|Faction2|
| !Participants |>|
|Faction1|Faction2|
| !Strength |>|
|Venganza|Faction2|
| !Casualties |>|
|Light|Heavy|
| !First Terran War |>|
|Next|[[Formation of Terran Federation of Systems]]|

<<tiddler FirstTerranWarTable>>
//“This is the Admiral. We've waited a long time for this day. Twenty-two years. That's longer than some of you've been alive, and I'm sure even more of you don't remember it at all. The fire, the smoke, the great steel rods crashing down from the sky like judgment from God. The blood and the screams, wrenched from the throats of mothers whose children were cut down before them, the husbands whose wives were torn from them by countless hordes of godless, inhuman beasts. These are the killers of your mothers, your fathers, grandparents. Your sisters and brothers, your daughters and sons. Without morals, without compassion—with nothing but vicious blood lust. We have waited twenty-two long years for this day. They thought they could defeat us, crush us, like insects. But we have survived, and though we are weary, we are resilient. We have grown strong, stronger than they could have ever dreamed. Today, when we put the boot to their throats, when you hear these vicious monsters mewl for mercy, remember your families. Remember the blood shed, and the blackened, charred Earth. These beasts showed no mercy, and they shall receive none in kind. There will be no quarter for malice, no tolerance for the evil with which these bastards have tried so desperately to bring us to our knees us—no. There will be vengeance. Remember Earth.”//

|Infobox|k
| !First Battle of Tau |>|
| [img[First Battle of Tau |images/]] |>|
|Date|August 12th, 2359 CE|
|Location|Tau-11|
|Result|Decisive TFS victory|
| !Factions |>|
|[[Terran Federation of Systems]]|[[Tau Confederacy]]|
| !Commanders |>|
|Faction1|Faction2|
| !Participants |>|
|Faction1|Faction2|
| !Strength |>|
|TFS Venganza|Faction2|
| !Casualties |>|
|Light|Heavy|
| !First Terran War |>|
|Previous|[[Formation of Terran Federation of Systems]]|
|Next|[[Siege of Solari Theta]]|

<<tiddler FirstTerranWarTable>>
The ''First Contact'' of the Terran and [[extraterrestrial life|Exie]] was an inadvertent discovery of the planet [[Earth]] by an [[FSE|First Solari Empire]] scout patrol on July 8, -381 MR. The craft was downed by United States military forces above Roswell, New Mexico and captured. Due to the relative level of technological inexperience held by humanity at the time, no useful knowledge was obtained.

The incident was successfully covered up by the US Military.
<<tiddler EarlyHumanColonizationandExodusTable>>
I'm working on it.
#William Everett gets saved from squishing by Frasier and Cleary.
#He is woken by Cleary at the museum on Holliday Avenue. They're going to go save people.
#They walk through the devastated streets of Baltimore.
#They reach Inner Harbor and talk turns to Cleary became a cop because he cares about people, as per an incident in his childhood or something. From the smallest insect of a junkie, he cares about helping people and the hope that someday, their life will be better. FORESHADOWING: Carver doesn't always share his beliefs. We learn they're romantically engaged, despite her being his superior.
#Frasier has been working on a radio transmitter to contact Washington.
#They're running out of supplies.
#The gub'rnment shows up and offers to evacuate critical personnel. They don't have room for all of them. In all likelihood, the rest of them will die because they don't have enough supplies. Cleary blows a gasket at the realization they won't be able to save everyone, and that most likely, the people they've worked so hard to save are just going to die. He pulls a gun and threatens to attack the military guys, and Everett calms him down. Carver seems okay with the plan of action, which is another source of anguish for Cleary.
#Frasier is super-impressed by Everett's ability to handle the situation.
#They evacuate Carver, Frasier and some other people. Cleary and Everett decide to stay behind and help the poor miserable souls in Baltimore survive. It's not looking good for them.
#One year later.

	William Everett did not expect the light of day to return at all, and certainly not with the sharp prod of a gloved hand. He opened his eyes and cringed; the brightness was searing, and he could not move his arms to shield them from the sun. He made an effort to lean forward but fell back, grimacing in pain. Everett ached, everywhere. Each of his ribs seemed to have split, his muscles torn and skin pummeled into a purple-blue mass. He coughed, and was surprised when he saw no flecks of blood spray from his cracked lips.
	His eyes began to fall closed as the hand's owner turned to the side, blocking the light from the sun for a moment. "Hey, Frasier—I found one." The man's voice was dry and weary, rough like sandpaper. He was middle-aged, stocky and muscled. From what Everett could tell silhouetted against the light, his limbs were short, loose and powerful.
	"Thank God," said a second.
	"Just help me get this off him," the first man said, grabbing a manhole-sized chunk of debris from atop Everett's chest and shoving it off to the side. The second dropped to his knees beside Everett. He was taller, thinner, and looked younger than the first. His voice was filled with manic energy. "You're gonna be okay, we're gonna get you out of here," he said. He began scrabbling at fractured concrete, the shards of rebar that poked through the crumbled and powdery material.
	"Can it, Frasier, save your strength. Put your arm around his shoulder, help me get him up." The first man put his forearm around the small of Everett's back and clasped his arm in his free hand. He winced and coughed in pain. The two pulled him up, supporting his weight between the two of them carefully as the rubble slid off his legs and onto the ground. They began to walk, slowly, from the wreckage of the stairwell to the lobby, from the lobby to the building square. Everett took each step in increasing disbelief.
	Baltimore was gone. The contents of the building across from him were spilled out across the ground, its superstructure barely standing amidst the pile of rubble and debris. And the blood, and the bodies. He felt suddenly nauseous, and swallowed hard to keep the lurch in his stomach at bay. His eyes flicked from building to building as the two men dragged him outside. Some had collapsed entirely, flattened, bottoms flared out like the ridges of a spent bullet. Others had been lashed violently, standing there great swaths of building carved away and scattered to earth.
	"What's—what's going on?" Everett asked, his head falling back and eyes flicking back and forth across the horizon. The sky was punctured by the twisted spires of shattered buildings, and had begun to bleed red in the evening sun. "Christ, what happened?"
	"It's the end of the world, kid," said the first man. "And Christ ain't here."

Everett awoke with a rough hand on his shoulder. It was the first man. His voice, still dry and even rougher than before, was quiet and insistent. It came out as more of a bark than a greeting. "Hey, you awake? Kid—"
	He pulled open his eyelids and held them open widely, with unpleasant dedication. He was in a dark room with brick walls and the musty scent of age. The only light came from a shattered array of windows on the other side. The room was mostly underground. "Yeah, I'm awake. Feel like I got hit by a truck."
	"Don't we all? Just be grateful you're still in one piece. Some of these poor bastards we've dug out, they're not expected to make it the next couple hours, let alone the next couple days." He shrugged. "You're more or less okay. Got at least another couple days in you. We had the medic check you out while you were... out. Bruised rib and some other assorted maladies excepting, you're fine. Nothing too serious."
	"What happened?"
	The man sighed. "Comet breaking up, Chinese sneak attack, act of God—I don't really give a shit. Us sitting around and navel-gazing about why the end of the world decided to drag itself over to our doorstep isn't going to change anything. Not going to bring anything back. Carver has her pet theories, ask her if you want a more informed opinion."
	Everett pushed himself up into a sitting position, head bumping back against the brick wall. He felt a sudden flare of pain in his back and he winced, reaching his hand to massage the sore spot on his spine. "Who are you, anyway?"
	"Cleary. Frank Cleary. I work—worked—for the BWM area police department." He gave an ironic salute with two of his fingers and scowled."Always glad to be of service."	
	"Is this some sort of government thing, is the government here?"
	"There's no government here. There's no running water, no food, and we're damn short on antibiotics. They might decide to show up at some point. But I figure they've got move than enough of their own problems at the moment. We're on our own for now."
	There was a pregnant pause.
	"How long was I out?"
	"About twelve hours, making it..." He exhaled loudly through his nose and checked his wrist. "About nineteen since any of us have gotten any sleep. Now, sorry to ruin your day," he said, extending a hand (the glove was torn, and he could see the blood and dust on Cleary's skin), "but you're coming with me. There are a lot of people out there," he said, "and not all the bodies are cold just yet."
	Everett closed his hand around Cleary's and pulled himself to his feet. Pain flushed through his limbs and he winced, closing his eyes. His eyebrows raised and scraped the bottom fringe of his bangs. "Ah," he said. "That's going to take a bit of getting used to."
	"Your pain, my pain, everybody's pain. You'll be fine. Come on, we're supposed to run scans on Adams Ave. Carver's orders." They started to walk to the opposite wall, where a short half-flight of stairs led upward.
	"Who's Carver?"
	"Lieutenant Carver. My superior, and as far as I can tell, the highest-ranking officer alive in the BWM. She's good people, don't worry. Once we're done with the dirty work, there'll be time enough to talk."
	They stepped up the stairs and into the main room of the old city hall. It'd been since converted into a museum, full of artifacts of the old Baltimore, before it'd merged with DC to become the BWM. Old twentieth-century technology and doodads, portable computers, travel guides and pamphlets. Photographs of the old buildings and sights. They were all gone, now. The Germans had rebuilt Dresden back in the day, but what Everett had seen was so much more than Dresden, so much worse than a firebombing. It was eradication. Every building, every block, pummeled into the ground. He didn't want to imagine how many people had been lucky enough to make it out alive. Maybe hundreds. Hopefully more.
	How he'd managed to escape was unfathomable. The last he remembered, he'd been walking down the stairs when he heard the first—he could scarcely think of a word for it. It was less a sound and more of a terrible shock, one that reverberated through his chest and shuddered through his bones. A boom, followed by a crack and a crash. Like an earthquake, first one, then another, until the building was shaking and he was running, tripping, falling, then trapped in the landing, stuck under one set of stairs and one that collapsed on top of him. It was dark, and something had collided violently with his torso, but the crashing kept coming, it kept coming.
	He cleared his head with a shake and walked with Cleary into the morning sun. He didn't want  to look around, barely turned his head from the cracked concrete blacktop, but the vision of a devastated city impressed itself on his vision all the same. It transfixed him despite his best efforts, the rows of cracked and collapsed buildings that stretched until they faded into the grey, dusty air. The smoke that still billowed off in the distance. The smell of ash and cinder that drifted, unshakably.
	It was the end of the world, as Cleary'd said. There was no coming back from this.	
	They walked quietly down the block, not speaking, just staring at eviscerated building after building as they made their way to Adams Avenue. Everett had not seen the streets of Baltimore empty before. There was always someone—a homeless man huddled against a darkened storefront, a drug dealer and a junkie, some mentally ill person stumbling down the street, eyes vacant wild. There was always someone.
	"The other man who helped dig me out, who was that?"
	"That was Frasier. Some government scientist guy. Told me he came down to the BWM to do structural analysis on some of the federal buildings here. He's had first aid training, Carver probably has him elbows deep in somebody's gut. Government people, I tell you. Can't keep their hands out of other people's business." Cleary smiled vaguely.
	"So what are we looking for, exactly?"
	Cleary pulled a small electronic device from his pocket. "We're waiting for this thing to light up and inform us there's somebody that needs helping. So far, it doesn't look like anyone in this neighborhood got lucky."
	"Christ. How many people have you found?"
	"Not enough." He shook his head. "Not enough."
	Everett swallowed and they continued their slow walk through the devastated city. The sun had risen to the top of the sky; flashes of light burst through the clouds of dust that had risen from the shaken ground.
	They stopped at the shores of Inner Harbor, turned grey with ash. The hush of the waves was quiet and soothing. (THINGS THINGS THINGS)

	They stood, overlooking the water. Everett rested his foot on the bottom rail and drummed his fingers on the upper one, silent.
	"So, what made you decide to become a cop?"
	He sighed and scuffed his toes on the concrete. "I'll tell you what, Will. It's times like this I don't remember so well anymore."
	"This isn't your first time dealing with the apocalypse?"
	Cleary gave a wry smile and closed his eyes. "No easy answers, and nowhere to look but that little pit inside some people call a soul. The people, they ask you to make the call, and where do you turn? The books? The books don't have anything on this. They've got no test cases for this, this annihilation. There's people out there I can't help. Beyond saving." He exhaled. "Once, when I was thirteen, I was sitting in class. It was," he closed his eyes, recalling the scene, "—quarter to ten. September 4th, 2302. Beginning of a new year, and all that."
	"What happened?" Everett asked quietly.
	"A girl and her boyfriend, probably from the high school—the buildings were conjoined—were walking past the windows of the classroom. They're walking, they're getting farther and farther apart, and suddenly, he runs to her and he hits her. Not once, but again and again, she's screaming, I get up and scream to the teacher, "teacher, teacher, call someone," and she calls the police and they're on their way, I run to the door—scrawny kid, hadn't hit puberty, didn't even have a hair poking of his chin—and she won't let me out, "the police will handle it."
	He shook his head. "They didn't handle it. She was gone when they got there. Blood, all over the ground. There was nothing they could do. And if I'd—if I'd been there—" he trailed off, rubbed the corner of his eye. "Goddamn. Forty years and that story still... so I became a cop. I was never going to be powerless, never going to sit by while somebody got hurt. No matter who it was, no matter what they've done, nobody deserves what happened to that girl. And if nobody gives them that chance, that chance to live, to change, to improve themselves, then what the hell are the police for?"
	Cleary continued. "I know some people, like Carver, are in it to catch the bad guys. And I was, for a while. But not anymore. I'm in it because, whatever else, I don't give up on people. I believe that there's some shred of human decency in everyone, and that if that boy, if somebody had been there to stop him, maybe somebody could've put his head straight so he'd never hurt anybody ever again. I don't know what happened to him. That was a long time ago."
	"How'd you survive the... you know. The event? I don't know what the hell we're calling it."
	"I got lucky. I was rummaging through the evidence lockers in one of the precinct's sub-basements. Two, three meters of concrete. Nearest impact was a ways away, so we were just rattled pretty badly. Aside from the lockers, the damage was pretty minimal."
	"Uh, yeah. Carver." He blinks. "She was, uh, heading down to take a crack at one of the baddies in the holding cells. You know, good-cop, bad-cop routine."
	"Really?" Everett looked at him with a half-smile.
	"Aw, fuck it. It's not like anyone cares these days. We've been, ah, seeing each other. Last few months. We were in the middle of a, a rendezvous when it happened. It was a bit of a shock. A crash, a rumble and a shudder, like God himself took a knife and cut open the earth below your feet. Needless to say, if knocked us out of the mood. We got up, heard the station collapsing above us. Didn't know what else to do, so we waited, while everything came down above us. And then it was over. Seemed like hours. Left the interrogation room. The ceiling was caved in, but there were still people in the cells. Craver told me to go ahead and try to find a way out. I did."
	"Why did Carver stay behind?"
	"I don't know, didn't ask. But once I'd managed to scrabble a path together to the alley, she'd come back with French."
	"French?" Everett furrowed his brow. "Who's French?"
	"Quartermaster for the station. You probably haven't seen him, we'll pay him a visit once we make it back to Holliday. He was in the armory, had a piece of rebar shot through his leg for his troubles. Carver tried to keep him stable and I tried to contact the officers on patrol. Nobody reported in. We've got the coordinates from their last check-ins, but nothing from them since. I started at the old city hall and found Frasier. Few hours later, the two of us found you. By then, French was one leg fewer and Carver'd set up camp."
	"So, what are your plans? I mean, as far as one can make plans anymore."
	" I don't know. Things haven't really—hit, you know? As for me, I think I'll just keep going. Walking, working, trying to stay alive until this—-I dunno. Until it stops being a nightmare I expect to wake up from. Ask me later sometime."
	"What about you? What are you going to do?"
	"I don't know. Stick around for a while, see if any better offers come up. I can't imagine any will, seeing as the whole world's gone to hell and all."
	"Yeah, I guess that's wont to happen in this world of ours."
	There was a long pause. Waves washed up against the shore, and the tide began to fall.
	"We should probably be heading back."
	Cleary nodded. "Let's take a different way back. We're not going to find anyone. But it doesn't hurt to look."
	They turned away from the waterfront and began a wandering, circuitous path through the ruined streets back to the old city hall. They were silent, and only the hush of wind broke the silence between the two men. The air was still thick with dust and grime, colder than a usual July afternoon. By the time they had reached the stairs of the old Balitmore museum, the sun was bloody and beat grimly. Cleary and Everett stood and watched as it sank below the horizon. Cleary brushed a hand over his forehead. "Christ," he said, and fell silent.
	They turned and walked into the building, walked the halls now-cluttered with debris and the resting bodies of refugees. The floor's tiling was cracked and covered in a thin layer of pulverised concrete, tracked in from the whistling wind through the shattered windows and on the feet of the survivors. Quiet conversation echoed in the air, whispers of how many survived, questions of what and answers of the Chinese bastards, no doubt about it. Cleary and Everett stopped at the old mayor's office, the plate removed and door ajar.
	Carver looked up. "Find anyone?" She was young, early thirties, with short brown hair and a furrowed brow. Her eyes were watery, rubbed red; juding from the deep bags beneath them, she'd spent the last two dozen hours without sleep.
	Cleary shook his head and dropped the small device into Carver's hand, fingertips brushing. "No. Anybody else have luck?"
	"A little. Havers found a family in a bomb shelter at the community center. Convinced them to come here, brought some food and supplies along with. It's not much, but it'll be enough for the next few days."
	"How many does that bring us to?"
	"A few dozen. Forty-two or forty-three. It's bad, Frank." She bit her lip. "It's really bad."
	Everett spoke up. "Do we have any idea what happened?"
	Carver shook her head. "Something nuclear, as far as we can tell. But it must've hit everywhere. We can't raise Washington. Sats and comms are down. I've got Frasier working up a radio transmitter, trying to get in contact with somebody further up the coast. That being said, it's mostly a pipe dream at this point. We might very well be some of the last people left."
	"On the Coast?"
	"Maybe anywhere."
	"We're not alone." Cleary said. "There's always someone else."
	"You're probably right. I hope you are, at least. I'm banking on it."
	"How are supplies looking?"
	"Like I said, good for the next few days. It very well may have all been irradiated, but what we have, that's pretty much it. I've got some people hitting up the markets, see if they can scrounge anything up. It'll be a while before we have something approaching a long-term operation, but we'll see it through."
 	There was a quiet knock at the door. Frasier entered. His eyes were heavy-lidded and half shut, and he leaned against the doorframe for support. He spoke quietly. "I've got Washington. The signal's weak, but it's definitely there. They're sending people."
	Carver stood at her desk. "My God. Do they know what's going—what did they say?"
	"Some kind of nuclear attack. Not just the East Coast. Everywhere they can make contact with, they're hearing the same thing."
	"What, was it the Chinese?"
	"I don't know. We—" he shook his head, "—we don't know much at this point. The President's dead, VP MIA. They swore in the Speaker of the House a few hours ago. Their people were an hour or so out when we talked, they might know more. I wasn't able to find out any more. Like I said, the signal was pretty weak, it broke off after a couple minutes." He exhaled slowly, head nodding against his chest. "I could really use a good sleep right now."
	"Go, you've earned it."
	He stretched his eyes open for a moment. "Thanks. Wake me up when Washington gets here." He turned and left, closing the door with dragging feet.
	"How's the search going?" Cleary asked.
	"Pretty poorly. We've got everyone we can running searches, but we only have ten or so scanners. It's not enough to save everyone. Most crews, they're coming back with three, maybe four survivors. Most of them aren't expected to survive. Burned beyond recognition, massive internal bleeding, that sort of thing. All we can do is keep them comfortable. But we're quickly reaching the extent of our operational range. We're either going to have to start setting up outposts throughout Baltimore to search from or give up entirely, and consolidate what we have here. To tell you the truth, I've begun to lean toward option number two. We just don't have the people, Frank."
	"We can't just abandon them! There might be hundreds, thousands still alive. We can't just cut them off because some of us are too goddamn lazy to walk ten miles out and back."
	Carver stood up and walked around the desk. She walked to Cleary and put a hand on his arm. "Frank, it's not a question of abandoning, it's a question of resources. We just don't have enough to send out the search parties you're looking for. Most of the people we dig out aren't going to make it anyway. And what happens if we loose them? If we send people out, and they don't come back? Get crushed by debris, shot in the head by some crazy survivalist-type? What then? Then we're out two able-bodied people and a scanner. We just don't have the wherewithal to do this, Frank. I'm sorry. But we don't."
	He exhaled. "I'm going to get some shut-eye before Washington gets here. You should too. You look pretty beat up."
	"I will. I'm going to go talk to French, see how our supplies are doing, and the rounds after that, but then, yeah. I'll sleep. Soon."
	"All right." His voice was unexpectedly gentle, and the corner of his mouth twitched in a quick smile.  "We need our fearless leader at her best."
	She smiled back. "Thanks."
	Cleary turned and put a hand on Everett's shoulder. "Come on," he said, "let's get some rest."
	In the hour he laid on the musty cot, William Everett was unable to sleep. The eerie quiet of the old city hall was discomforting, and he was chilled by the whispers of unnaturally cool summer air drifting through the shattered windows. Though he closed his eyes, the striking silhouette of the ruined city dominated his mind. He recalled, without intention or desire, the cracked concrete of the sidewalks, the fractures in the streets. Fallen bodies and crashed vehicles were littered across the road, rent violently, charred beyond recognition. He and Cleary had ignored them entirely. There was no life to be found there.
	Everett wondered how long it would be before he'd be able to sleep without the images emblazoned on the backs of his eyelids, and settled on the knowledge that the night after his rescue might have been his last peaceful night in a very long time.
	"Everett." It was Carver's voice. "It's Washington. They're here."
	The air was cool and ashen as they stepped down the front stairs to the old city hall. The street was cracked and beaten, and the hovercar wobbled in the air as it came to an unsteady stop on the concrete. Carver stood with her arms crossed on the bottom step, flanked by Cleary and Frasier. Everett stood behind them, and examined closely the trio that stepped out of the car.
	"Lieutenant Carver?"
	Carver nodded. "Yeah. That's me."
	"Captain Sommers, National Guard. What's the situation here?" The first man extended a hand.
	Carver took it, they shook, and the first man nodded his head toward the museum.  The group began to walk up the stairs to the doors. "Forty-two survivors. We might have some more coming in the next few hours, but we're not expecting to be above forty by the end of the day. Some pretty bad injuries."
	"I can imagine. DC's mostly destroyed, tsunami hit a few hours after the initial attack. The president and his family were killed in the first wave. VP's still MIA, we had the Speaker of the House sworn in—"
	"—a few hours ago, I know."
	They stepped across the threshold into the building. Sleeping refugees filled the main hall of the building. His voice dropped to a low whisper. "All right. Then I'll have you know that things aren't looking good, Lieutenant." He gestured to the men and women resting on the floor. "Anywhere we can meet."
	"Old mayor's office, come with me." They began to walk. "Do we have any idea what happened?"
	He sighed. "Nothing more than we knew an hour ago. Some sort of wide-scale nuclear attack. The pulse ruined most of our electronics, but we have enough shielded equipment on hand for the basics of our operations. We're working on getting in contact with the Midwest, but they're not making it easy on us."
	"What, are we still under attack?"
	"No, that's not what I meant. Satellites are down, and the EMP's fried enough of the telecommunications equipment between here and there that we're functioning at a serious disadvantage here. We're hoping they'll be able to relay us to Yucca Mountain, some of the initial communications we got before things went dark indicate that Yucca's become something of a stronghold for remaining US military personnel. With any luck, they've survived the bulk of the attack and we'll be able to restablish some sort of order from there. I know they're flying the President there as we speak."
	Carver paused at the door to the office, her hand resting on the doorknob for a moment. "So she's dead, then."
	He looked down. "Yeah. The President was killed almost immediately. We still haven't located the VP, but I'm sure you know as well as us that the odds of us finding more survivors at this point are getting slimmer."
	"Christ."
	"Christ isn't here, m'am."
	"So what's the plan from here?" She took a seat at her desk, gesturing for the military men to take seats.
	"Evacuate all critical personnel." He pointed to Frasier. "Mr. Frasier is coming with us. I'll leave the other four up to you, but the official recommendation is you and whoever you feel to be the most productive individuals—"
	Cleary spoke up. "What happens to the rest of them?"
	"Frank—" Carver said.
	"No, I want to hear it from him. What happens to them? He gestured back toward the hallway. "Those men and women—those children—out there. What, are we just going to leave them to die?" He was visibly angry.
	"This is the survival of humanity we're talking about. All we need to rebuild is a hundred people capable of breeding. This isn't a civilian rescue operation. "
	 "You piece of shit," he roared. "You swore to protect them! These people—you don't get to leave them to die when it's expedient!" He spat the word.
	"I swore to protect the Constitution of this nation, and there won't be one if we spend our time taking care of every useless John and Jane who shows up on our doorstep!"
	"Our nation was founded on these people! We have a moral obligation to take care of them, to bring them through this!"
	"Then do it! No one asked you to come along."
	"It doesn't matter if I stay—there's no water, barely any food as it is. What we do have is irradiated, toxic. We need water, we need supplies! Everyone in this camp is going to die without your help."
	"It's fifty goddamn people, Frank! You don't think we have our own problems to deal with in Washington? In every other goddamn city? What makes yours so much more important, that gives you the right to the scare resources we have? Nothing! Judging by the uniform, you're just a deadbeat cop!"
	Cleary had pulled his sidearm, barely giving anyone a chance to react. Everett jumped between the two men. "Cleary!" he shouted. "I'll stay! I'll stay with you. We'll save these people. Together. We can do this. I know the locations of half a dozen bomb shelters, food pantries, everywhere around this city. We're not out of it just yet. Just put the gun down and we can talk about this—calmly."
	


I'll leave that designation up to you, but we don't have room for more than four; Matthew Frasier is coming with us. We'll need him if we're going to start rebuilding. An official recommendation would consist of yourself and whoever you believe to be the individuals with the most potential for productivity. We don't have much in the way of resources, so we're saving them for the best we have."
	"So, what are you doing in town? Come to see the sights of the late, great, BWM?"
	"I've come with a job offer."
	"Those are few and far between these days."
	"I'll preface this by saying I still remember the last time we met. Cleary—Cleary looked like he was going to shoot that man, and you stopped him."
	"I didn't—not rea—"
	"No, you talked him down. Despite us asking him to do something that compromised every cell in his body, every fiber of his moral being, you calmed him down. It takes a hell of a leader to do that, Will."
	"Well, if you came here to flatter me, you're doing one hell of a job."
	"Yeah, well, I needed to butter you up a bit before asking you this. I'm not sure you're going to be thrilled with my proposition."
	"Let's find out."
	"Come with me."
	"Never."
	Fraiser laughed. "Goddamn, you're not going to make this easy, are you?"
	"I'm not leaving. Cleary—Cleary gave his life for these people. I'm not going to turn my back on what he started."
	"You're one hell of a moralist, I'll give you that. But you've done everything you can here. You've guaranteed these people another five, another ten years. But what after that? You know as well as I do that earth is done for. All the anti-rads in the world aren't going to stop us all from dropping dead of cancer in ten or fifteen years. The ground doesn't give anymore, William. The earth, it's spent. Whatever that was, whatever hellfire we called down on ourselves, that was intended to wipe us out for good. And it will, if we don't do something about it."
	"What's that, Frasier?"
	"Two hundred years ago, right in the midst of the Resource Wars, a group of private investors—filthy rich people, some of the richest on the planet at the time—gathered up twelve hundred of the best and brightest humanity had to offer, shuttled them up into massive colony ships, and sent them out to the stars in search of a new planet to call our home."
	"Bauer's Folly, right? Nobody ever heard back from them, though, did they?"
	"Well, so the conventional wisdom would have us believe. However, the conventional wisemen didn't have satellites tuned to their signal. They found a world all right. Called it Aile. And from what we can tell, Bauer's plan, it worked. They settled down, formed colonies, and managed to transplant what we had here onto a whole other world."
	"If it was such a success, why did we never hear from them?"
	"Government red tape. The usual. By the time they'd landed, Bauer and the rest of the investors were dead, their corporation long since bankrupt, so there wasn't anyone to check up on the family legacy, as it were. The UN took to collecting their transmissions." He pulled a small tablet computer from his bag and placed it on the table. "I've got them here."
	Frasier began to read the words from the screen: "Colonies three, four destroyed. Two and six under attack. Haven't heard from five or seven. It's over."
	"Well, that sounds sufficiently forboding."
	"Yeah. That was eleven years ago."
	"Eleven years? That's—" he paused. The idea that worlds away, humans had been living, thriving, without anyone's knowing, was almost unbelievable. "What was it? What happened?"
	"I don't know. But I'd take an educated guess that whatever hit us, hit them first. Followed them home to warn the fledgling bird to stay in the nest."
	"Christ. So the rumors, what people have been saying, it's true? It was—" he shook his head incredulously. "Space aliens?"
	Frasier bit his lip. "Yeah. That's, that's what it looks like. We didn't learn about it until a week or so after the event, but some of our people in the Dakotas managed to shoot down the spacecraft that was attacking the Midwest. Crashed mostly intact. But yeah, that's what it looks like."
	"Why are you telling me all this? You say you're asking me to leave, where am I leaving to? Is it this Aile, this graveyard of destroyed human colonies? In search of what?"
	"Answers. We've got a team of the best people alive—the brightest scientists, the best writers, the most accomplished engineers, soldiers, pilots humanity has to offer. And they'll be at your disposal. You can lead. I saw it back then and I can see it here. We need someone who can lead these people to Aile, and find out what our place is in this suddenly hostile universe."
	"I'm going to need a little more direction than that, Matthew."
	He nodded. "We never found out what happened to the seventh colony. The last transmisions don't mention it, other than that they said they were somewhere safe. We're beginning to think they may have survived whatever happened to the rest of the colonies, and we think that if we can make a foothold at Aile, we'll be able to start looking for another home. Ours is dying, William, and we'll all be dead in a hundred years if we stay. This is the future of humanity, and we're entrusting it to the best. Are you in?"
	BLAH BLAH BLAH NARRATION
	"I'm in."

	"So where are we headed?"
	"Originally? Old Soviet missile silo. Decomissioned in the early twentieth-first century, I'm guessing they fixed it up during the Resource Wars, used it to ward off the Chinese. Anyway, it's empty now, has been for the last hundred years or so. Nobody lives around here, save a couple hundred villagers, so the Tau didn't bother dropping any more than a single nuke. The villages were a total loss—everyone was dead by the time we got here—but these silos, well, they were built to take quite a bit more damage than a nuclear warhead thirty miles off. Underground control facilities, living quarters for a staff of a couple dozen. UN took it over a couple months ago, fixed it up, put General Adams in charge."
	"General Adams?"
	"Yeah. General of the US Air Force, before everything. Five stars, all the fancy ribbons and shiny bars. Apparently he was at Russell Air Force Base when it happened. Got in a fighter, shot down a couple enemies and fired a couple rockets at the dropper before taking a couple of nasty hits and crashing out in the Badlands. Walked twenty miles back to the base, but by then the whole place was blown to hell. The surviving pilots regrouped and went out to Yucca Mountain to re-connect with the military personnel there. So now we've got Adams and Stevens—he's the other hotshot pilot in this story—you at least know him, right?"
	"Think I heard the name. Golden boy of the Midwest, shot down a dropper, right?"
	"That's the one. Single handedly took down one of the big ones over the Badlands of North Dakota. Killed, I dunno, some people say five, some people say dozens of enemies in the fight overhead. Singlehandedly secured us the technology that's our secret weapon in this whole business, the AMD."
	"You keep saying these things like they're gonna click."
	"Alcubierre Metric Drive. Astrophysics isn't my brand of science, but I'll try to explain what it does. It takes the spacetime around it and shapes it—shrinking the spacetime in front of it and expanding the spacetime behind it—so whatever's inside the bubble rides this distorted space like a wave. Lets you travel tens, dozens of times the speed of light, all the while not violating Einstein's theory of general relativity. Devised by a Mexican physicist in the twentieth century. They cleaned it up a little during the twenty-first, but we were never able to do anything with it."
	"But, among other things we were unable to get working vis-à-vis that technology, like the ungodly power requirements,  it turns out the bastards figured out how to shape the Alcubierre bubble to fit, well, any shape you like. We would've been stuck sending bathyspheres out into space, and they sent goddamn aircraft carriers instead."
//In the waning years of the twenty-first century, conflict and suffering swept across Earth in a desperate fight for resources on a poisoned planet. A new class of pioneers left Earth in search for a new home among the stars. This blind, grasping exploration of the galaxy saw colonies rise on a single frigid planet, Aile. By the time Earth and its people had recovered and received the final messages from Aile's inhabitants, few remembered the colonies existed. And even fewer were concerned when the transmissions stopped altogether.
They came on a bright July morning in the year 2337.//
<<showtoc>>
!The Pitch
First Exodus is a RPG set in a sci-fi universe and using the decidedly non-fictional Refuge RPG system. The story concerns the player and six other individuals who accompany him or her to the lost colonies of Aile in search of a foothold for a greviously-wounded humanity, given that Earth has been, if not destroyed, rendered inhospitable for the next couple centuries and is need of a rapid evacuation. Survive the hazards of an alien world! Interact with your companions! Discover the mysteries of the lost vaults colonies!
!Hopeful Eventual Features
*turn-based combat over a square grid (heresy!)
*kill fast, die faster!
*low emphasis on item variety (sixteen weapons), heavy emphasis on tactical choices!
*exploratory party of four (including player) characters, from six permanent companions
*extensive conversational LARPing opportunities
*ten locations to explore, over about five or six hours if you're talking to your companions and not rushing
*three sections in opening act!
*seven colonies across acts two, three and four
*about an hour each!
*class-based homebrewed RPG system
*heavily emphasis on skills!
*low HP with few chances for increases!
*a veritable smorgasbord (100+) of character abilities, traits and perks!
*heavy emphasis on C&C and character interaction
*discuss the fates of the colonies as thinly-veiled metaphors for the sins of humanity!
*morality-neutral companion influence system!
*"unscripted" companion death incorporated into plot!
*kill 'em all and finish the game yourself!
*non-linear plot, Doom-style (multiple paths down same tree)
*numerous endings!
*Fallout-style slideshow ending!
*very possible that someone will survive, unlikely that everyone will!
!You're Never Going to Finish This.
You know what, you're probably right. But I really like writing, and I really like RPGs, and I'd prefer to make something I have at least a chance in hell of finishing: a relatively short RPG with relatively few locations, whose major complexities involve writing and scripting the dialogue and coding the combat engine, instead of making thousands upon thousands of godforsaken assets and dungeons and coding hundreds of quests. I would prefer to stick with "hundreds," and "dozens." So I decided on this.

There will be no open world stuff to contend with, just a relatively short but story-complex RPG featuring shitty placeholder graphics done by yours truly. I'm decent enough at pixel art and graphic design stuff, and I have no compunctions about using placeholder character/background models until it's far enough along to merit a Kickstarter or other crowdsourcing thing/someone else gets involved and really wants to.

I'm a student, and I've got more time on my hands than I care to have. So this is going to be my target of grim determination until I finish it or I give up. Or I die. Which I suppose is a possibility, however unlikely it may be.

Best regards.
The first wide-scale engagement with exies, a pejorative abbreviation of "extraterrestrial," occured in 21 MR, with the First Battle of Meyek Prime. A vicious series of hit-and-run military strikes upon the planet secured the planet's unwilling cooperation in the greater conflict. The human forces established a Terran Federation of Systems with the inhabitants of Meyek Prime and Avis and immediately lashed out at the Tau in the bloody, retributive First Battle of Tau-11. The Tau surrendered in the face of a planet-wide assault with both thermonuclear and orbital kinetic weapons.

With only the waning First Solari Empire and the Amas remaining as threatening interstellar powers, the TFS regrouped and quickly moved to Solari Theta in what came to be known as the Great Siege. The FSE surrendered in the face of a potential thermonuclear bombardment like the one that befallen the Tau.

In 23 MR, the TFS moved to engage the Amas in the climactic  First Battle of Amas, which ended in a painful rout for the Amas. The extraterrestrial interstellar powers were subdued, more due to the shock of such a violent, maurading force, and the TFS, now with the tacit agreement of the Amas, Solari, Tau, Meyek and Avis, reformed as the Intergalactic Federation of Systems with the forces of humanity at its head.
<<tiddler FirstTerranWarTable>>
|categoryTable|k
| !First Terran War |>|
| !Participants |>|
| !Terran Federation of Systems | [[Terran Federation of Systems]] |
| !Exie Forces | [[Meyek Defense Force]] - [[First Solari Empire]] - [[Amas Imperium]] - [[Tau Confederacy]] |
| !Timeline |>|
| !21 MR | [[First Battle of Meyek]] - [[Formation of Terran Federation of Systems]] |
| !22 MR | [[First Battle of Tau]] - [[Seige of Solari Theta]] - [[Formation of Eza Syndicate]] |
| !23 MR | [[First Battle of Amas]] - [[End of First Terran War]] - [[Formation of Intergalactic Federation of Systems]] |
|Infobox|k
| !Frank Cleary |>|>|>|>|>|
| !Soldier 5 |>|>|>|>|>|
| !DEX | !AGI | !CON | !INT | !PER | !CHA |
| 7 (+2) | 5 | 6 (+1) | 5 | 6 (+1) | 4 (-1) |
|>| !AP |>| !HP |>| !Assistance |
|>| 10 |>| 24 |>| 5 |
| !Skills |>|>|>|>|>|
|>|>| Aim: 5 (+2) <br />Dodge: 5<br />Fortitude: 4 (+1)<br />Willpower: 3<br />Awareness: 4 (+1)<br />Persuade: 3 (-1) | ~Hand-to-Hand Combat: 4 (+1)<br />Mêlée Weapons;  2 (+1) |>|>|
|>|>| !Abilities (10) |>|>| !Traits (5) |
|>|>| Combat Awareness<br />Quick Aim<br />Blind Fire<br />Close Combat I<br />Steady Aim<br />Rapid Shot I<br />Gun to a Knife Fight I<br />Shot on the Run I<br />Suppressive Fire I<br />Weapon Focus: Pistol<br />Armor Proficiency: Light Armor <br /> Armor Proficiency: Medium Armor <br /> Weapon Proficiency: Assault Rifle <br /> Weapon Proficiency: Pistol |>|>| Soldier: Brute Force I<br />Cool Under Pressure<br />Good With Guns<br />Empathetic<br />Small Frame<br />Respectable Demeanor<br />Slow Bleeder |
|>|>| !Weapons |>|>| !Armor |
|>|>| Bessani '88T x1 |>|>| Cleary's leather jacket <br /> Ballistic: +3 <br /> Mêlée: +2 <br /> Thermal: +1 |
//"Comet breaking up, Chinese sneak attack, act of God—I don't really give a shit."// - Frank Cleary

An officer with the Baltimore Police Department, Frank Cleary, assisted by Matthew Frasier, digs the player out of the rubble of the office park. He's nearly fifty-five, but looks younger—gruff and stern. While he seems at times callous, he harbors a distinct affection for all individuals despite their flaws—a perspective Carver, his superior officer with whom he is having an affair, does not share.

He's divorced and has an estranged daughter, whose whereabouts in the aftermath of the Massacre are unknown. The conflict between his desire to find his daughter, his desire to help Carver, and his desire to help the people of his city, is the primary focal point of his character.
The quartermaster of the Boston police precinct in which Cleary and Carver worked, French lost a leg in the Massacre and keeps track of supplies for Camp Holliday.
|Infobox|k
| !Geatine |>|
| [img[http://i.imgur.com/S8CCLam.png][[Geatine]]] |>|
| !Orbital characteristics |>|
|Distance from primary star|1.6x10^^8^^ km <br /> 1.060 AU|
|Eccentricity of orbit|0.027|
|Orbital period|393.15 Earth days <br /> 662.33 Local days|
|Satellites||
| !Physical characteristics |>|
|Planet type|Terrestrial|
|Hydrosphere percentage|73.4|
|Cloud cover percentage|71.9|
|Ice cover percentage|1.7|
|Equatorial radius|7510.3 km|
|Mass|9.9x10^^24^^ kg|
|Density|5.58 g/cc|
|Surface gravity|11.702 m/s^^2^^|
|Escape velocity|13.3 km/s|
|Rotation period|14.32 hours|
|Axial tilt|27˚|
|Planetary albedo|.40|
|Surface temperature |17.1˚ C <br /> 62.7˚ F|
| !Atmospheric characteristics |>|
|Surface pressure|2730 millibars|
|Atmospheric composition|Nitrogen 90.7%<br/>Oxygen 8.6%<br />Argon 0.7%|
|!Demographic|>|
|Native species||
|Immigrated species||
|Language||
|Government||
|Population||
|Demonym||
|Major cities||
|Major imports||
|Major exports||
|Trading partners||
|Affiliation||
A lush, verdant world, ''Geatine'' was discovered in the midst of the [[Second Terran War]] and the IFS's expansion.
|Infobox|k
| !Geatine |>|
| !Stellar mass | 1.02 solar masses |
| !Stellar luminosity | 1.08 |
| !Age | 3.938 billion years <br /> (5.451 billion left on main sequence) |
| !Habitable ecosphere radius | 1.040 AU (0.847 - 1.502 AU) |

|!Orbital position|!Name|!Type|!Dist.|!Mass|!Radius|
| 1 | | Rock | 0.307 AU|0.104 EM|0.475 ER|
| 2 | | Rock | 0.484 AU|0.156 EM|0.543 ER|
| 3 | | Rock | 0.686 AU|0.481 EM|0.787 ER|
| 4 | [[Geatine]] | Terrestrial|1.060 AU|1.655 EM|1.178 ER|
| 5 | | Rock |1.363 AU|0.022 EM|0.283 ER|
| 6 | | Gas Dwarf |2.037 AU|3.024 EM|2.426 ER|
| 7 || ~Sub-Jovian |3.162 AU|8.534 EM|3.406 ER|
| 8 || Jovian |5.342 AU	|732.408 EM|13.036 ER|
| 9 || Jovian |11.317 AU|904.913 EM|14.761 ER|
| 10 || ~Sub-Jovian |9.813 AU| 11.772 EM|4.359 ER|
| 11 || ~Sub-Jovian |36.751 AU| 4.519 EM | 3.471 ER |
Present at Russel Air Force Base when the Tau came, General Adams took to the skies and destroyed a number of enemy craft before being downed himself. He walked twenty miles back to the base, regrouped with the surviving pilots and traveled to Yucca Mountain to reconnect with the rest of the military command structure. He is head of the First Exodus program, and was instrumental in curating its crew.
After the horrifying bloodshed of the [[Second Terran War]], the galaxy enjoyed a period of relative calm and reconstruction. Despite grumblings and the occasional minor insurrection from the planets subjugated under a solidified IFS hegemony, the centuries before [[The Great War]] were peaceful ones.
The first major break in the temporary peace between the SI and IFS took place at Telren, the sole IFS stronghold between the SI and Solari Theta.The Seige of Telren took place over a year, a nearly-continous blockade of the planet broken only by sporadic appearances of IFS and Eza fleets in attempts to deliver supplies and break the blockade. After the year and with no surrender from Telren, the SI invaded. The colonists were miraculously able to rebuff the SI, and were rescued with the timely appearance of a well-armed IFS fleet.
>The following is a brief excerpt from Telren and Hand of God, the opening section for a novel and a short story, respectively, written in 2010. The story concerns the [[Hand of God]], an SI suicide squad composed of several human fighters, and their unsuccessful attempt to infiltrate the IFS planetary defenses during the [[Great Siege of Telren]].

Telren

I can’t say I knew exactly what day it was when we first got the word about the job down on Telren. Every day you’re not on the ground is another day that drags you a little further from what you were in your life back home. The little things like days, months, hell — even time get obliterated in the fluorescent lights of a cruiser. You wake up at midnight, go out into the hallway, lights are the same as they were twelve hours ago. Three weeks into December, the temperature’s the same as it was in July.

Nothing really changes. No word from the brass up on top about any invasion plans, nothing from the world below but a few harsh words we pick up every now and then from their radios. Everything starts to blend together — days turn into weeks, weeks into months, and pretty son you’re wondering if you even stepped onto the damn craft at some point and weren’t just born there.

Sure, there are scattered memories from life back home — the smell of grass, the feeling of wind rushing across your face. And you miss it, but there comes a point where it feels like it’d just come out of somebody else’s life and you’re living out a separate existence.


	We’d gotten the word on the job, the mission, whatever, the night before. I’d been sitting in one of the smaller lounges, doing just that. Sitting. There wasn’t any alcohol aboard the ship, captain’s orders, and the only entertainment we had were the movies we’d all watched countless times before, up until the point where we could practically recite the things ourselves.
	Stowe and I used to do that, before people started getting pissed off. There were only so many times that anyone wanted to hear us recite the last anguished declaration of love betwe###zen Dean Ackers and Jane Morris in Silent Return, and besides, I think we’d started to scare off the women with the overt homoeroticism.
So I was just sitting instead, when the voice cracked through the public address. I’d started — the address channel was usually kept pretty clean, and I’d grown accustomed to not hearing anything. But the moment the man on the speaker mentioned us — my squad, my nakama, whatever,  I really wanted to know what the hell was going on. We’d done nothing but sit around on the damn ship for months on end, and the fact that they scheduled a briefing for the tactical ops squad in the middle of nowhere let me know that something was up.
	
	I’d drifted into the briefing room, the tips of my fingers brushing the   ceiling a few minutes later. We’d been mandated to turn the boots in a few weeks earlier, something about needing the batteries for power packs ###hon the new line of mag guns. Hey, as long as it was for a good cause.
	And it was, I suppose. I’d been born on an IFS world, seen the worst of the institutionalized xenophobia, but also some of the better social justice work. It might be low-grade treason to admit it, but the IFS back before the war wasn’t all that bad. Honestly, it was only after they’d started the war machine back up that there was actually a side worth fighting against.
So when they told us we were going to be the vanguards for the first strike force on Telren, we were pretty shocked. From all appearances, the ‘starve ‘em out’ approach had seemed to be working pretty well, and I’d personally expected the status quo to persist.
	So me and the rest of the Hand of God were going to be the first ones on the ground. We were a vaguely specialized group, first commissioned right before the Third ###PBattle of Telren, two years ago. I’d been culled as a techie from one of the big corps on Icre a few years later, and the rest of us had more or less a specific job to do.
And like I said, I do computers. They need something hacked, a worm uploaded, a power grid beat to hell, I’m the one the SI calls.
	Stowe’s our medic. He’s been the butt of more than a couple dozen jokes from the grunts about his masculinity for the choice of his profession but I know for a fact that’d I would personally wet myself if somebody told me to go and stabilize some hero who’d gotten his leg blown off with God-knows how many bullets whizzing overhead. I met him about three days after I’d been put on the Insurrection and we’ve been pretty close ever since.
Halsey does the other end of the fixing-shit spectrum — she keeps the engines running, fixes the guns,###9 makes sure the det charges don’t blow up in transit and actually do when they’re supposed to. She’s one of the few people I’ve met who is head-and-shoulders brighter than I am, which I hope comes off as a compliment for her rather than one for me.
	Elicott does guns. Well, we all do guns at one point or another, but H. Elicott really does guns. Ballistics, tranqs, concussion, stun, probably one of the best wielders of handheld mag cannons in the whole damn navy. Halsey and I figure he spent his formative years killing the local wildlife instead of learning to talk, an event I’ve witnessed a total of two times. Stowe told me he also spoke that one time he got shot.
	Clemenceau’s our pilot; we just call him Clem. He’s from Alcesar, if the name didn’t entirely give it away. The man’s given us half a dozen different ###*stories about how he wound up on the Insurrection, four of them ending with him blasting out of an IFS hangar with a stolen craft and half-a-million credits worth of guns and hardware, another with him 
turning on his squad during a black op and defecting to the SI and the last with him just signing up while he was off vacationing on Avis.
And that was us — the Hand of God. And while I wish I could say we were some badass squad of super-soldiers who stormed into enemy bunkers with a shotgun in each hand, I really can’t. The only time the Hand of God had actually seen action was during the Third Battle of Tau, when they were deployed to an orbital EMP cannon that had been boarded by some IFS soldiers in an attempt to knock it offline.
The last tech guy was electrocuted when the cannon’s onboard rea###$ctor overloaded and sent a few million volts through the hardware he was working on. Their old pilot was shot to death as they forced their way back into the hangar. Stowe, Halsey and Elicott were shot a few times between them, and they were almost blown out of the sky when Halsey brought their craft down for an emergency landing on Tau.
To say it had been an unmitigated disaster was somewhat of an understatement. None of them talked about it much, other than the who-what-where-how-when-whys. So when the word came from on high that the Hand of God was to be the harbinger for a full-scale invasion of Telren, I figured it was a suicide mission. I wasn’t wrong.

I sat down in the maintenance room and leaned back against the wall. Halsey sat, cross-legged on the metal grated floor, a few feet aw###Yay. She was fiddling with some kind of metal thing in her lamp, pulling at a mess of wires inside it and clipping metal plates onto its frame.
“Let me guess,” I said, putting my hands together and tucking my thumbs under my chin. “One-use security slicer?”
Halsey snorted. “You wish I’d make toys for you.” She tucked a strand of brown hair behind her ear. She hadn’t looked up.
“Hey, a guy can dream, can’t he? Better than picking the locks manually.” I paused. “Or blowing them up, for that matter.”
	She looked up and smirked. “I think you’re the first person I’ve met here without an explosives fetish.”
	“What can I say? I’ve mellowed in my old age.”
“We can be old together, I guess.” She paused, shaking her head slightly. “Why are you down here.”
	I cleared my throat. “No reason, just —”
“They haven’t told me anything else about the mission, ###Åif that’s what you were thinking. Any more than you, anyway.”
“No, I —” I paused. Explaining to her why I actually was at maintenance was much further down on my priority list than actually going there. “— I mean, really? Damn. Think I should go talk to Elicott? I’ve heard he’s become increasingly forthcoming lately — wait, is that what the box is for? Some kind of mind-whammy?”
	She stood, placing the small box down on the shelf. “Yeah, you found me out.” I stood as well, smiling slighly.
It turned out that Stowe wasn’t actually at the mess. Instead he’d been working a volunteer shift at the infirmary. Now, since none of us had recently seen combat, and others hadn’t seen combat at all, the vast majority of the people who were coming down were doing so because of colds, UTIs, burns, PTSD, STDs, etc. One in a while there’d be some catastrophic hardware failure and someone would have a gun blow up in their face, but  those incidents were few and far between.
	“Look, I’m just doing my part for the SI,” Stowe said. He tapped at the screen of the datapad he held, eventually switiching it off and turning bakc to us. “And besides, this is a great source of internship hours. I’d rather start working once I get back into my civvies than spend another year training on exies and cons.” He eyed me and Halsey suspiciously. “What’re you###∫ two doing down here, anyway?”
	“Killing time until the briefing.” The SI had never been really all that great from an organizational perspective. Considering that it had been born of a Tau insurrectionist group, that wasn’t entirely surprising that we weren’t going to be informed of our specific objectives for another few hours or so.
Stowe shrugged off his lab coat. “Well, if
 we’re planning to continue this little ‘round-up-the-gang’ exercise, I’d suggest we not, and just go down to mess. Wouldn’t mind talking about something other than ulcers and pain on a scale of one to ten for a while.”
So the three of us walked down to the mess. The craft was pretty tiny; there was just about enough room to fit two people going down the hallways and about a person-and-a-half going up the hallways. It was painfully obvious that the SI’s budget was more than a little lacking, so we just kind of ignored the exposed pipes and fiber optics embedded in t###∫he walls and went on our way.
The mess was probably the single largest populated room in the Insurrection. The hangars were bigger, but since the-powers-that-be decided that O2 was way too precious to vent into the atmosphere every time a shuttle came or went, the crew’d adopted a policy of airless hangars. The mess still had air, though, and was still pretty big. It wasn’t like a planetside stadium or anything, but there was enough room to fit the crew of a hundred-odd people with room to spare.
	We took a table near the edge of the room, receiving not a small number of aside glances. The Hand of God had always been looked at like some sort of group of suicidal freaks, especially since Stowe, Halsey and Elicott had stayed on after Tau. But the mission on 

Hand of God
09:53
	I kept my grip firm on the bars that ran up and down t
	“All right, kids, we’re coming up on OP-14723.” Faber’s voice was quiet but confident, something I found absolutely incomprehensible.
	OP-14723 — serial number, not actual number, thank God — was one of the several dozen electromagnetic pulse cannons the Tau had set up above their planet to ward away an IFS attack, or at the very least, inflict as much damage as possible before they got their orbital bombardment platforms within range. The IFS had managed to get a strike team to the platform about half-an-hour earlier, even managed to temporarily deactivate the reactor.
	The big brains down o
	We were two minutes away; Faber knew his warning was redundant, we could all see the little timer going down in the corner of our facemasks. The gun I held in my lap seemed strangely distant, maybe it was the thick gloves, or it was possible that it was just a biochemical defense mechanism to isolate me from imminent combat.
	Nat Halsey sat in front of me, holding on for dear life as well. She was our resident mechanic, and the one whose responsibilty it was to get the reactor back on-line once we got 
	Paul Wells sat on my right, shaking. He’d always been a nervous, twitchy little bastard, but was really taking it hard. We’d never been in an actual combat situation before, but the fact that we’d all been in the wrong room at the wrong time, and all been relatively competent in our fields of choice, made our coming together and relative inexperience understandable.
	Elicott sat next to Halsey, inscrutable as always. He didn’t talk. Ever, really. But he was as good with guns as Wells was with computers, and that made him damn near invaluable. We sort of gave him slack for not talking, especially because the odds were that he’d be saving all our skins someday.
	Then there was Faber, taking up the joystick. Again, he was practically a prodigy.
	And then me. I saved people, stitched ‘em up when they got shot, stabilized ‘em when they were bleeding out, the normal combat medic business. Unfortunately it seemed there was going to be an emphasis on the combat parthe other, but that distinction had been rendered invisible.
	And besides, the laws of humanity only ruled humanity. The IFS did their damnedest to kill every last exie they could, regardless of the rules. And now we’re fighting against the IFS, with the very same exies who turned Earth into a virtual crater and dragged us out, kicking and screaming, into the galactic community.
	It’s kind of weird how stuff like that works out

9:55
	The timer stopped at zero, and the shuttle touched down lightly on the inside of the hangar. Faber’s voice broke on the comm. “A’ight, opening doors.” He began to count down, and I raised my rifle, flicked off the safety. Oh, God.
	The shuttle doors quickly slid open, and I pu
	The hangar wasn’t especially large, just about big enough to house the shuttle, which itself wasn’t any longer than eight meters. It made sense that the IFS hadn’t gone in through the hangar — there wouldn’t have been any way for them to actually open it, save stealing the access keys from the Tau or blasting the door to pieces.
	They’d probably cut into the platform from out in the black, which meant they were in all likelihood suited as well. Which meant voiding the atmosphere of the platform wasn’t going to work as a clearing strategy.
	Faber began to rush to the interior door of the hangar. We’d studied up on the platform’s layout before we took off, so we knew where we were going, mor
	The platform was mostly spherical, save the back, which held the hanger through which we had entered. The other end of the platform held the big gun, and the exterior equator of the cannon was ringed by small thrusters to align it properly. The whole station was maybe fifty meters in diameter, meaning there wasn’t much of a place to hide. For them, or for us.
	We followed Faber to the door, who gestured for Wells. The door’d been locked down automatically after the IFS entered the premises, ostensibly as a security measure, but it was really serving more as a useless waste of time.
	Elicott crouched down behind a crate, facing the door, as Wells tinkered with the small box at the edge of the door. Halsey crouched at the left of the door, me standing behind her, and Faber’d gotten behind Wells. If there was anything behind the door, we were as ready as they were.
	The door 

10:00
	Wells practically flew to the reactor terminal once we were in the room. The other four of us scanned the room — walls, floors, ceilings. No gravity meant no limits, no shortage of places to hide. Even though the reactor terminal room wasn’t that big, just enough to fit a few computers and the five of us, we weren’t about to take any chances.
	I looked to Halsey, but couldn’t see her face through the heavy tinting of the polarized visor.

	“Shit!” Well’s voice screamed through the comm, followed by an excruciating blast of noise, which was quickly cut off. I spun back to the terminal. Wells had been tossed into the air, floating limply. Too limply —
	“Dammit, what happened?” Halsey was already rushing to the terminal. I stretched up to Wells, grabbing his ankle and pulling him back to the ground. He weighed practically nothing.

<<tiddler SecondTerranWarTable>>
The Chief Admiral of the IFS Navy during the last years of the [[Second Terran War]], ''Hermann Koch'' was responsible for the destruction of Icre and the ending of the bloody conflict.
	Seth Hewitt sat, reclining on the chair in the sun-drenched plaza. The umbrella above him gave little protection from the beating heat of the noon-day sun, and the throbbing pain in his thigh gave no sign of abating. If anything, the humidity and heat only exacerbated the sharp knots that twisted and pulled inside. Hewitt grabbed the leg with both arms and grimacing, deposited it on the top of the table.
	The doctors had said that the pain was normal for a routine bullet wound, that the worst of the pain was mostly over, but Hewitt had had none of it. He knew perfectly well the bullet that’d been pulled from his leg the week before hadn’t been a normal one - obviously one of them damn poison bullets, he thought. He knew the exies thought he was scum, thought humanity was scum, knew that poisoning a bullet would just be a little thing to make themselves feel superior.
	Hewitt crossed his arms and closed his eyes, mind drifting back to the job. Even in the moment that he’d accepted it, he hadn’t felt any of the usual eagerness to get on with the hunt - he’d only stood in the room with them for twenty seconds and it had already become uncomfortable. Windows, broad across the walls, had granted an excellent view of the alien ocean outside. The whole scene was one of picture-perfect aesthetic openness, and he had still felt claustrophobic.
	And there he was again, back where it all started.

	“His honorable Thensi Mesaro,” said the little robot in a stilted Olean accent. The machine’s blue eyes glittered behind its translucent-white outer casing. A tall Amasian stood beside it, grey and impassive. Judging from the robot’s introduction, it - Hewitt refused to think of exies as anything but - was some sort of military official. Probably high-ranking. It’d need to have something to lose in order for it to hire a hit on its own filthy spawn.
	“Hewitt,” he introduced himself to the robot. Its eyes blinked in acknowledgement and it sent a reply in a series of rumblings and hisses. The translator spoke again: “I assume you have been informed of the circumstances surrounding this meeting.”
	“Vaguely.”
	“His honorable Thensi Mesaro is bemused by your apparent failure to fully understand the situation.”
	“Translate this - I don’t give a shit.” growled Hewitt. “It’s just a job.” The machine paused before doing so, and Hewitt saw the Amasian’s eyes glittering. Not a warm glittering, a cold, icy, dead fish kind of glittering. It rumbled a fast reply.
	“His Thensi Mesaro gathers that you do not seem to hold favorable opinions of the Amas.”
	“Like I said - I’m just here for a job.”
	More rumbling. “His honor hopes this ruthlessness reveals itself to be a positive quality when confronting the target.
	Hewitt stared silently.
	“His honor -”
	“Look, enough with the ‘his honor’ crap.”
	The machine buzzed for a moment as it adjusted. “Confirmed. He would like you to intercept his offspring at a port near Aile. He has reason to believe that she is operating as a smuggler from there.”
	Hewitt swore under his breath. Once a quarry was out of the system, tracking it down was like trying to shoot an bullet out of the air two weeks after it had left the barrel. “And what am I supposed to do once I’ve got it?”
	“Whatever you wish, though slavery or death are ultimately preferable.”
	“How much?”
	“Fifteen thousand credits up front, with an additional seventy-five thousand upon proof of completion, for a total of ninety-thousand credits. I must inform you that this price is non-negotiable.”
	“Fine. Proof of completion?”
	“Preferably physical evidence, though holographic video will suffice.”
	“Physical evidence?”
	“Such as an appendage or extremity.”
	Apparently the filthy exies had as negative a view as themselves as he did.
	“Yeah, I’ll take the job.” Hewitt took care to address the machine as he said so.
	Rumble. “Excellent,” the machine chirped in its stilted accent. It rolled toward him, extending a clawed hand with a small datacard clenched between its metal fingers. “This is the dossier - it will provide you with all the information that would be necessary for apprehension. Names of known contacts, last known sightings, etc.”	
	Hewitt pocketed the card. 
	“Regardless, I must now insist that you vacate the premises with haste. As I’m sure you must know, it could be construed as dishonorable for you to be seen with his honor Thensi Mesaro.”
	Hewitt stopped in mid-turn and stared at the small robot. The audacity of it to imply that his presence was the dishonorable one. The sheer irony. Hewitt drew the ballistic pistol from his thigh and casually aimed it at the robot, looking up at the Amas as he did so. It betrayed no sense of surprise.
	Hewitt squeezed the trigger, felt the visceral crack of the weapon as it discharged and blew white fragments of plastic into a pile beside the Amasian. Hewitt continued eye contact with the Amasian.
	Its grey eyes simply stared at him, glittering. Hatred? Admiration? Hewitt shook his head perceptibly, replaced the pistol in its holster and left the room.
		
	Hewitt swore quietly as a shot of pain lanced again through his thigh. Gasping, he removed a small bottle from his pocket, popped the lid and tipped several pills into his hand. He clapped his hand to his mouth, swallowing the pills without hesitation. Reclining slightly, Hewitt replaced the cap of the bottle and slipped it back into his pocket.
	The pills were worth the price - within a minutes or so, the pain had already begun to abate, replaced with a warm, fuzzy sensation that settled down somewhere in the middle of his chest.

	Hewitt sat in the cockpit of Acheron, grumbling to himself as the idiot on the other line waited to give him takeoff clearances. Most trips were by no means insignificant feats, but the 18 light years between himself and where he hoped his target would be would take more than a month to traverse. He’d be better off leaving Amas as soon as humanly possible. But instead, the puerile bureaucracy of the IFS seemed utterly determined to keep where he was.
	A crackling came over the comm. “Acheron? This is the City Seven IFS Port Authority. Looks like you’re good to go. Clearance for takeoff.”
	Hewitt unclipped the mouthpiece from the comm board and depressed a small button on the side. “Great. I’ll be leaving, then.”
	“All right. Take care.”
	Hewitt shoved the mouthpiece back onto the communicator board and began his takeoff routine. Quickly turning off the life support systems and most of the onboard computers, he glanced down to the power distribution screen set next to the radar unit. Half of the multi-colored bars designating various systems dropped, some disappearing entirely, provoking some nominal complaint from the computer. Hewitt ignored the response - he’d disabled the hard-wired safeties long ago, and the performance benefits were well-worth being without entirely fresh air until the ship got out of the planet’s gravity well. Besides, Amas was big, and the engines needed as much power as he could give them.
	A small circular graph displaying the power distribution began to open up, with a new third or so of the graph being unapplied power. Hewitt quickly boosted the engine systems, putting as much power into the thrusters as he could without burning them out and requiring a cool-down. Taking his hands from the screen, Hewitt redirected his attention to the two joysticks set into the cockpit console and grasped them firmly. He pushed them down slowly, feeling the dull roar of the engine in his bones as Acheron took off.
	Hewitt pushed the joysticks forward and Acheron began to accelerate, leaving the clean greys of the Amas city complex behind and soaring instead over the planet’s clear blue seas. Acheron quickly picked up speed and Hewitt pulled the craft into a gentle upward curve, feeling the g-forces pressing at his chest. Within minutes, the blue skies had begun to darken and a sprinkling of stars in the sky became visible.
	The feeling was quite unlike any other. The romantic aspect of it was one thing - embarking from one planet and heading off to another, entirely in control of his own destiny - but the sheer adrenaline rush from a takeoff was something completely different.
	Something beautiful.
	Hewitt flipped the craft into autopilot, reaching over to the power distribution system and reverting the levels to their defaults. Within twenty minutes, he’d probably be able to engage Acheron’s WMD and get the hell out of the system without tearing Acheron in half in the process.
	Hewitt turned away from the cockpit console and stepped into the hallway leading to the rest of the ship. Acheron was and old craft, but Hewitt took care of it and besides, the ship held some charm in a retro-futuristic fashion. Hewitt felt the electromagnets in the floor kick in as he felt his foot clamp firmly to the ground.
	Stepping down the stairwell that led to the cargo bay, he cautiously grabbed hold of the metal railing as the craft rocked slightly. Frankly, as a general rule, you never could be too careful - in space, medical assistance could be anywhere from  two hours to two weeks away, and it was usually better not to get yourself scraped up anyway.
	Hewitt stepped over to a nearby crate and punched the combination into the lock. He grasped the top and flipped it open. Inside lay his tricks of the trade. Nearly a dozen different guns, ranging from stun guns to shotguns loaded with rubber bullets to military-grade heavy weaponry. It had been disturbingly easy to get ahold of the strong stuff - really, just a bribe to the right IFS official in the right place and at the right time. One of the few things the bureaucracy wasn’t altogether useless for.
	He pulled the ‘57 E&S Special from his pocket and placed it carefully into its recessed spot in the crate. It’d be better not to get any holes blown into the walls, given the outside conditions. Hewitt grabbed a nondescript datapad from inside the crate and released his grip upon it once it was out of the crate. The pad hung in the air, revolving gently as Hewitt grasped the lid with both hands and shut it firmly, locking it as he did so.
	Hewitt plucked the datapad from the air and walked to the stairwell, quickly entering the access code onto the touchscreen. He tucked it into the crook of his arm as he stepped up the small stairwell and back into the cockpit.
	Reclining into the pilot seat, he could see that Acheron was only just out of the planet’s atmosphere; it would still be another few minutes before he could engage the WMD. Hewitt pulled a small card from his pocket and slipped it into the port of the datapad. The computer beeped momentarily as the data was uploaded.
	The file that he’d be given by the Amasian was extensive. Hewitt scrolled through the files. It was like the robot had said - aliases, contacts, sightings, the whole works. On a sudden impulse, brought on by sheer curiosity, he opened the contacts file. Immediately, an enormous list of names and addresses appeared. Hewitt glanced over to the total number of contacts. Nearly a thousand people had seen, met or contacted his target in the last - he quickly skimmed the dates -  four years. Hewitt quickly sorted the list of contacts by last meeting date.
	The latest known contact was on Aile. Understandably, considering the location the exie had instructed to begin looking at. He glanced at the contact date - two weeks ago.
	“Son of a bitch,” swore Hewitt loudly. Whatever the exie’s purpose, he had his informant ring very well equipped. Why the hell hadn’t he been given a drive with that kind of power? He was still stuck with an outdated Mark II.
	Drives were expensive, and between maintenance of Acheron and paying the bills, he hadn’t been able to upgrade since the old one had dropped him into an asteroid field 50 AUs away Selus. Twelve-and-a-half day trip. Hewitt had shut down all the craft’s power about seven days in to conserve energy, ran out entirely about two days after that. Damn near suffocated, spent most of his time sleeping in the fracking escape pod. Luckily, the distress system had a backup generator, and some freighter captain had been able to grab Acheron and help bring it to a stop before he’d careened into the sun - Hewitt shook himself from the anecdote and glanced back at the contact.

	Iemaro Osara
	Newport, Aile
	1612 Central Avenue, A193
	
	Another damn exie. Hewitt closed the file, hand pressed to his forehead. He set the datapad down on an adjacent chair and turned back to the desk. He reached for the autopilot switch and flicked it. A sudden shock coursed through the vessel, nearly knocking Hewitt off his chair and sending Acheron reeling.
	“The hell?” Hewitt looked around. He hadn’t hit anything, switching the damn autopilot wouldn’t make that kind of jolt. Was he under fire?
	Another shot crashed against the hull of the craft, as if an answer to the affirmative. Various alerts began sounding. Hewitt grabbed the joysticks and pulled each in opposite directions, dropping Acheron into a tight spin and glancing instinctively toward the radar unit. A pursuing craft. He was being fired upon.
	Hewitt quickly reached over to the radar unit and engaged the ship’s radar electronic countermeasures. What Acheron seemed to be lacking in overt firepower, she was more than well equipped in guile and tech. Hewitt pushed the joysticks forward violently, willing the engines to go faster. The g-forces created by the maneuver were immediately apparent; Hewitt was slammed backward into his chair as Acheron flew away from the gravity well of Amas.
	Hewitt scrabbled for the WMD interface, grasping the red handle tightly in one hand while pulling the craft into another roll with the other. A small timer was flashing by on the screen in red letters, quickly descending to zero. Ten seconds. Eight seconds. Acheron took another hit; Hewitt swore in frustration. She hadn’t been through this kind of action in ten years - Hewitt wasn’t holding out any hope that the hull would put up with this abuse for much longer.
	The WMD timer was down to three. Hewitt shot another glance toward the radar unit. The ship was closing in. Shutting his eyes tightly, Hewitt pulled the red handle of the WMD back and waited.
	Two seconds. Three seconds. Hewitt opened his eyes. He could see the blackness of space starting to blur over - the fine patterns of the stars melting into one another, the surface of Amas, still visible through the airshield, shaking and warping. Hewitt saw the familiar sight of the fabric of the universe seeming to fold in on itself entirely, first obscuring the light and then casting Hewitt into complete darkness; finally, he was off.
	Hewitt sat at the console for a long while, hands holding his head steady. His heart still raced. He hadn’t been under fire of that magnitude since his days as a mercenary pilot, hired to take out pirates near Caal. At least then, he’d had some warning.
	Acheron didn’t have any weapons to speak of - broadly speaking, the best way to get the IFS to investigate your ass was to apply for a weapons permit. Hewitt had both a history and a job requiring frequent trips between IFS-controlled planets to make either getting a weapons permit or keeping ordnance installed illegally feasible.
	And until then, he’d been lucky. Why the hell was anyone trying to knock him off, anyway? Hewitt shook his head, muttering. He picked the long-forgotten datapad out from the air behind him and laid it on his lap as it came to life.
	Hewitt scrolled again down the list of relevant files. A final message was there, one he hadn’t seen on his first look-through. The stamp said it was from the rutting exie that had sent him on this mission. He opened it. The file opened, a handful of words spilling onto the screen.
	
Do not make the mistake of believing you are the only one taking upon a mission of this gravity, Mr. Hewitt.

	Hewitt got up. The summer weather of Icre/Avis was not one of the planet’s strong points, ranging from mostly uncomfortable to absolutely intolerable. He made his way across the plaza, limping painfully and ignoring various stares from happy couples and toddlers as he walked to a nearby cafe.
	A spacecraft cut low through the sky overhead, sending a rush of cool air sweeping throughout the plaza. A stray piece of paper was picked up and tossed through the air. Hewitt craned his neck to catch a better look at the ship. Olea make, about twenty meters long and shaped like hammer with a particularly fat handle. It wheeled around slowly and began to descend into a hangar several blocks away. Hewitt grunted and stepped into the cafe.
	“Seth!” shouted the bartender, throwing a hand into the air in greeting. “What can I do for you?”
	Hewitt stepped up to the front counter. “Something alcoholic. Leg’s flaring up something insufferable.”
	“Sure thing,” said the bartender. He came back a moment later, clapping the cold beverage onto the counter.
	“Just charge it to the account.”
	“Not a problem. What happened with your leg, anyway?”
	“Animal bit it.”
	“Sounds nasty.”
	“Yeah, well, you haven’t even seen it yet.” Hewitt gave an exaggerated grimace of disgust. “Thanks.”
	“Not a problem.”
	Hewitt stepped out of the cafe and walked back over to his spot across the plaza. He placed the glass on the table, slowly taking a seat. Hewitt took a long draught from the glass, ignoring the bitter taste of the liquid and focusing mostly on the pleasant blurriness that came to the edges of his vision.

	It wasn’t the first time Hewitt had been Telren, but he had not gotten used to the sheer amount of traffic that one planet could receive. Given that it was the geographical center of about a third of known space, it wasn’t entirely a surprise, but Hewitt had never seen in the skies of any other planet the multitude that he saw here. Granted, most were small freighters, not entirely unlike Acheron, but they were everywhere, in every shape, color and engine layout. 
	Personally, Hewitt couldn’t imagine the amount of organizational skill that went into getting all the ships to get into the right places at all the right times. Marvel of nature, it seemed.
	Hewitt stepped away from the now-closing boarding ramp of Acheron, slipping his E&S ‘57 Special into his pocket as he did so. He’d found a name on the contact list that gave its location as Telren. It’d be a waste to not try to check up on any leads before heading off for Aile.	Besides, it would take time to Acheron to refuel, and he didn’t want to spend four hours sitting in the damn ship reading or something.
	It was a human on the contact list this time, though. Not some scummy exie, an honest-to-God human. Maybe even one that wasn’t trying to kill him. Yet. Hewitt hadn’t exactly how he would go about getting him to cooperate into spilling something about the exie’s whereabouts without having to hold a gun to his head, but he was fairly certain that once he managed to find the bastard, he’d have an easier time getting the information he needed.
	Hewitt’d been in the business for thirty years, and you didn’t stay profitable or live that long if you didn’t know how to handle people properly. He pulled out a smaller card reader and plugged the card the exie’s translator had given him into it, straining his eyes to search the much smaller screen for the information he needed.
	Calrey Dawes. Apparently he rented an apartment near the docking center. Probably a small-time smuggler with a cozy little apartment he could curl up in between jobs. Hewitt walked through the exit gate and into one of the hallways of the landing complex.
	Across from him was a broad window, spread wide to a view of the cityscape as the sun began to sink below the horizon. Dozens of craft sped to and fro in the air, an endless cycle of takeoffs and landings. The city itself was small - not nearly the size of the capital city of Solari Theta, barely the size of Pax back on Icre/Avis. He could see a mountain range beyond the grey, shining buildings the syntheticity of the city outside.
	Hewitt tore his eyes away from the view as a spacer knocked past him brusquely. He turned from the window and continued down the hallway. The building wasn’t entirely fine shape - it was showing clear signs of dilapidation in some places, holes in walls, rancid-smelling air. Hewitt snorted quietly to himself as he passed an exie, another Amasian, this one greyish green and missing part of a limb. It sat, leaned against the wall, evidently passed out. A small can of change sat next to it. Probably a drug addict, hopped up on the newest pharmaceutical drug crafted by the poison-peddlers at Olea. Now there was a useless group of people.	
	Worthless guns, mediocre drugs - Hewitt had sustained dozens of wounds in the past decades, and even the best painkillers from Olea Corp. barely took the edge off - whatever it was, gunshot, gash, poison dart. Just another conglomerate trying to rip off as many people as it possibly could, just to get a buck.
	Hewitt continued down the hallway, occasionally inspecting people as they passed, searching for 

	Hewitt knocked on the door of the apartment. He waited, counted, and knocked again. In his years, he’d learned that there was both a specific number of knocks and a specific amount of time between each knock that could impress a maximum amount of seriousness and stress an acquaintance, both of which put him at the advantage.
	He paused before knocking again. Almost immediately, the door opened to the sight of a young, scruffy human male. Well, probably human. Several days’ growth of facial hair obscured his emaciated face. His eyes, shrunken deep into their sockets, scrabbled back and forth across Hewitt’s face, as if trying to place him. “Do I know you?” he asked quietly.
	“You do now. You can call me Meyers.”
	“Yeah, great. What do you want?”
	“Just a few questions.”
	The man quickly launched his shoulder at the door, catching Hewitt by surprise as he jammed his boot in between the closing door and its frame. Hewitt braced himself against his back foot and shoved, hard. The metal door swung back quickly and Hewitt swept into the room, hand already reaching for his pistol.
	“What the hell do you want?” The man was barely standing, one arm braced against the wall for support and the other shielding his face, as if he would attempt to swat away any of the bullets from the gun Hewitt had pointed directly at him.
	“Mr. Dawes, I’m looking for a fugitive Amasian named Cosora, and I think you can help me find her.”	
	“You’re one of them, right?”
	Hewitt feigned surprise. “Them?”
	“One of the damn bounty hunters. There was another guy here, what, two days ago? Gun, threatening routine, pretty exactly the same thing as right now.”
	“What’d you tell him?”
	“I told him what I knew - dammit, he had a gun on me! Told me if I didn’t say anything, he’d go ahead and kill me, told me he had more people he could get information -”
	“Shut up. What did you tell him?” Hewitt gave a colder, more steely edge to his voice.
	“She’s due back in the port later tonight, or something.”
	“Really?”
	“That’s what she told me, man. I don’t know, she’d already figured she had people after her, might be halfway to Alcesar by now -”
	“When, exactly did she say she’d be back.”
	“Who the hell says exactly when they’ll be back from a smuggling job?”
	Hewitt holstered his gun. “I assume she’ll be docking at that complex nearby?”
	“What are you going to do to her?”
	“Not your problem?”
	“Like hell it is!” Dawes became visibly angry, bringing himself to full height and glaring directly at Hewitt. “I sold her out.”
	“Nothing to be sold. Well, off black market.”
	Dawes swung a punch at Hewitt, who calmly blocked it with his wrist before lifting his pistol and taking aim. Hewitt felt the small quiver of the gun as he squeezed the trigger. The bullet made no sound, but its results were immediate. The man gave a roar of pain and collapsed to the ground, clutching his stomach in pain.
	“Get some real friends, kid. You’re only egging on the exies that’ll come to kill us all someday.” Hewitt slipped the pistol into its holster and kicked Dawes in the gut. He gave a gasp of pain. “You think it hurts now? It’s gonna sting a lot worse when the bullet came from one of the filthy blues you thought was your friend.”
	Hewitt stepped quietly out of the apartment, closing the door behind him.
	He had prey to catch and a predator to kill.

	Hewitt took another sip of the cool drink, batting away an insect that buzzed by his head. He glanced around the plaza, looking at all the buildings, each with vaguely classical-looking façades, the smatterings of people walking to and fro, hands clapping on backs, small children being picked up by their mothers.
	Hewitt saw the same world, ablaze. The heads of the children crushed beneath the feet of the Tau, bone-white armor covering their towering frames, fetid breath emanating from the slits carved into their blood-covered masks. The bodies of countless men and women, all massacred in increasingly brutal fashion.  It would happen, someday. They’d tried it before, they’d done at Earth, at Meyek, and they’d try it again. Hewitt absent-mindedly pulled the E&S ‘57 Special from its holster, polishing it with a small cloth he’d retrieved alongside it. They’d try it again, and they would kill him too, but he would go down fighting. He would go down with the blood of the Amas and the Tau and every last filthy exie he could kill on his hands.
	Hewitt spat onto the ground. He coughed, shaking his head. Of course, they wouldn’t pull anything like that anytime soon. He resumed his gaze around the plaza. His eyes met a face he hadn’t met before - small, delicate, with a head of closely-cropped brown hair framing it. She was new. A man and woman walked beside her. Obviously not locals. Hewitt briefly wondered if they were the ones who had come on the ship. 
	
	“So, which one of you’s the exie, and which one isn’t quite that lucky?” Hewitt said as he stepped into the docking bay, pistol already drawn and freshly reloaded. A figure, tall, thin and clad in all-black, was talking with another, in shadow and wearing a grey, form-fitting jacket. Their voices were hushed, but Hewitt could hear from the violent tones of the conversation that a confrontation was in progress.
	The one in black turned and drew quickly, but Hewitt had the benefit of surprise. With two silent shots, the man - the yell was clearly male - was on the ground, gasping. He wasn’t dead. Not yet. Hewitt turned to the exie, pistol ready to fire again.
	Hewitt approached. “Your weapon, please.”
	A cold, hard metal cylinder was quickly pressed against the side of his head. “Yours first.” The voice was extremely deep and metallic, probably some sort of artificial system. Another bounty hunter. This particular excursion had clearly not been worth the risk. Hewitt lifted his weapon in a show of surrender, shooting a glance at the figure who had pressed the gun to his temple.
	The face was grey, high cheekbones, glittering blue eyes. Hewitt’s eyes widened in shock. It was the exie. It was the damn exie. There was no decision to be made. Hewitt dove quickly, throwing an elbow into her side. She doubled over, and Hewitt felt the bullet sear past his head. He shoved again, bringing back his pistol as she fell to the floor. Then who was the  -
	The figure in the jacket had come out of the shadow. She held a pistol-sized flechette in one hand, slim, tapered Gauss pistol in the other. One focused on him, one on the exie. Hewitt scoffed to himself as he continued to level the pistol at Amasian on the ground. Shooting two targets at once required aiming talent of a particularly improbable variety.
	The woman glanced over to Hewitt, eyes cold and hard, tunneling through him. “I’m Calvert,” she said.
	“I doubt that’s your name,” Hewitt said. “Meyer. How many people did the old bastard send on this job anywa-”
	A sudden, incomprehensible shock of pain coursed through Hewitt’s thigh. He screamed and dropped to the ground. The exie had pulled out a holdout pistol, pointed directly at Hewitt. The pain was incredible. A white-hot, burning heat screamed at every nerve ending in his thigh. Hewitt had to force himself to retain conciousness as he kicked wildly at the exie. He felt his foot connect and a groan, but his vision was obscured beyond any ability to catch a glimpse of what had happened.
	Hewitt continued to fight against the pain, the blinding, impossible pain - Hewitt’s eyes rolled back into his head as he lost consciousness.

	Hewitt felt himself being shaken awake. He opened his eyes, blinking away the cloudiness of his vision. “What,” he choked, “the hell was that?”
	“Poison dart.” The voice was female.
	Hewitt turned his head to the source of the voice, attempting to bring himself to his feet. “I’m not dead.”
	“No, you’re not,” the voice replied wryly. “As a professional, I tend to run into these sorts of things with a relative frequency. Not usually on the receiving end, however.”
	Hewitt held his head toward the voice as his vision gradually cleared. “- exie?”
	“Unconcious. I took the liberty of doing so after you were shot. So, you got sent on this too?”
	“This means you win, right.”
	“I’d be open to profit sharing. The dart you took should be worth something. Tell you what - I’ll take the exie, bring it back to Amas, get the cash. I’ll come back here, meet up with you in, let’s say, three weeks’ time. What you want to do in the meantime is up to you. Personally, I’d recommend a hospital. Fair?”
	Hewitt tried to stand but quickly collapsed on his wounded leg. “Why are you doing this?”
	“Fair play,” she replied. “You?”
	Hewitt looked up again at the woman. She had a hard, sharply cut face, pale skin, eyes still cold and tunneling. “Thanks, Calvert.” He propped himself up against a nearby crate and sat atop it, offering a hand. “Hewitt.”
	“Not Meyers? I’m surprised.”
	“It’s not really, Calvert, is it?”
	“The pain will wear off enough for you to get wherever you need to be within a few minutes. I’d really suggest you get that looked at - the antidote I gave you isn’t going to fully reverse the effects of the poison.”
	“How am I supposed to believe you that you’ll be back here?”
	“You don’t. But you’ll be back.”

	The woman approached. She looked directly toward Hewitt, eyes green and inquisitive. She seemed young - twenty, maybe. Her companions, a tall man, dressed in typical pilot gear, and a shorter woman with a head of auburn hair and a sour expression, both stood behind her. The other woman’s arms were crossed as she glared resolutely in the other direction.
	“I was wondering if you knew where the nearest spacecraft dealer is?” Her voice was melodious, but forceful. Almost cutting.
	“Nearest?” Hewitt probed his head. Jerece’s was probably closest. He’d parked Acheron there for repairs after he’d returned to Icre/Avis a week earlier.
	“Nearest dealer is Jerece. Eberhard. Good friend of mine, coincidentally.” And he was, if a bit unscrupulous.
	“You seem to know quite a bit about the area.”
	 “Damn straight I do, kid. I’ve been working the shipping lanes between here and Telren for the last forty years. Carrying on the family business, if you will.” He wasn’t lying. His father had been a smuggler in the area, Hewitt privately thought he was expanding upon his father’s legacy.
	“You’re a spacer?”
	Hewitt cocked an eyebrow. “Yeah, if that’s what they call ‘em these days. What, you interested?”
	“More of a matter of general curiosity.” She seemed to be particularly elusive.
	Hewitt started into the eyes of the young woman, seeing something uneasy in them. “You’re looking for work, aren’t you?”
	“What - well, yes, I guess so.”
	“Really?” This could turn out better than he’d hoped.
	“Well, for a shipping job, you’ll need a license and a ship. I have no reason to be speaking you if you kids aren’t able to get a ship, but you’ll need my help if you want to get your hands on a license.”
	“What do you need me to do?”
	“Your name first, please.”
	“Clare Loret.”
	“Hewitt,” he said, extending his hand. “Wonderful to be doing business with you.”
| !History |
| [[Anteterran Era]] <br /> (-1084 MR - -220 MR) <br /> The period before any measure of human contact had been made with [[extraterrestrials|Exie]]. Generally used to describe extensive stretches of alien-alien interaction without human interference. |
| [[Early Human Colonization and Exodus]] <br /> (-220 MR - 21 MR) <br /> The early portion of the second millennium, during which minor amounts of human-alien interaction took place, the Massacre at Earth and the Exodus from Earth. |
| [[First Terran War]] <br /> (21 MR - 23 MR) <br /> The two year-long war during which the [[Terran Federation of Systems]] struck out against alien forces throughout the galaxy, leading to the formation of the [[Intergalactic Federation of Systems]]. |
| [[Early IFS Dominance]] <br /> (23 MR - 46 MR) <br /> The twenty-three years between the First Terran War and the Tau Insurrection. |
| [[Tau Insurrection]] <br /> (June - December 46 MR) <br /> The seven-month long rebellion by the [[Tau Confederacy]]. |
| [[Peace and Stability]] <br /> (46 MR - 217 MR) <br /> The time after the Tau Insurrection and before the Second Terran War. |
| [[Second Terran War]] <br /> (217 MR - 227 MR) <br /> The decade-long struggle of the IFS with the [[Second Insurrection]] to maintain control of known space. |
| [[Reconstruction]] <br /> (227 MR - 245 MR) <br /> The period after the Second Terran War, and the rebuilding of worlds ravaged by the conflict. |
| [[Great Calm]] <br /> (245 MR - 470 MR) <br /> Any period between the end of the Second Terran War and The Great War. |
| [[The Great War]] <br /> (470 MR - Onward ) <br /> The climactic struggle between the IFS, Eza and Ienet for dominance in the galaxy. |
''Humans'', or uncommonly, ''Terran'', hail from their ruined homeworld of Earth. After an attack by the Tau rendered the planet uninhabitable, they began to spread across known space, eventually subjugating most inhabited systems under the rule of the human-backed [[Intergalactic Federation of Systems]].
The predecessor to the [[Terran Federation of Systems]], the Human Exodus from Earth occurred over a period of several decades after the Massacre, beginning with [[First Exodus]] in 1 MR.
|Infobox|k
| !IFS Atlas |>|
|[img[Aile-class frigate|images/craft/ifsaile/aileclassfrigatethumb.png]]|>|
| !Aile-class frigate |>|
|Affiliation|IFS|
|Length|100 m|
|Beam|30 m|
|Crew|832 crew|
|Passengers|96 detainees|
|Ordnance|16 heavy cannons<br>8 light cannons<br>8 missile launchers|
|Complement|[[Red Flight|Red Flight (IFS Atlas)]]<br>[[Blue Flight|Blue Flight (IFS Atlas)]]<br>[[Green Flight|Green Flight (IFS Atlas)]]<br>[[Yellow Flight|Yellow Flight (IFS Atlas)]]<br>|
The ''IFS Atlas'' (445 MR - 470 MR) was an [[IFS]] [[Aile-class frigate]]. The [[destruction of the craft|Destruction of the IFS Atlas]] by [[Ienet]] was one of the major events that led to the start of the [[Great War]]. The vessel was infiltrated by an Ienet agent, [[Mia Rossi]], who took up post as the Communications Officer for the vessel. Her handler eventually grew suspicious of her true loyalties and had the Atlas impulsively destroyed by an Ienet convoy as the former was en route to a pacification mission on [[Caal]].

The impact of the vessel's destruction was substantial - [[Clare Loret]], able to escape the devastation and the Ienet patrol sent to apprehend her, became a major threat to Ienet's long-term security, as it did not have sufficient military strength to combat the IFS.
!Complement
[[Red Flight|Red Flight (IFS Atlas)]]
[[Blue Flight|Blue Flight (IFS Atlas)]]
[[Yellow Flight|Yellow Flight (IFS Atlas)]]
[[Green Flight|Green Flight (IFS Atlas)]]
!Notable Crew
Mia Rossi - Communciations Officer
Clare Loret- Pilot, Green Flight
|Infobox|k
| !IFS Executor† |>|
||>|
| !//Executor//-class Orbital Bombardment Platform / Carrier |>|
|!Commander | Adm. [[James Morrow]] |>|
|!Launched | 455 MR / 2792 AD |
|!Affiliation | [[Intergalactic Federation of Systems]] |
|!Era| [[The Great War]] |
The Executor, the flagship of the late Admiral Morrow, was the first of its class. The craft was already beginning to show its age when it was destroyed in the First Battle of Ienet in 470 MR. Morrow died in the cataclysmic explosion destroyed the bridge. The ship careened into the surface of Ienet. The ship had eighteen heavy gun emplacements, with nine on each side.
"//Castimonia ante Omnis//"

The ''IFS Internal Affairs'' is the most secretive branch of the IFS. Its mission is to weed out dissent and violent subversion of the IFS, primarily in the context of counter-terrorist operations. Its agents are highly trained, well-equipped and entirely off the record. Led by the ruthlessly intelligent Agent Laretti, the IFSIA is one of the most powerful tools the IFS has at its disposal. The existence of the Inquisition is mostly confined to the paranoid rumblings of the underworld, but it has nonetheless made an impact on the IFS’s power in various contexts.
The ''IFS Intrepid'' was an [[IFS|Intergalactic Federation of Systems]] cruiser that served during the [[Second Terran War]] and as a first responder to Meyek in the opening days of the [[Meyek Massacre]].
Judicious
Admiral Banks	
Executor-class Orbital Bombardment Platform / Carrier	
460 MR | 2792 AD
Flag	
IFS

The second ships of its class, Judicious became the flagship of the newly appointed Admiral Banks after the death of Admiral Morrow in the First Battle of Ienet.
The ''IFS-470D'' served as the primary method of bringing troops, arms and small vehicles to and from the battlefields fought upon by the [[IFS]] in the years leading up to the [[Great War]]. With three lift fans and two thrusters, it was capable of operation in both atmospheric and vacuum conditions.
!Statistics
Length: 9 meters
Beam:
|Infobox|k
|!~IFS-470F|>|
| [img[IFS-470F|images/craft/ifs470f/ifs470fthumb.jpg]] |>|
|!Production information|>|
|Manufacturer|[[IFS Navy]]|
|Line|IFS-470|
|Model|IFS-470F|
|Class|Fighter|
|Cost||
|!Technical specifications|>|
|Length|3 meters|
|Width|1.8 meters|
|Depth|1.6 meters|
|Mass|387.69 kg|
|Maximum<br>acceleration|67.1 m/s^^2^^|
|Maximum speed<br>(atmosphere)||
|Engine unit(s)|"""IFS-006A""" (2)<br>"""IFS-Sub1C """ (4)|
|AMD||
|Power system|"""IFS/Core70D""" (main)<br>"""IFS/Core66F""" (aux.)|
|Hull||
|Sensor system(s)|"""OC/SA-469F"""|
|Targeting system(s)||
|Navigation system||
|Avionics||
|ECM package||
|Armament|"""IFS/SL-0011""" (2)|
|Crew|Pilot (1)|
|Minimum crew|1|
|Passengers|None|
|Cargo capacity||
|Consumables|3 days'|
|Life support system(s)|"""OC/LS-458F"""|
|Communication system(s)||
|othersystems||
|!Usage|>|
|Role(s)|Fighter<br>Escort|
|First use|470 MR|
|Retired|-|
|Era|[[Great War]]|
|Affiliation|[[IFS]]|
The backbone of the IFS Fighter corps at the time of the [[Great War]], the ''IFS-470F'' superbly balanced manueverability and firepower, but was mostly relegated to escorting freighters and transports during take-offs and landings or in high-risk areas.
The IFS Remnant was established in the aftermath of the collapse of the IFS after the Second Battle of Solari.
The ''[[IFS Internal Affairs]] Transport/Interceptor'' was among the various craft at the disposal of the organization at the start of the [[Great War]]. Primarily used to transport pairs of [[Inquisitors|Inquisitor]] to various destinations quickly and with the capacity for the interception and/or destruction of targets, the craft was rarely seen and evaded on an even more uncommon basis.
!Statistics
Length: 9 meters
Beam: 7.5 meters
Passengers: 2 crew
Ordnance: 2 heavy Gauss cannons, six missile launchers ([[EMP]], [[Concussion|Concussion missile]], [[Ballistic|Ballistic missile]]) 
!Craft
[[IFSIA Absolution]]
|Infobox|k
| !IFSP-464I police interceptor |>|
| [img[images/craft/ifsp464i/ifsp464iside.jpg]] |>|
| !Statistics |>|
|Affiliation|IFS|
|Length|7.5 m|
|Beam|2 m|
|Crew|2 crew|
|Ordnance|2 light cannons <br /> 2 concussion missile launchers|
| !Other Images |>|
| [img[images/craft/ifsp464i/ifsp464i.jpg]] |>|
|Infobox|k
| !Icre/Avis |>|
|  |>|
| !Orbital characteristics |>|
|Distance from primary star|2x10^^8^^ km<br/>1.350 AU|
|Eccentricity of orbit|0.016|
|Orbital period|572.67 Earth days<br />1040.30 Local days|
|Satellites||
| !Physical characteristics |>|
|Planet type|Terrestrial|
|Hydrosphere percentage|61.9|
|Cloud cover percentage|63.5|
|Ice cover percentage|4.0|
|Equatorial radius|8415.1 km|
|Mass|1.4x10^^25^^ kg |
|Density|5.65 grams/cc|
|Surface gravity|13.283 m/sec^^2^^|
|Escape velocity|15.0 km/sec|
|Rotation period|13.21 hours<br />|
|Axial tilt|31°|
|Planetary albedo|0.38|
|Surface temperature |12.5° C – 15.9° C <br /> 54.5° F - 60.6° F|
| !Atmospheric characteristics |>|
|Surface pressure|5635 millibars|
|Atmospheric composition|Nitrogen 66.8%<br/>Oxygen 31.9%<br/>Argon 1.3% <br />Carbon Dioxide  0.1%|
|!Demographic|>|
|Native species||
|Immigrated species||
|Language||
|Government||
|Population||
|Demonym||
|Major cities||
|Major imports||
|Major exports||
|Trading partners||
|Affiliation||
''Icre/Avis'', known as ''Icre'' until the aftermath of the [[Second Terran War]], is a large, verdant [[Colonial|Colonial Region]] world home to a vast number of individuals of several species.
|Infobox|k
| !Icre/Avis system |>|
| |>|
| !Astrographical |>|
| !Region | [[Colonial Region]] |
| !Coordinates |  |
| !Stellar mass | 1.00 solar masses |
| !Stellar luminosity | 1.00 |
| !Age | 5.023 billion years <br /> (4.977 billion years left on main sequence) |
| !Habitable ecosphere radius | 1.000 AU (0.814 - 1.443 AU) |
| !Planets | [[Icre/Avis]] <br/> [[Avis]]† |
Ienet is a newcomer on the Federation stage, only discovered in the heat of the Second Terran War in 221 MR. Its relatively temperate climate and wealth of natural resources led to its prominence as an industrial center of the Mining Sector. Ienet was colonized in the aftermath of the conflict and remained a faithful member of the IFS for many years.

In the last decades, concurrent with the declining economic fortunes of the IFS's member states, a nativistic populist movement on its surface in Ienet's becoming an increasingly divisive voice in the IFS. The system seceeded in 468 MR. Selus and Ulread, fellow Mining Sector systems, quickly joined suit, leaving in 469 MR.

While Ienet has not taken any violent action against the IFS, political tensions between the fledgling interstellar power and IFS diplomats have lead to escalating military preparation on both sides of the conflict.


InfoboxBattle
{{{
|InfoboxBattle|k
|!Battle|>|
|Date||
|Location||
|Result||
|!Belligerents|>|
|||
|!Commanders|>|
|||
|!Strength|>|
|||
|!Casualties|>|
|||
|!Campaign|>|
|Previous|Next|
}}}
InfoboxCharacter
{{{
|InfoboxCharacter|k
|!Character|>|
|Affiliation||
|Home Planet||
|Birth||
|Death||
|Height||
|Weight||
|Hair Color||
|Eye Color||
}}}
InfoboxCraft
{{{
|InfoboxCraft|k
|!Craft|>|
| [img[name|images/]] |>|
| Class |>|
|Affiliation||
|Length||
|Beam||
|Crew||
|Passengers||
|Ordnance||
|Complement||
}}}
/***
|Name|InlineJavascriptPlugin|
|Source|http://www.TiddlyTools.com/#InlineJavascriptPlugin|
|Documentation|http://www.TiddlyTools.com/#InlineJavascriptPluginInfo|
|Version|1.9.6|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|Insert Javascript executable code directly into your tiddler content.|
''Call directly into TW core utility routines, define new functions, calculate values, add dynamically-generated TiddlyWiki-formatted output'' into tiddler content, or perform any other programmatic actions each time the tiddler is rendered.
!!!!!Documentation
>see [[InlineJavascriptPluginInfo]]
!!!!!Revisions
<<<
2010.12.15 1.9.6 allow (but ignore) type="..." syntax
|please see [[InlineJavascriptPluginInfo]] for additional revision details|
2005.11.08 1.0.0 initial release
<<<
!!!!!Code
***/
//{{{
version.extensions.InlineJavascriptPlugin= {major: 1, minor: 9, revision: 6, date: new Date(2010,12,15)};

config.formatters.push( {
	name: "inlineJavascript",
	match: "\\<script",
	lookahead: "\\<script(?: type=\\\"[^\\\"]*\\\")?(?: src=\\\"([^\\\"]*)\\\")?(?: label=\\\"([^\\\"]*)\\\")?(?: title=\\\"([^\\\"]*)\\\")?(?: key=\\\"([^\\\"]*)\\\")?( show)?\\>((?:.|\\n)*?)\\</script\\>",
	handler: function(w) {
		var lookaheadRegExp = new RegExp(this.lookahead,"mg");
		lookaheadRegExp.lastIndex = w.matchStart;
		var lookaheadMatch = lookaheadRegExp.exec(w.source)
		if(lookaheadMatch && lookaheadMatch.index == w.matchStart) {
			var src=lookaheadMatch[1];
			var label=lookaheadMatch[2];
			var tip=lookaheadMatch[3];
			var key=lookaheadMatch[4];
			var show=lookaheadMatch[5];
			var code=lookaheadMatch[6];
			if (src) { // external script library
				var script = document.createElement("script"); script.src = src;
				document.body.appendChild(script); document.body.removeChild(script);
			}
			if (code) { // inline code
				if (show) // display source in tiddler
					wikify("{{{\n"+lookaheadMatch[0]+"\n}}}\n",w.output);
				if (label) { // create 'onclick' command link
					var link=createTiddlyElement(w.output,"a",null,"tiddlyLinkExisting",wikifyPlainText(label));
					var fixup=code.replace(/document.write\s*\(/gi,'place.bufferedHTML+=(');
					link.code="function _out(place,tiddler){"+fixup+"\n};_out(this,this.tiddler);"
					link.tiddler=w.tiddler;
					link.onclick=function(){
						this.bufferedHTML="";
						try{ var r=eval(this.code);
							if(this.bufferedHTML.length || (typeof(r)==="string")&&r.length)
								var s=this.parentNode.insertBefore(document.createElement("span"),this.nextSibling);
							if(this.bufferedHTML.length)
								s.innerHTML=this.bufferedHTML;
							if((typeof(r)==="string")&&r.length) {
								wikify(r,s,null,this.tiddler);
								return false;
							} else return r!==undefined?r:false;
						} catch(e){alert(e.description||e.toString());return false;}
					};
					link.setAttribute("title",tip||"");
					var URIcode='javascript:void(eval(decodeURIComponent(%22(function(){try{';
					URIcode+=encodeURIComponent(encodeURIComponent(code.replace(/\n/g,' ')));
					URIcode+='}catch(e){alert(e.description||e.toString())}})()%22)))';
					link.setAttribute("href",URIcode);
					link.style.cursor="pointer";
					if (key) link.accessKey=key.substr(0,1); // single character only
				}
				else { // run script immediately
					var fixup=code.replace(/document.write\s*\(/gi,'place.innerHTML+=(');
					var c="function _out(place,tiddler){"+fixup+"\n};_out(w.output,w.tiddler);";
					try	 { var out=eval(c); }
					catch(e) { out=e.description?e.description:e.toString(); }
					if (out && out.length) wikify(out,w.output,w.highlightRegExp,w.tiddler);
				}
			}
			w.nextMatch = lookaheadMatch.index + lookaheadMatch[0].length;
		}
	}
} )
//}}}

// // Backward-compatibility for TW2.1.x and earlier
//{{{
if (typeof(wikifyPlainText)=="undefined") window.wikifyPlainText=function(text,limit,tiddler) {
	if(limit > 0) text = text.substr(0,limit);
	var wikifier = new Wikifier(text,formatter,null,tiddler);
	return wikifier.wikifyPlain();
}
//}}}

// // GLOBAL FUNCTION: $(...) -- 'shorthand' convenience syntax for document.getElementById()
//{{{
if (typeof($)=='undefined') { function $(id) { return document.getElementById(id.replace(/^#/,'')); } }
//}}}
|Infobox|k
| !Intergalactic Federation of Systems |
| [img[http://i.imgur.com/wPUrEc6.png]] |
| !"Omne Bonum Est Bonum Homini" |
<<showtoc>>
The most powerful of the four major factions, the IFS has existed in some recognizable form since the early years of the First Terran War. The IFS was originally intended to be a federation de jure, with a central human authority maintaining dominance over its constituent systems, but the vast distances separating them and the IFS's loosing grip on centralized power largely dictated its transformation into a less-regulated confederation. That the IFS has in the last centuries begun to loose its grip on the unimpinged authority it enjoyed in the years following the Second Terran War has little bearing on the IFS's absolute power—a powerful force in its own right, the IFS maintains a powerful military, and factions within it are unwilling to see its dominion over known space further dissolve. 

The IFS is structured as a federation—each of the systems in civilized space are represented on the IFS Council on Solari Theta. A chairman of the council, typically a prior representative of an IFS system on the Council, is elected every five years by the representatives on the IFS Council. The IFS Chairman's primary authority lies in his position as the sole source of accountability for IFS Internal Affairs. The IFS maintains a standing Army, Navy and Marine Corps, alongside an internal affairs force.
The interplanetary representative body of Icre and Avis during the [[Second Terran War]], the ''Interim Republics of Icre and Avis'' formed in the face of an [[IFS|Intergalactic Federation of Systems]] crackdown and imposition of martial law.
// "After narrowly averting disaster on Olea, the player’s platoon is redirected to Meyek as something of a decommissioning. An attempt to kill the escapees from the IFS Atlas is a catastrophic failure, and as the sole survivor, the character is directed to capture the last escapee, who could force the IFS’s hand in dealing with an Ienet still ill-prepared for full-out war." - [[Refuge|Refuge (video game)]] Design Document//
|Infobox|k
| !K&S ~MP23 |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 4 AP |
| !Reload | 6 AP |
| !Mêlée | 3 AP |
| !Draw | 5 AP |
| !Weapon Characteristics |>|
| !Accuracy | -1/+3 |
| !Rate of Fire | 1/3/20 |
| !Damage | 2d6 |
| !Spread | 3 |
| !Range | 50m |
| !Capacity | 30 |
| !Ammo | [[.45 ACP|Ammunition]] |
| !Weight | |
| !Cost |  |
Designed and produced by the famed German weapons manufacturer König & Schulze, the Maschinenpistole 2323 fires the .45 ACP cartridge and is patterned off of the venerable K&S G23 assault rifle. In close-quarters, the MP23 is considerably more versatile than the M32A and M32C, featuring excellent handling and low recoil. It is, however, plauged by the same lack of range and power as pistols, albeit to lesser degree.

//"Engineer, physicist graduated with dual Ph.D.'s from Oxford at twenty-two, drafted by His Majesty's Navy at twenty-three, and working on scramjets in the middle of the Atlantic when it happened."// - Matthew Frasier
//"This technology is a decade—a century even—better than anything we've got. Anything we could dream of.//" - Kristi Greene


''Liberator'' was an [[Human Exodus]], [[TFS|Terran Federation of Systems]] and later [[IFS|Intergalactic Federation of Systems]] capital craft that served during the [[First Terran War]] and [[Tau Insurrection]].
/***
|''Name:''|LoadRemoteFileThroughProxy (previous LoadRemoteFileHijack)|
|''Description:''|When the TiddlyWiki file is located on the web (view over http) the content of [[SiteProxy]] tiddler is added in front of the file url. If [[SiteProxy]] does not exist "/proxy/" is added. |
|''Version:''|1.1.0|
|''Date:''|mar 17, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#LoadRemoteFileHijack|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0|
***/
//{{{
version.extensions.LoadRemoteFileThroughProxy = {
 major: 1, minor: 1, revision: 0, 
 date: new Date("mar 17, 2007"), 
 source: "http://tiddlywiki.bidix.info/#LoadRemoteFileThroughProxy"};

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

bidix.core.loadRemoteFile = loadRemoteFile;
loadRemoteFile = function(url,callback,params)
{
 if ((document.location.toString().substr(0,4) == "http") && (url.substr(0,4) == "http")){ 
 url = store.getTiddlerText("SiteProxy", "/proxy/") + url;
 }
 return bidix.core.loadRemoteFile(url,callback,params);
}
//}}}
Commodore Louis Dantes (human male, Alcesar) - IFS Commodore
|Infobox|k
| !~M32A Rifle |>|
| [img[http://i.imgur.com/qLWgx9x.png]] |>|
| !AP Costs |>|
| !Attack | 4 AP |
| !Aim | 8 AP |
| !Reload | 8 AP |
| !Mêlée | 4 AP |
| !Draw | 6 AP |
| !Weapon Characteristics |>|
| !Accuracy | -3/+5 |
| !Rate of Fire | 1/3/15 |
| !Damage | 2d8 |
| !Spread | 5 |
| !Range |  |
| !Capacity | 30 |
| !Ammo | [[6.5x38mm |Ammunition]] |
| !Weight | |
| !Cost |  |
The service rifle of the UN military in the late twenty-third century, the M32A is the basis for a venerable weapons platform that includes carbine and battle rifle variants. Featuring an ergonomic bullpup layout, the M32A is relatively maneuverable in close quarters but still most effective  at medium to long ranges. While it handling more slowly and slightly clumsier than the cut-down M32C, the M32A's accuracy at long ranges is considerably higher.
|Infobox|k
| !~M32B Battle Rifle |>|
| [img[http://i.imgur.com/WQUcel0.png]] |>|
| !AP Costs |>|
| !Attack | 4 AP |
| !Aim | 10 AP |
| !Reload | 8 AP |
| !Mêlée | 5 AP |
| !Draw | 6 AP |
| !Weapon Characteristics |>|
| !Accuracy | -4/+6 |
| !Rate of Fire | 1/3/10 |
| !Damage | 2d10 |
| !Spread | 7 |
| !Range |  |
| !Capacity | 20 |
| !Ammo | [[7.62x51mm |Ammunition]] |
| !Weight | |
| !Cost |  |
Firing the same full-power cartridge as the Gauss machine gun, the M32B is considerably more powerful and accurate at range than the M32A and M32C, but has much clumsier handling and heavy recoil. Its considerable penetration against body armor and long-range capabilities have granted it a stay of popularity well into the twenty-fourth century.
|Infobox|k
| !~M32C Carbine |>|
| [img[http://i.imgur.com/iaI6N4N.png]] |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 6 AP |
| !Reload | 7 AP |
| !Mêlée | 4 AP |
| !Draw | 6 AP |
| !Weapon Characteristics |>|
| !Accuracy | -2/+4 |
| !Rate of Fire | 1/3/15 |
| !Damage | 2d8 |
| !Spread | 4 |
| !Range |  |
| !Capacity | 30 |
| !Ammo | [[6.5x38mm |Ammunition]] |
| !Weight | |
| !Cost |  |
Favored by the US special forces and its other military organizations that frequently find themselves in close-quarters combat, the M32C bridges the gap between a submachine gun and the full-length M32A. The M32C's compact size gives it an edge in manueverability when compared to assault rifles, while its intermediate cartridge gives it an edge in power versus a submachine gun. The M32A has good handling and takes slightly longer to aim than a submachine gun, but also a higher maximum accuracy and damage.
*[[Gazeteer|Universe]]
*[[History]]
*[[Factions & Corporations|Factions]]
*[[Characters]]
*[[Technology]]
*[[Craft]]
*[[RPG]]
*[[Media]]
*[[Markup Reference]]
*[[Sandbox]]
*[[Quotes]]
*[[Transit Calculator]]
*[[All Categories|TabTags]]
!Inline Formatting
|!Option|!Syntax|!Output|
|bold font|{{{''bold''}}}|''bold''|
|italic type|{{{//italic//}}}|//italic//|
|underlined text|{{{__underlined__}}}|__underlined__|
|strikethrough text|{{{--strikethrough--}}}|--strikethrough--|
|superscript text|{{{^^super^^script}}}|^^super^^script|
|subscript text|{{{~~sub~~script}}}|~~sub~~script|
|highlighted text|{{{@@highlighted@@}}}|@@highlighted@@|
|preformatted text|<html><code>{{{preformatted}}}</code></html>|{{{preformatted}}}|
!Block Elements
!!Headings
{{{
!Heading 1
!!Heading 2
!!!Heading 3
!!!!Heading 4
!!!!!Heading 5
}}}
<<<
!Heading 1
!!Heading 2
!!!Heading 3
!!!!Heading 4
!!!!!Heading 5
<<<
!!Lists
{{{
* unordered list, level 1
** unordered list, level 2
*** unordered list, level 3

# ordered list, level 1
## ordered list, level 2
### unordered list, level 3

; definition list, term
: definition list, description
}}}
<<<
* unordered list, level 1
** unordered list, level 2
*** unordered list, level 3

# ordered list, level 1
## ordered list, level 2
### unordered list, level 3

; definition list, term
: definition list, description
<<<
!!Blockquotes
{{{
> blockquote, level 1
>> blockquote, level 2
>>> blockquote, level 3

<<<
blockquote
<<<
}}}
<<<
> blockquote, level 1
>> blockquote, level 2
>>> blockquote, level 3

> blockquote
<<<
!!Preformatted Text
<html><pre>
{{{
preformatted (e.g. code)
}}}
</pre></html>
<<<
{{{
preformatted (e.g. code)
}}}
<<<
!!Tables
{{{
|CssClass|k
|!heading column 1|!heading column 2|
|row 1, column 1|row 1, column 2|
|row 2, column 1|row 2, column 2|
|>|COLSPAN|
|ROWSPAN| … |
|~| … |
|CssProperty:value;…| … |
|caption|c
}}}
''Annotation:''
* The {{{>}}} marker creates a "colspan", causing the current cell to merge with the one to the right.
* The {{{~}}} marker creates a "rowspan", causing the current cell to merge with the one above.
<<<
|CssClass|k
|!heading column 1|!heading column 2|
|row 1, column 1|row 1, column 2|
|row 2, column 1|row 2, column 2|
|>|COLSPAN|
|ROWSPAN| … |
|~| … |
|CssProperty:value;…| … |
|caption|c
<<<
!!Images /% TODO %/
cf. [[TiddlyWiki.com|http://www.tiddlywiki.com/#EmbeddedImages]]
!Hyperlinks
* [[WikiWords|WikiWord]] are automatically transformed to hyperlinks to the respective tiddler
** the automatic transformation can be suppressed by preceding the respective WikiWord with a tilde ({{{~}}}): {{{~WikiWord}}}
* [[PrettyLinks]] are enclosed in square brackets and contain the desired tiddler name: {{{[[tiddler name]]}}}
** optionally, a custom title or description can be added, separated by a pipe character ({{{|}}}): {{{[[title|target]]}}}<br>'''N.B.:''' In this case, the target can also be any website (i.e. URL).
!Custom Styling
* {{{@@CssProperty:value;CssProperty:value;…@@}}}<br>''N.B.:'' CSS color definitions should use lowercase letters to prevent the inadvertent creation of WikiWords.
* <html><code>{{customCssClass{…}}}</code></html>
* raw HTML can be inserted by enclosing the respective code in HTML tags: {{{<html> … </html>}}}
!Special Markers
* {{{<br>}}} forces a manual line break
* {{{----}}} creates a horizontal ruler
* [[HTML entities|http://www.tiddlywiki.com/#HtmlEntities]]
* {{{<<macroName>>}}} calls the respective [[macro|Macros]]
* To hide text within a tiddler so that it is not displayed, it can be wrapped in {{{/%}}} and {{{%/}}}.<br/>This can be a useful trick for hiding drafts or annotating complex markup.
* To prevent wiki markup from taking effect for a particular section, that section can be enclosed in three double quotes: e.g. {{{"""WikiWord"""}}}.
!Infoboxes
!!Battle Infoboxes
{{{
|Infobox|k
|!Battle (3 sides)|>|>|
| [img[name|images/]] |>|>|
|Date||>|
|Location||>|
|Result||>|
|!Factions|>|>|
|Faction1|Faction2|Faction3|
|!Commanders|>|>|
|Faction1|Faction2|Faction3|
|!Participants|>|>|
|Faction1|Faction2|Faction3|
|!Strength|>|>|
|Faction1|Faction2|Faction3|
|!Casualties|>|>|
|Faction1|Faction2|Faction3|
|!Campaign|>|>|
|Previous|>||
|Next|>||
}}}
{{{
|Infobox|k
|!Battle|>|
| [img[name|images/]] |>|
|Date||
|Location||
|Result||
|!Factions|>|
|Faction1|Faction2|
|!Commanders|>|
|Faction1|Faction2|
|!Participants|>|
|Faction1|Faction2|
|!Strength|>|
|Faction1|Faction2|
|!Casualties|>|
|Faction1|Faction2|
|!Campaign|>|
|Previous||
|Next||
}}}
!!Character Infobox
{{{
|Infobox|k
|!Character|>|
| [img[name|images/characters/]] |>|
|!Biographical information|>|
|Homeworld||
|Birth||
|Death||
|!Physical description|>|
|Species||
|Gender||
|Height||
|Weight||
|Hair color||
|Eye color||
|Skin color||
|!Chronological and political information|>|
|Era||
|Political Affiliation||
}}}
!!Craft Infobox
{{{
|Infobox|k
|!Craft|>|
| [img[name|images/]] |>|
|!Production information|>|
|Manufacturer||
|Line||
|Model||
|Class||
|Cost||
|!Technical specifications|>|
|Length||
|Width||
|Depth||
|Mass||
|Maximum<br>acceleration||
|Maximum speed<br>(atmosphere)||
|Engine unit(s)||
|AMD||
|Power system||
|Hull||
|Sensor system(s)||
|Targeting system(s)||
|Navigation system||
|Avionics||
|ECM package||
|Armament||
|Complement||
|Craft hangars||
|Escape pods||
|Crew||
|Minimum crew||
|Passengers||
|Cargo capacity||
|Consumables||
|Life support system(s)||
|Communication system(s)||
|othersystems||
|!Usage|>|
|Role(s)||
|First use||
|Retired||
|Era||
|Affiliation||
}}}
!!Planet Infobox
{{{
|Infobox|k
| !Planet Name |>|
|  |>|
| !Orbital characteristics |>|
|Distance from primary star||
|Eccentricity of orbit||
|Orbital period||
|Satellites||
| !Physical characteristics |>|
|Planet type||
|Hydrosphere percentage||
|Cloud cover percentage||
|Ice cover percentage||
|Equatorial radius||
|Mass||
|Density||
|Surface gravity||
|Escape velocity||
|Rotation period||
|Axial tilt||
|Planetary albedo||
|Surface temperature ||
| !Atmospheric characteristics |>|
|Surface pressure||
|Atmospheric composition||
|!Demographic|>|
|Native species||
|Immigrated species||
|Language||
|Government||
|Population||
|Demonym||
|Major cities||
|Major imports||
|Major exports||
|Trading partners||
|Affiliation||
}}}
{{{
|Infobox|k
| [img[name|images/weapon/]] |>|
|!Weapon Name|>|
|!Production information|>|
|Manufacturer||
|Model||
|Type||
|Cost||
|!Physical and technical specifications|>|
|Size||
|Weight||
|Range||
|Ammunition capacity||
|Ammunition type||
|Reliability||
|!Usage History|>|
|Era||
|Affiliation||
}}}
{{{
|InfoboxArmor|k
|!Armor Name|>|
| [img[name|images/armor/]] |>|
|!Production information|>|
|Manufacturer||
|Model||
|Type||
|!Physical and technical specifications|>|
|Armor proficiency||
|Damage immunity||
|Attribute modification||
|!Usage and history|>|
|Era(s)||
|Affiliation||
}}}
<!--{{{-->
<link rel='alternate' type='application/rss+xml' title='RSS' href='index.xml' />
<!--}}}-->


<style type="text/css">#contentWrapper {display:none;}</style><div id="SplashScreen" style="border: 3px solid #ccc; display: block; text-align: center; width: 500px; margin: 0 auto; padding: 50px; color:#000; font-size: 28px; font-family:"Helvetica Neue"; background-color:#eee;"><img src="http://i.imgur.com/7oKhFjl.png"><br /><b>RefugeWiki</b> is loading<blink> ...</blink><br><br></div>
''Massacre Reckoning'' is the official reckoning of the [[Intergalactic Federation of Systems]], and the successor to the Common Era notation. Massacre Reckoning, or MR, begins from the year 2337, and proceeds onward alongside the standard Gregorian calendar.
//"Well, maybe I'm just oblivious."//

A structural analyst in the employ of the US Government, Frasier was sent to Baltimore to assess some government buildings for structural integrity in the case of a disaster. Disaster found him, and he assisted Frank Cleary in digging the player out of a ruined office park.

In the aftermath of the Massacre, Frasier designed and implemented a long-range radio transponder that allowed the survivors at Camp Holliday to contact US military stationed in Washington DC. His scientific expertise saw him cast to a relatively high place of political power, as far as the post-apocalypse goes, and gave him considerable clout in selecting the player as the commander of the First Exodus mission.
<<showtoc>>
!Role-playing games
* [[RPG]]
! Video games
* [[Refuge (video game)]]
* [[First Exodus (video game)]]
* [[Refuge: Terran Wars]]
! Short stories
* [[Hewitt (short story)]]
! Long-form
* [[First Exodus (novel)]]
* [[Refuge (novel)]]
* [[Hand of God (novel)]]
!Medical
!!Antitox
Antitox is a general-purpose antidote for most poisons.
!!Advanced Antitox
Advanced antitox is a potent antidote for nearly all poisons.
!!Antirad
General anti-radiation treatment is effective for low-level radiation exposure.
!!Advanced Antirad
Advanced anti-radiation treatment is effective for nearly any level of radiation exposure.
!!Medpack
A general-purpose cocktail of restorative chemicals and first-aid treatments. Adds 1d6 to a Heal check.
!!Advanced Medpack
A cocktail of more powerful restorative chemicals and first-aid treatments with dramatic healing effects. Adds 1d10 to a heal check.
//"Look, I don't know how bad the situation was when the IFS got off its ass and decided to send you boys down here, and I don't know how well you were briefed between the time you got into orbit and now, but whatever you heard, it's worse. Four weeks ago all we were dealing with was some rioting on the streets and rumors of some nasty skin infection running around among the junkies and homeless. Now people are bleeding out of their eyes, skin turning black with these scabs all over them, and there's nothing we can do. We're dying out there, dying like animals. We lost ten thousand people yesterday. Ten thousand —I can't even imagine—and it's just us. Those goddamn exies are just skulking around, simpering, like nothing's wrong. Just waiting, staring at us. Like odds an ends in some goddamn curio cabinet. Look, you just got to get down here and bring us out. We wouldn't dare trying to get out of here alone, who knows what they've gotten their hands on. Half of the milita pilots are dead, the other half are gonna die just bringing them to the hospital. We've just been sitting here, waiting. Waiting to die."//
|Infobox|k
| !Meyek Massacre |>|
| Date |December, 216 MR|
| Location |[[Meyek]]|
| Result |Elimination of human<br>population of Meyek|
| !Participants |>|
|[[IFS|Intergalactic Federation of Systems]] |Meyek Insurgents|
|[[IFS Intrepid]] <br />[[Embassy One]] |Numerous Meyek fighters |
| !Second Terran War |>|
| - | [[Pacification of Icre and Avis]] |

In 216 MR, a highly virulent bio-engineered strain of //Variola major// was released into the human population of Meyek Prime. The human population of Meyek Prime was almost entirely eradicated. Most of the extraterrestrial population left the planet as well, fearing retribution from surviving humans and local authorities.
<<tiddler SecondTerranWarTable>>
//"The scenery couldn’t possibly be that much of a surprise.  Even if you haven’t read the books, you know that Meyek’s had a pretty hard run."// -  Alea Meyers
|Infobox|k
| !Meyek |>|
| [img[http://i.imgur.com/abI84c5.jpg]] |>|
| !Astrographical |>|
|Region|[[Colonial region]]|
|System|[[Meyek system]]|
|Suns|1: Meyek|
|Orbital Position|1|
|Satellites|Meyek II (binary planet)|
|Coordinates|(11.1, -6.8, 2.3)|
|Rotation Period|18.3 standard hours|
|Orbital Period|342 local days|
| !Physical |>|
|Class|Terrestrial|
|Radius|4204.2 km|
|Atmosphere|Breathable|
|Climate|Temperate|
|Gravity|65.9% G|
|Terrain|Forests<br>Oceans<br>Decaying urban zones|
|Surface water|40%|
|Points of interest|[[Meyek City]]|
| !Societal |>|
|Native species|None|
|Immigrated species|None|
|Language|None|
|Government|None|
|Population|None|
|Demonym|Meyek|
|Major cities|[[Meyek City]]|
|Major imports|None|
|Major exports|None|
|Trading partners|None|
|Affiliation|[[IFS]]<br>[[Olea]]|
<<showtoc>>
!Overview
Meyek is an uninhabited colony world devastated by a series of nuclear accidents in each of the planet’s major cities, causing severe irradiation, some ten years ago. The relatively small size of the planet, coupled with the amount of radiation released, has contributed to the lethal levels of radiation still irradiate the atmosphere. With long-term exposure to the radiation on Meyek Prime almost guaranteeing a painful death, the IFS has declared the planet unsuitable for human colonization, many of the refugees from the disaster relocating to Icre/Avis and Renve.

The Olea Corporation purchased the system some time after the accident, intending to utilize the system as a testing area for radiation shielding and technology. The newly-installed equipment on the surface of Meyek provides a stark contrast to the overgrown forests and decomposing cities left by a decade of neglect.

!History
The history of Meyek is one filled with accidents and disasters that have killed large portions of the planet’s population repeatedly. While these have certainly been partially responsible for the view of Meyek from other planets, the sole focus of the disastrous events on Meyek severely undercut the otherwise significant artistic and cultural progress achieved on the colony planet.

Meyek was held by the Avis shortly before the outbreak of the First Terran War. Meyek was the first planet taken, conquered in a rapid orbital bombardment that killed a significant portion of the planet’s population as well as destroying many of the planet’s priceless historical artifacts. The planetary leadership quickly surrendered to the TFS, and it became an unwilling ally of the federation in its attempt to wrest the rest of the occupied planets from exie control.

After the first Terran War, a number of Terran colonists moved in on the planet and imposed themselves into the planet’s political and economic arenas. Regardless of the somewhat impolite manner in which the Terran introduced themselves into the fabric of Meyek society, the planet quickly became a paragon of enlightenment and productive Terran-exie relations.

The social progress achieved since the First Terran War was destroyed with the Meyek Massacre. A group of anti-Terran activists from Avis introduced a highly virulent strain of Variola major into the Terran populace, killing the vast majority of the human population. Because the smallpox virus is incapable of infecting humans, the IFS immediately interpreted the attack as an act of genocide. The events on Icre/Avis were the catalyst for the Second Terran War.

During Reconstruction, the human population of Meyek slowly began to increase. As it did so, resentment toward the exies present on the planet boiled. The exie populations of the planet declined steadily, mostly due to emigration from the violent political climate.
|Infobox|k
|!Character|>|
| [img[Mia Rossi|images/characters/]] |>|
|!Biographical information|>|
|Homeworld|[[Ienet|Ienet (planet)]]|
|Birth|442 MR|
|Death|470 MR (28)|
|!Physical description|>|
|Species|Terran|
|Gender|Female|
|Height|1.73 m|
|Weight|59 kg|
|Hair color|Black|
|Eye color|Grey|
|Skin color|Tan|
|!Chronological and political information|>|
|Era|[[Great War]]|
|Political Affiliation|[[Ienet]]<br>[[IFS]]|
''Mia Rossi'' (442 MR - 470 MR) was an [[Ienet]] [[Hand|Hand of Ienet]], and before her death during the [[destruction of the IFS Atlas|Destruction of the IFS Atlas]], the Communications Officer of the vessel. Her handler eventually had the [[Atlas|IFS Atlas]] destroyed upon (correctly) suspecting a change in her personal loyalties.

Her skills at subterfuge and original occupation - electronic communication - were exceptional. As an Ienet agent, she was supremely capable of electronic intrusion and subversion.

Privately, she was a warm and compassionate person, a marked departure from the stereotypical demeanor of an agent. The relationship she had with [[Thomas Calender]], a fellow [[Hand|Hand of Ienet]], and its abrupt and violent end due to her death eventually led to his betrayal of Ienet.
Discovered in the heat of the [[Second Terran War]], the Mining Sector was quickly colonized to feed the massive war machine of the [[IFS|Intergalactic Federation of Systems]].
*[[Geatine]]
*[[Ulread]]
*[[Selus]]
*[[Ienet]]
*[[Caal]]
!See Also
* [[Colonial Region]]
* [[Core Sector]]
* [[Old Sector]]
//"Miranda Kemper, goes by Mira. American, security guard at the UN. Managed to hold off a Tau raiding party for two hours while the building came down around her, in the process saving the life of one Morena de Vega." - Matthew Frasier//

Miranda "Mira" Kemper, an American security guard stationed at the UN Headquarters in Oslo, Norway, survived the Massacre while single-handedly holding the foyer of the building against one of the few squads of Tau that landed on Earth. Her defense of the building allowed Morena de Vega, the noted polyglot, translator and writer, to survive the Massacre as well. Her close friendship with de Vega allowed her to secure a security role on the First Exodus crew.
The de facto currency in civilized space is the IFS credit. The credit is accepted on all but a few worlds—while most use their own local currencies, merchants and bankers are typically tolerant, if not entirely welcoming, of the IFS's banknotes. Planets on the fringes are much more likely to have more primitive forms of currency, from literal coins to (in the ruralest of areas) bartering systems.
//"Morena de Vega. Genius, polyglot—knows something like fourteen languages—translator, writer, erstwhile Spanish ambassador to the United Nations. Et cetera, et cetera. When she asked to go along, no one gave it a second though, and when she asked for Mira to go with, she got on too."// - Matthew Frasier

*[[Tau]]
*[[Amas]]
*[[Telren]]
!See Also
* [[Colonial Region]]
* [[Core Region]]
* [[Mining Region]]

Certainly the most powerful corporation in known space, the Olea Corporation has transformed over time into a vast conglomerate of military and ordnance manufacturers, craft development and manufacturing firms with further subsidiaries in bioengineering and transhuman—the latter strictly frowned upon by the IFS—experimentation. The Olea Corporation began as an arms group on Olea during the early years of IFS authority, and maintained a firm allegiance to the IFS during the Tau Insurrection. After the IFS defeated the last pockets of rebellion on Olea in November of 46 MR, the Olea Corporation was, with the consent of the IFS, established as the sole governmental authority on its home planet.

In recent years, the Olea Corporation was given control of Geatine on account of its invaluable help in correcting the planet's near-total ecological collapse. Rumors that Olea had a hand in the creation of the parasite that effected the collapse are unsubstantiated. Olea Corporation's CEO currently serves on the IFS Council as the sole representative for both systems. In 445 MR, the Olea Corporation acquired the abandoned Meyek system, and began to firmly branch into the Caal system.

As an arms manufacturer, Olea Corp. caters more to personal defense devices and nonlethal weapons than firearms, though its cheap weapons used by Olea Corp. security forces are effective if unexceptional. Its policy of biotech development spurred the creation of the innovative BAC series, and has become a standard in bioengineering labs.
|Infobox|k
| !Pacification of Icre and Avis |>|
| Date |217 MR|
| Location |Icre<br>Avis|
| Result |Icre, Avis placed under<br>IFS martial law|
| !Belligerents |>|
|IFS|Insurgents|
| !Second Terran War |>|
| [[Meyek Massacre|Meyek Massacre]] | [[Revolutions of Icre and Avis]] |
Icre and Avis were placed under [[IFS]] martial law after violent protesting on both planets occured and after a link between the [[Meyek Massacre]] and Avis alien extremists was discovered.
<!--{{{-->
<div id='header'>
</div>
<div id='sidebar'>
<a href="#RefugeWiki"><div id='titleLine'></div></a>
<span id='siteTitle' refresh='content' tiddler='SiteTitle'></span> - <span id='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='macro' force='true' macro='slider chkSideBarTabs SideBarTabs "index »" "display lists of tiddlers"'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>

<!--}}}-->

/***
|''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"
	});
*/
//}}}
A relatively vast expanse of time during which there were no major conflicts. The usually-belligerent Tau remained quiet and made little overt opposition to IFS  authority. While the IFS remained largely human-centric, it began to reach out to the [[Amas]] and [[Avis]], with varying levels of success. [[Meyek]] became an important cultural center, representing perhaps the greatest cooperation between humans and exies seen. All in all, the galaxy saw a time of great technological and cultural advance. 
''Primacy'' was an [[Human Exodus]], [[TFS|Terran Federation of Systems]] and later [[IFS|Intergalactic Federation of Systems]] capital craft that served during the [[First Terran War]] and [[Tau Insurrection]].
|Infobox|k
|!Punisher-class gunship/transport|>|
| [img[PVA|images/craft/ezapunisher/ezapvathumb.jpg]] |>|
| Punisher-class gunship/transport |>|
|Affiliation|Eza Syndicate|
|Length|10 m|
|Beam|8 m|
|Crew|2|
|Passengers|10|
|Ordnance|4 missile launchers<br>2 Gauss cannons (PAT)<br>4 Gauss cannons (PVA)|
|Complement|-|
|!Variants|>|
| [img[PAT|images/craft/ezapunisher/ezapatthumb.jpg]] |>|
The ''Punisher-class [[gunship|Gunships]]/[[transport|Transports]]'' was the primary mobile platform for both firepower and troops utilized by the [[Eza Syndicate]] as the [[Great War]] approached and went on. The craft came in two main variants, the ''PVA'', used primarily in hard vacuum, and the "PAT", which was equipped with two lift fans for atmospheric conditions.
/***
|Name|QuoteOfTheDayPlugin|
|Source|http://www.TiddlyTools.com/#QuoteOfTheDayPlugin|
|Documentation|http://www.TiddlyTools.com/#QuoteOfTheDayPluginInfo|
|Version|1.4.1|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|Display a randomly selected "quote of the day" from a list defined in a separate tiddler|

!!!!!Documentation
>see [[QuoteOfTheDayPluginInfo]]
!!!!!Revisions
<<<
2008.03.21 [1.4.1] in showNextItem(), corrected handling for random selection so that //initial// index value will randomized correctly instead of always showing first item, even when randomizing.  Thanks to Riccardo Gherardi for finding this.
| Please see [[QuoteOfTheDayPluginInfo]] for previous revision details |
2005.10.21 [1.0.0] Initial Release.  Based on a suggestion by M.Russula
<<<
!!!!!Code
***/
//{{{
version.extensions.QuoteOfTheDayPlugin= {major: 1, minor: 4, revision: 1, date: new Date(2008,3,21)};
config.macros.QOTD = {
	clickTooltip: "click to view another item",
	timerTooltip: "auto-timer stopped...  'mouseout' to restart timer",
	timerClickTooltip: "auto-timer stopped...  click to view another item, or 'mouseout' to restart timer",
	handler:
	function(place,macroName,params) {
		var tid=params.shift(); // source tiddler containing HR-separated quotes
		var p=params.shift();
		var click=true; // allow click for next item
		var inline=false; // wrap in slider for animation effect
		var random=true; // pick an item at random (default for "quote of the day" usage)
		var folder=false; // use local filesystem folder list
		var cookie=""; // default to no cookie
		var next=0; // default to first item (or random item)
		while (p) {
			if (p.toLowerCase()=="noclick") var click=false;
			if (p.toLowerCase()=="inline") var inline=true;
			if (p.toLowerCase()=="norandom") var random=false;
			if (p.toLowerCase().substr(0,7)=="cookie:") var cookie=p.substr(8);
			if (!isNaN(p)) var delay=p;
			p=params.shift();
		}
		if ((click||delay) && !inline) {
			var panel = createTiddlyElement(null,"div",null,"sliderPanel");
			panel.style.display="none";
			place.appendChild(panel);
			var here=createTiddlyElement(panel,click?"a":"span",null,"QOTD");
		}
		else
			var here=createTiddlyElement(place,click?"a":"span",null,"QOTD");
		here.id=(new Date()).convertToYYYYMMDDHHMMSSMMM()+Math.random().toString(); // unique ID
		// get items from tiddler or file list
		var list=store.getTiddlerText(tid,"");
		if (!list||!list.length) { // not a tiddler... maybe an image directory?
			var list=this.getImageFileList(tid);
			if (!list.length) { // maybe relative path... fixup and try again
				var h=document.location.href;
				var p=getLocalPath(decodeURIComponent(h.substr(0,h.lastIndexOf("/")+1)));
				var list=this.getImageFileList(p+tid);
			}
		}
		if (!list||!list.length) return false; // no contents... nothing to display!
		here.setAttribute("list",list);
		if (delay) here.setAttribute("delay",delay);
		here.setAttribute("random",random);
		here.setAttribute("cookie",cookie);
		if (click) {
			here.title=this.clickTooltip
			if (!inline) here.style.display="block";
			here.setAttribute("href","javascript:;");
			here.onclick=function(event)
				{ config.macros.QOTD.showNextItem(this); }
		}
		if (config.options["txtQOTD_"+cookie]!=undefined) next=parseInt(config.options["txtQOTD_"+cookie]);
		here.setAttribute("nextItem",next);
		config.macros.QOTD.showNextItem(here);
		if (delay) {
			here.title=click?this.timerClickTooltip:this.timerTooltip
			here.onmouseover=function(event)
				{ clearTimeout(this.ticker); };
			here.onmouseout=function(event)
				{ this.ticker=setTimeout("config.macros.QOTD.tick('"+this.id+"')",this.getAttribute("delay")); };
			here.ticker=setTimeout("config.macros.QOTD.tick('"+here.id+"')",delay);
		}
	},
	tick: function(id) {
		var here=document.getElementById(id); if (!here) return;
		config.macros.QOTD.showNextItem(here);
		here.ticker=setTimeout("config.macros.QOTD.tick('"+id+"')",here.getAttribute("delay"));
	},
	showNextItem:
	function (here) {
		// hide containing slider panel (if any)
		var p=here.parentNode;
		if (p.className=="sliderPanel") p.style.display = "none"
		// get a new quote
		var index=here.getAttribute("nextItem"); 
		var items=here.getAttribute("list").split("\n----\n");
		if (index<0||index>=items.length) index=0;
		if (here.getAttribute("random")=="true") index=Math.floor(Math.random()*items.length);
		var txt=items[index];
		// re-render quote display element, and advance index counter
		removeChildren(here); wikify(txt,here);
		index++; here.setAttribute("nextItem",index);
		var cookie=here.getAttribute("cookie");
		if (cookie.length) {
			config.options["txtQOTD_"+cookie]=index.toString();
			saveOptionCookie("txtQOTD_"+cookie);
		}
		// redisplay slider panel (if any)
		if (p.className=="sliderPanel") {
			if(anim && config.options.chkAnimate)
				anim.startAnimating(new Slider(p,true,false,"none"));
			else p.style.display="block";
		}
	},
	getImageFileList: function(cwd) { // returns HR-separated list of image files
		function isImage(fn) {
			var ext=fn.substr(fn.length-3,3).toLowerCase();
			return ext=="jpg"||ext=="gif"||ext=="png";
		}
		var files=[];
		if (config.browser.isIE) {
			cwd=cwd.replace(/\//g,"\\");
			// IE uses ActiveX to read filesystem info
			var fso = new ActiveXObject("Scripting.FileSystemObject");
			if(!fso.FolderExists(cwd)) return [];
			var dir=fso.GetFolder(cwd);
			for(var f=new Enumerator(dir.Files); !f.atEnd(); f.moveNext())
				if (isImage(f.item().path)) files.push("[img[%0]]".format(["file:///"+f.item().path.replace(/\\/g,"/")]));
		} else {
			// FireFox (mozilla) uses "components" to read filesystem info
			// get security access
			if(!window.Components) return;
			try { netscape.security.PrivilegeManager.enablePrivilege("UniversalXPConnect"); }
			catch(e) { alert(e.description?e.description:e.toString()); return []; }
			// open/validate directory
			var file=Components.classes["@mozilla.org/file/local;1"].createInstance(Components.interfaces.nsILocalFile);
			try { file.initWithPath(cwd); } catch(e) { return []; }
			if (!file.exists() || !file.isDirectory()) { return []; }
			var folder=file.directoryEntries;
			while (folder.hasMoreElements()) {
				var f=folder.getNext().QueryInterface(Components.interfaces.nsILocalFile);
				if (f instanceof Components.interfaces.nsILocalFile)
					if (isImage(f.path)) files.push("[img[%0]]".format(["file:///"+f.path.replace(/\\/g,"/")]));
			}
		}
		return files.join("\n----\n");
	}
}
//}}}
//"Uh, well, best case scenario, we get the hell offworld and head for somewhere where everyone doesn't want us dead. Worst case scenario, Olea takes orbital control before we get in the air, and we head over to Chetland, learn what inconspicuous looks like and start farming dirt."// - Hollis Ellicott
----
"//Rescuing. We're rescuing the Governor.//" - Hollis Ellicott
"//Without his consent.//" - Lesley Ryner
"//It's a //surprise// rescue.//" - Hollis Ellicott
----
"//The Blind Hawks haven't spoken formally with the Syndicate for decades. Anything cultural heritage we share has been burned away ever since we started working with the IFS. It's about as black a mark as you can get in their eyes.//" - Hollis Ellicott
----
//I'm going to kill every last one of the bastards or die trying."// - Adrian Stevens
----
"//Remember the blood shed, and the blackened, charred Earth. These beasts showed no mercy, and they shall receive none in kind. There will be no quarter for malice, no tolerance for the evil with which these bastards have tried so desperately to bring us to our knees us—no. There will be vengeance. Remember Earth.//” - TFS Admiral
----
//"Comet breaking up, Chinese sneak attack, act of God—I don't really give a shit."// - Frank Cleary
----
//"This technology is a decade—a century even—better than anything we've got. Anything we could dream of.//" - Kristi Greene
<<showtoc>>
!Introduction
It is the first decade of the twenty-ninth century, five hundred years after humanity fled a devastated Earth in search of a new home among the stars. The galaxy, despite having been in a fragile state of peace for the last centuries, is still an untamed one—faster-than-light travel is a dangerous, complicated and lengthy business, and the vast federation that nominally controls the planets in inhabited space is little more than a brittle confederacy. Criminal syndicates and vast corporations have begun to swallow up the fringes of civilized space, and new autocratic powers have begun to appear in all corners of the galaxy. But in the face of this vast space opera, life goes on—men and women, humans and exies, live, love, fight and die. 

Welcome to Refuge.

Though the default setting for the Refuge RPG is covered in depth in later chapters, the core conflict resolution system is useable for nearly any RPG in a modern or futuristic setting. Abilities, items and skills can be tweaked by the game master to fit a particular genre more closely—from military sci-fi to more traditional space-opera, gritty cyberpunk to survival horror. For these settings and more, the Refuge RPG offers a modular, flexible ruleset.
!System Architecture
The Refuge RPG is designed to be a modular system. As the default system can be quite complex, parts of the game system that are irrelevant to the type of game you wish to run can be safely discarded without dramatically upsetting the game's balance. The only absolutely crucial elements of the Refuge RPG are the core rolling mechanic, Attributes and Dependent Scores (i.e. Abilities, AP, HP, Skills, Traits and ASDF). Abilities, Traits and Skills can be modified to fit a setting more closely, while even the class system can be disregarded if desired. Appendix 2 is concerned with such restructuring of the game's core mechanics.

<<tiddler RPGTable>>
|categoryTable|k
| !Refuge RPG |>|
| !Settings | [[First Exodus]] - [[The Great War]] |
| !Mechanics | [[Abilities]] - [[Attributes]] - [[Combat]] - [[Dependent Scores]] - [[Skills]] - [[Traits]] |
| !Classes | [[Soldier]] - [[Scout]] - [[Support]] - [[Techie]] - [[Spacer]] - [[Ambassador]] |
| !Items | [[Weapons]] ([[Attachments|Weapon Attachments]], [[Modifications|Weapon Modifications]]) - [[Armor]] ([[Modifications|Armor Modifications]]) - [[Medical|Medical Technology]] - [[Stims]] |
|Infobox|k
|!Craft|>|
|[img[name|images/craft/ifsredemption/ifsredemptionthumb.jpg]]|>|
| Class |>|
|Affiliation|IFS|
|Length|100 m|
|Beam|30 m|
|Crew||
|Passengers||
|Ordnance|10 OB cannons|
|Complement|-|

The ''Redemption-class OBP/f'' was an [[Orbital Bombardment Platform]] fielded by the [[IFS]] in the years leading up to and during the [[Great War]]. A relatively small and entirely defenseless craft, Redemption-class OBP/f's were required to be flown in convoy for protection.
!Craft
[[IFS Redemption]] - ()
Clare Loret, a pilot aboard the IFS frigate Atlas, is shot down after engaging Ienet fighters above Meyek Prime. After regaining consciousness, she manages to escape an Ienet patrol and realizes that the Atlas was in fact betrayed to Ienet. She successfully escapes to Meyek City. After contacting the Meyek II Olea Science Outpost, she travels to the docking center and meets Joss Calvert and Alea Meyers, two scientists sent to bring her back to the OSO.

Upon arriving at the OSO, it becomes apparent that an outbreak occurred in the OSO during Clare’s retrieval from Meyek Prime. The outbreak is contained, and the three escape from Meyek II. It is revealed that Joss and Alea intended to bring Clare back for execution, but given the changed circumstances, they decide to make a clean break from both Olea and the IFS.

They arrive on Icre/Avis, and purchase a ship, Refuge, from Terzo Nieri in order to break further from Olea. While meeting with Seth Hewitt, a local smuggler, they are offered **** in exchange for picking up cargo at Telren. The meeting is quickly stopped as the IFS attempt to arrest the trio for essentially blackmailing Refuge from Nieri. They escape from the IFS and leave for the Telren system.

Upon arriving at Telren, they retrieve the cargo, discovering that the cargo was instead an Amasian, Cosora.

Story (POV Collier)

Adrian Collier, sent down to the surface of Meyek Prime from the Ienet Mediator in order to mop up any IFS forces that managed to escape to the surface of the planet in the aftermath of the conflict in orbit. His squad attempts to ambush the downed Clare Loret, who manages to escape by detonating her craft’s fuel tanks as they approach. Collier is severely injured in the attack, but gains an inordinate level of respect for Loret, both due to the craftiness of the attack and the fact that Lieutenant Daley, whom Collier despised, was killed.

Collier and the remainder of his squad is retrieved by Ienet forces and returned to Ienet under medical leave. While being treated, Collier is approached by Thom Callender, the Right Hand of Ienet. He informs Collier that he is to become a Hand of Ienet, and that his mission is to capture Clare Loret. She remains the only person with any knowledge of the attack upon the Atlas, the destruction of which was ordered by a lower-level Ienet officer in a rash attempt to kill a double agent for Ienet who had begun to turn against them.

Without enough military strength to actually carry out a campaign against the IFS, Ienet is forced to attempt to conceal the destruction of the craft. Collier is provided with a craft, Apotheosis, a partner, Eva Cochran, an identity and equipment to achieve his goal. He leaves for Icre/Avis, the only planet to which Loret could have escaped from Meyek Prime.

!Refuge Plot
<<<
!!Backstory
*Council of Ienet wants to attack IFS
*Shiria refuses
*Council 'convinces' Rossi to ditch Ienet
!!April 14, 470 MR
*Ienet Military (aligned w/ Council) destroys Atlas
*Hands forced to clean up mess (aligned w/ Shiria)
**Calender clears """OBT-M2"""
!!April 15, 470 MR
*Loret, Calvert, Meyers, leave for Icre/Avis
!!April ??, 470 MR
*Collier/Cochran sent to intercept Loret
!!April 25, 470 MR
*Loret and companions arrive at Icre/Avis
!!April 27, 470 MR
*Loret and companions leave for Telren
<<<
''SOMETIME LATER''
<<<
*Collier and Cochran capture Loret
**Calender joins Calvert, Meyers to rescue Loret
***''rescuing Loret = stopping war''
*Council surrepitiously informs IFS about destruction of Atlas
**in an attempt to have Shiria killed in IFS attack
*IFS, Eza show up, quickly followed by Refuge
**Refuge breaks for the surface, IFS routed by Ienet/Eza attack
**Executor destroyed
*Calender, Calvert, Meyers witness assassination of Shiria
**Loret, Cochran, Collier rescued
<<<
!Unanswered Questions
<<<
*how does the Council 'convince' Rossi to leave Ienet?
*why does the Council want to attack the IFS?
*how does saving Loret prevent the war?
*what forces Calender to betray Ienet?
<<<
!References
<<<
!!Organizations
[[Council of Ienet]]
[[IFS]]
[[Ienet Military]]
[[Hand of Ienet]]
!!Characters
[[Josue Shiria]]
[[Mia Rossi]]
[[Thomas Calender]]
[[John Collier]]
[[Eva Cochran]]
[[Clare Loret]]
[[Joss Calvert]]
[[Alea Meyers]]
!Places
[[OBT-M2]]
[[Icre/Avis]]
!Spacecraft
[[IFS Atlas]]
[[Refuge]]
[[IFS Executor]]
<<<
!Campaign and Sandbox Games
When beginning a game of Refuge, the player is offered the choice of pursuing a "sandbox" or "campaign" game. Choosing a sandbox game gives the player a choice of two companions, from the list of story NPCs and a craft—that would otherwise be decided by the campaign. All story-related quests are disabled, leaving only side-quests and repeatable missions.

Choosing a campaign game allows the player to play one of six campaigns—
!Campaigns
!!John (Ienet, Soldier)
After narrowly averting disaster on Olea, the player’s platoon is redirected to Meyek as something of a decommissioning. An attempt to kill the escapees from the IFS Atlas is a catastrophic failure, and as the sole survivor, the character is directed to capture the last escapee, who could force the IFS’s hand in dealing with an Ienet still ill-prepared for full-out war.
(Companions: Eva Cochran, Techie; Thom Calendar, Ambassador)
!!Claire (IFS, Spacer)
!!Support (Blind Hawks)
The political situation on Caal is rapidly deteriorating, with an Olea-supported autocratic movement rapidly overtaking the ability of a poorly-operating, weak IFS government to defend itself. A small branch of the Eza Syndicate, known as the Blind Hawks, have grown prosperous under the local IFS’s gentle hand. It is unlikely that Olea would allow IFS collaborators, and economic wild-cards to remain after the coup.
(Companions: Hollis Ellicott, Techie; and Máire Jenson, Soldier)
!!Natalie (Olea, Techie)
!! (Eza, Scout)
!!(IFS, Ambassador)
The player, an IFS bureaucrat with a reputation for a stormy relationship with IFSIA, barely survives an assassination attempt by an Eza hit squad. Immediately whisked away by 
<<showtoc>>
!What?
Refuge: Terran Wars is a space and atmospheric combat simulator taking place in the Refuge universe. The plot of the game changes between the viewpoint of  one Cpl. Geoffrey A. Kemper, a TFS pilot whose mettle is tested in the explosive battles of the First Terran War, and other guy, who experiences firsthand the aftershocks of his predecessors' actions  centuries before.
!Why?
While the First Terran War is a pivotal point in the Refuge mythos, and its decisive moments offer some of the series' most dazzling spectacle, it's insufficiently complex—or lengthy—to merit a full-length video game adaptation on its own. By intertwining the stories of two pilots side by side, the player is allowed to experience the crucial battles of both campaigns, as well as explore the consequences of the former hundreds of years afterward.
!Gameplay
!Controls
The player will have the option of using mouse and keyboard or gamepad / joystick control options.
|Infobox|k
| !Movement Controls |>|
| !Accelerate | W |
| !Decelerate | S |
| !Shift Left | A |
| !Shift Right | D |
| !Shift Up | Shift + W |
| !Shift Down | Shift + S |
| !Roll Left | Q |
| !Roll Right | E |
| !Afterburner | X |
!Interact & Flight Control Modes
The player uses the mouse both to steer the craft and to interact with and look around in the in-game cockpit. Clicking—or, with an in-game option, holding—the right mouse button toggles between interact and flight control.
In interact mode, the player is able to interact with his or her craft's 3D cockpit. With a good deal of HUD information displayed diegetically, interact mode allows the player to momentarily “take their hands off the wheel” and look around the cockpit, activate, deactivate or interact with flight systems.
Flight control mode allows the player to operate the craft in the same manner as a traditional FPS, allowing the craft to pitch up and down, and roll left and right.
!G-Forces
Managing acceleration and deceleration are crucial factors in safe flight practices.. Accelerating or decelerating rapidly causes stress to the player. Particularly fast acceleration causes grey-out, tunnel vision or unconsciousness, while fast deceleration can cause red-outs, unconsciousness or death.
!Flight Functions
!!Distance Burn
In order to minimize transit time through unoccupied space, or to escape from an otherwise untenable conflict, the player can activate a so-called 'distance burn' by forcibly reclining the player and allowing the craft to accelerate well-beyond physically tolerated limits in a more conventional sitting position. Once the player has selected a target, either via the targeting HUD or navigation computer, the player can opt to engage in a distance burn. The flight computer will calculate an optimal flight path and acceleration pattern to the target and convey distance burn information to the player. Upon initializing the distance burn, the player is locked back into a reclining position, where a small projection of the craft's forward view is displayed, along with basic flight diagnostics. At the middle of the burn, the player's craft spins and applies thrust in the opposite direction, slowing the craft until it reaches its initial velocity when it meets the target.
!Different, But Good
As the game's twin stories are separated by two centuries, the technology the player has access to is of distinctly different qualities. The craft of the Second Terran War are an order of magnitude more technologically advanced than those of the First,  and while this should be emphasized to the player, it should not detract from the “fun factor” of the earlier (chronologically) missions.
The earlier craft are marked by their solidity and sturdiness—the player should feel like he or she is piloting a tank: heavy, heavily-armed, and heavily-armored. Fitting the jingoistic tones of the First Terran War, the player should feel likewise—unstoppable.
In the Second Terran War, the speed, maneuverability and advanced navigation and communication systems available to pilots should be emphasized, and while the player should feel somewhat more fragile than in his or her earlier incarnation, it should be balanced with a considerable upgrade in agility and firepower.
Where the earlier craft are atmospheric fighters heavily-modified for space combat, the craft of the Second Terran War are an entirely different animal. Pivoting while in motion, flying backward and firing at pursuers, are all maneuvers available to the more advanced craft. Let the player enjoy it, while not detracting from the fun “invulnerability” of the earlier missions.
!Mission One: “Prologue”
!!Overview
The player is guided through the operation of his craft and performs some flight maneuvers with his or her squadron. But gasp! A handful of Meyek craft appears and the player is tasked with hunting them down and destroying them. Done? Congratulations, time to land, prepare to jump.
!!Description
The TFS expeditionary fleet has arrived at Meyek II, sister planet to a politically neutral one known for its craft-building industry. Subduing the planet is a crucial first step in asserting humanity's power; the planet itself would be an invaluable resource in the war effort.beyond. But for now, there are more pressing matters to attend to.

''Mission Objectives''
Power up your craft.
- Start the primary power generator.
- Start the auxiliary power generator.
- Start the PMU.
Power on communication and navigation systems.
- Boot the communication systems.
- Boot navigation system and sensor array.

!!Slug Line
“Prologue”
Cpl. Geoffrey A. Kemper
September 15th, 2359 CE
TFS Venganza - Orbit Above Meyek II

Flight Technician: “All right, listen up, Kemper. We had to do a hard reset on the flight controls and onboard computer systems a couple hours ago. She should be running just fine, but we're going to have you go through the motions so we know she works when you've got a horde of exies crawling up your ass.”
cut from black
Display text: Right-click to enter interact mode. Right-click again to switch to flight control.
Flight Technician: All right, first thing you'll want to do is power up your primary and auxiliary generators, make sure they check out.
Display text: Activate the primary and auxiliary generators.
Flight Technician: Everything looks normal. Let's check the power management unit, make sure that's weathered the reset.
Flight Technician: All right. Mind booting up the comms and nav computer? We installed some new encryption protocols on squad communications. Now we can get you callsign, location, velocity, the whole shebang, all without the exies sticking their noses in. You should see some friendlies blink up on your HUD.
Display text: Activate the communication and navigation system with the PMU.
Flight Technician: Good, good. Well, looks like all that's left is the thrusters. Heh, a hundred years ago, you'd have had to turn everything else on by hand.
Display text: Activate the main and positional thrusters.
Flight technician: We have liftoff. All right, we're going for a little spin, just to make sure everything's in good shape. Opening hangar doors.
Display text: Guide your craft out of the hangar.
Flight control: Ah, Kemper, our sensors are picking up a bogie, just coming around the edge of the planet.  Look, it's probably nothing, but if we want to keep this surprise party on the down-low, we should probably check it out. We're scrambling some interceptors right now to join you.
Flight Control: Christ, looks like he's making a run for it. Backup's a couple minutes out—we can't wait that long, you're going to have to do this yourself.
----
Flight Control: Ace in a day, huh? Nice work, Kemper. Bet you won't be the last. Primacy and Victorious have jumped, and Liberator and Agincourt are priming AMDs.
The fleet's been moving in ten-second waves. The Venganza's in wave twelve along with the Ellet. If you want a piece of the action, you've got you a little over ninety seconds to get here. We're coming your way, but you'll probably want to think about engaging your afterburner. Flight Control, out.
Flight technician: All right, Kemper. We're cutting things a little close, time-wise. Target the Venganza on your HUD, and plot a distance burn. Once you're on your back, your suit'll keep you out of G-LOC up to seventy-five gees, but we've got locks at fifty. If you really need to get out of a sticky situation, you can deactivate it. You'll get banged up pretty bad. At any rate, that should get you here nice and quick like.

!Mission Two: “Meyek”

!!Slug Lines
“Meyek”
Cpl. Geoffrey A. Kemper
September 16th, 2358 CE
TFS Venganza - Orbit Above Meyek I

!Mission Three - “Waiting to Die”
!!In-game blurb
A devastating plague has decimated the human population on the planet Meyek Prime. Ambassadors and diplomatic officials at the IFS Embassy in Meyek City sent in requests for assistance nearly a month ago. Despite the IFS's immediate response, the considerable time required to dispatch a cruiser to planetary orbit has seen the situation deteriorate. Extract Embassy One by all means necessary.
!!Description:
The player is charged with escorting a human transport containing diplomats and surviving human citizens off-world. The approach to the embassy is lined with attackers from the ground below, and craft hijacked by exie revolutionaries rise to greet the player and his squadron as they attempt to escape. The player is the mission's sole survivor.
!!Dialogue
//The player, along with the rest of Green Squadron, is descending through the upper levels of the atmosphere. Breaking through levels of cloud cover, they eventually appear high above a large, verdant city. The city is burning. All the while, the transmission plays.//
IFS Ambassador: Look, I don't know how bad the situation was when the IFS got off its ass and decided to send you boys down here, and I don't know how well you were briefed between the time you got into orbit and now, but whatever you heard, it's worse. Four weeks ago all we were dealing with was some rioting on the streets and rumors of some nasty skin infection running around among the junkies and homeless. Now people are bleeding out of their eyes, skin turning black with these scabs all over them, and there's nothing we can do. We're dying out there, dying like animals. We lost ten thousand people yesterday. Ten thousand —I can't even imagine—and it's just us. Those goddamn exies are just skulking around, simpering, like nothing's wrong. Just waiting, staring at us. Like odds an ends in some goddamn curio cabinet. Look, you just got to get down here and bring us out. We wouldn't dare trying to get out of here alone, who knows what they've gotten their hands on. Half of the milita pilots are dead, the other half are gonna die just bringing them to the hospital. We've just been sitting here, waiting. Waiting to die.

!!Slug Lines
“Waiting to Die”
December 18th, 216 MR
IFS Intrepid
Meyek City, Meyek

Green Four: All right, what's the plan, Captain?
Green One: We get down there, escort these people out. We don't take one step out of our craft, and they don't get out of theirs until we get some sort of quarantine set up back on the Intrepid. In, out. Quick and easy.
Green Two: (skeptical) Quick and easy. Yeah.
Green One: Problem?
Green Two: Naw, I'm just saying. We could be doing a, a — hell, I dunno, a snack run, and some shit would go wrong. Shit always goes wrong.
Green One: Yeah, well, not today.
Green Two: Well, your word's law, Boss.
Green One: You got that right.
Green Six: What is that?
Green Four: What are you talking (cut off) about?
Green Six: (interrupting) I've got missiles on radar, repeat, I repeat, we are being engaged.
Green One: Deploy ECM!
Display text: Press X to deploy electronic countermeasures.
Green Six: Deploying ECM. No effect. Huh. Looks like these are dummies—
Green Two: Dumb missiles, what is this? What, we up against the Exie & Co. Kids Club Jungle Army?
Green One: Cut the chatter, Two. Keep your eyes open. There are more where that one came from.
Green Two: Whatever you say, Boss.
Green One: All right, we're coming up on the embassy hangar.
Green Two: Shit! Shit, I'm taking fire—
Green One: Where? Goddammit, where?
Green Two: All sides, my starboard's out, sensors gone—“ A loud crack, followed by static.
Green One: Green Two? Two? Jack? Three, if you see them, return fire, just get to that hangar—

Green One: Embassy One? Embassy One, are you there?
Embassy One: Ah, we hear you, Green.
Green One: You're leaving. Now. We're almost on top of you, but we're taking heavy fire.
Embassy One: Jesus Christ. Is that what that was?
Green One: Now!
Embassy One: All right, we've uh, primary ignition's go.
Green One: I don't need a play-by-play, just tell me when you're in the air.
Embassy One: Over. We're heading out of the hangar now, bearing north-northeast. You have us?
Green One: Yeah, we have you on visuals. God, you should have warned us we were coming down into a warzone.
Embassy One: We had no idea, we haven't been out of here in days—
Green One: Yeah, yeah, cut the shit. Just go. We're getting the hell out of here.
Embassy One: Roger that.
Green Five: Uh, Boss, I'm seeing friendlies on sensors. Looks like six, eight, almost a dozen of 'em.
Green One: I'll be damned. Try to get a word in with 'em.
Green Five: All right, unknown friendlies. This is Green Squadron, with the IFS Intrepid. We're escorting these good folks into orbit. Identify yourselves.
Alien Voice: (Unintelligible screech.)
Green Four: That doesn't sound too good.
Green One: What's that, Meyek?
Green Five: Uh, sounded like it, yeah.
Green One: Play 'em one of the tunes.
Green Five: Sure thing, Boss.
Alien Voice: (Unintelligible screech.)
Green four: You know, at this point, I'd kind of like to hear a response.
Green one: I don't think we're gonna get one, Four. Uh, watch 'em, but hold your fire, let's not get ourselves into another firefight if we don't have to.
Green five: Copy that. Sounds like a plan.
Green five: “Uh, looks like I'm getting some requests for tracking data, through the IFS Op Mon pipeline, I'm not feeling to good about thi—Goddamnit, missiles launched. What the hell is wrong with these bastards... deploying ECM.”
Green One: Green Three, wheel back around and try to deal with some of—
Green Five: Boss, uh, missiles closing, ECM had no effect.
Green six: What, they tracking thermals?
Green five: I don't know, Christ, I don't—
green one: Engage! I repeat, engage! Embassy One, get the hell out of here, you're on your own—
Embassy one: What? What are you talking about—
green one: Three, Four, Six, kill comms, block all incoming signal traffic. Nothing goes out, nothing comes in, at least until these bastards are dealt with. You got that?
Green four: Uh. Yeah, Boss.
Green one: “All right. Godspeed. It's... it's been a pleasure .”
embassy one: “Uh, Green Three. Are you still there? Green Three?”

“Venganza”
The fledgling Terran Federation has arrived at Tau, the homeworld of the alien race that 

“Venganza”
August 12th, 2359 CE
Cpl. Geoffery A. Kemper
TFS Venganza

//“This is the Admiral. We've waited a long time for this day. Twenty-two years. That's longer than some of you've been alive, and I'm sure even more of you don't remember it at all. The fire, the smoke, the great steel rods crashing down from the sky like judgment from God. The blood and the screams, wrenched from the throats of mothers whose children were cut down before them, the husbands whose wives were torn from them by countless hordes of godless, inhuman beasts. These are the killers of your mothers, your fathers, grandparents. Your sisters and brothers, your daughters and sons. Without morals, without compassion—with nothing but vicious blood lust. We have waited twenty-two long years for this day. They thought they could defeat us, crush us, like insects. But we have survived, and though we are weary, we are resilient. We have grown strong, stronger than they could have ever dreamed. Today, when we put the boot to their throats, when you hear these vicious monsters mewl for mercy, remember your families. Remember the blood shed, and the blackened, charred Earth. These beasts showed no mercy, and they shall receive none in kind. There will be no quarter for malice, no tolerance for the evil with which these bastards have tried so desperately to bring us to our knees us—no. There will be vengeance. Remember Earth.”//

Don't keep beating yourself up about it. There was nothing more you could've done... you saved a lot of people that day. I don't think any of us could've done what you did.

Mission One – Prelude
Mission Two – First Battle of Meyek Prime
Mission Three – Massacre at Meyek Prime
Mission Four – First Battle of Tau (Orbit)
Mission Five – Third Battle of Tau (Orbit)
Mission Six – First Battle of Tau (Surface)
Mission Seven – Third Battle of Tau (Aftermath, Escape)
Mission Eight – Great Siege of Solari Theta
Mission Nine – IFS Intervention at Telren
Mission Ten – Great Siege of Solari Theta
Mission Eleven – Capture of Alcesar
Mission Twelve – First Battle of Amas
Mission Thirteen – Recapture of Alcesar
Mission Fourteen –  First Battle of Amas
Mission Fifteen – Destruction of Avis
|qotd|k
| <<QOTD Quotes inline noclick 10000>> |

It is the first decade of the twenty-ninth century. Five hundred years after humanity fled a devastated Earth in search of a new home among the stars, the galaxy is still an untamed one. Faster-than-light travel is a dangerous, complicated and lengthy business, and the vast federation that nominally controls the planets in inhabited space is little more than a brittle confederacy. Criminal syndicates and vast corporations have begun to swallow up the fringes of civilized space, and new autocratic powers appear in all corners of the galaxy. But in the face of this vast space opera, life goes on—men and women, humans and exies, live, love, fight and die.

Welcome to Refuge.
<<tiddler frontPageTable>>
''News:''
<<list filter [tag[journal]]>>

|Infobox|k
| !Resource Wars |>|
|Date|2093-2139|
|Location|[[Earth]]|
|Result|UN Pyrrhic victory |
|!Belligerents|>|
|[[United Nations Command]]|[[Asiatic-African Federation]]|
|!Strength|>|
|United States <br/> European Union <br /> Canada <br /> Mexico <br /> Central & South America |Russia<br />China<br />India|
|!Casualties|>|
|Massive|Massive|
The last years of the twenty-first century saw the world's great superpowers vie for control over Earth's dwindling resources. After the withdrawal of a number of African and Asian nations from the UN and the subsequent formation of the AAF, desperate expansion into the land of nations less ravaged by the famines and ecological devastation of global warming resulted in numerous skirmishes between ~Russo-European and AAF nations. By the time the UN intervened en masse, any hopes of preventing the conflicts from spreading into a larger war disappeared.

The eventual victory of the UN was not without its own desperate losses.
|Infobox|k
| !Revolutions of Icre and Avis |>|
|Date |217 MR|
|Location |[[Icre]]<br>[[Avis]]|
|Result |Formation of IRIA|
| !Belligerents |>|
|[[IFS]]|Revolutionary forces|
| !Commanders |>|
|  |  |
| !Strength |>|
|  |  |
| !Casualties |>|
|  |  |
| !Second Terran War |>|
| [[Pacification of Icre and Avis]] | [[Third Battle of Tau]] |
The violent ''revolutions of Icre and Avis'' appeared in response to the declaration of martial law. The in-system IFS military presence was almost entirely eliminated, and many civilian casualties are counted on both sides of the revolution. The human populations on the two planets are split, with some quietly leaving the system and others fully supporting the revolutionary governments. The [[Interim Republics of Icre and Avis|IRIA]] are formed.

|navTable|k
| [img[http://i.imgur.com/wOk0jak.png][Universe]] <br /> [[Gazetteer|Universe]] | [[History]] | [img[http://i.imgur.com/g4imMjr.png][Factions]] <br /> [[Factions]] |
| [img[http://i.imgur.com/PURdASs.png][Characters]] <br /> [[Characters]] | [img[http://i.imgur.com/1EwXRyk.png][Technology]] <br /> [[Technology]] | [img[http://i.imgur.com/HAxuAef.png][Spacecraft]] <br /> [[Spacecraft]] |
| [img[http://i.imgur.com/C5jYW9L.png][RPG]] <br /> RPG | [img[http://i.imgur.com/mtm7KeM.png][Media]] <br /> [[Media]] | [img[http://i.imgur.com/XpBnj1G.png][Markup Reference]] <br /> [[Markup Reference]] |

!Anteterran Era
!! 1947 AD / -381 MR
*The First Solari Empire is founded, and moves quickly to establish a central core of planets - Solari Theta, Alcesar, Telren and Caal. A number of revolts on outer fringe worlds puts a halt on plans to expand the Empire.
*Solari Theta scouts reach Earth. Their craft is downed and captured by the US Military.
!Early Human Colonization, Contact and Exodus
!! 2117 AD / -220 MR 
*The first humans leave Earth to colonize other systems - without functional wormhole generation technology, they resort to sublight travel, reaching Aile within a decade. The terraforming of Solari Theta by the First Solari Empire is###� completed.
!! 2325 AD / -12 MR 
*April 17th - The human colonies of Aile are quickly decimated following a surprise invasion by aliens from Tau-11. Nearly all of the human colonies are destroyed, save Colony 12 - which was (at the time) housed in a subterranean cave.
!! 2337 AD / 0 MR
*July 6th - A massive coalition force from Tau arrives at Earth, laying waste to the surface within a matter of hours. Nearly all of the planet�s inhabitants are massacred. A combination of a suprisingly effective early warning system and the alien invader's lack of technology to defend against thermonuclear warheads (with the primary technology used in the attack being massive rods accelerated to inflict damage from orbit) resulted in the destruction of several alien bombardment platforms, which crashed to Earth and were neutralized.
*December 27 - Alcubierre Metric Drive technology is backwards-engineered by a group of human scientists. Plans for a planet###�wide exodus are announced, and the survivors prepare to leave in a search for retribution.
!! 2338 AD / 1 MR
*July 6th - On the one-year anniversary of the Massacre at Earth, the first group of humans set off the first planet-wide exodus. 
*July 24th - First Exodus reaches Aile and, after stumbling upon the descedants of the survivors of the April 17th bombardment, make plans to leave for Icre. These plans are sent back to Earth.
*August 14th - The forces of the First Exodus reach Icre - a pastoral and mostly uninhabited planet.
!! 2345 / 10 MR 
*March 15th - The Last Exodus leaves Earth for Icre, arriving some week-and-a-half later. The next nine years are a frenzied rush to develop enough ships and weapons to invade and seize the galaxy.
!! 2351 AD / 14 MR
*May 2nd - Avis is taken by Exodus forces.
*July 4th - Renve is taken by Exodus forces.
!First Terran War
!!2358 AD / 21 MR
*September 16th - Human forces reach Meyek II, massing away from Meyek Prime before s###�triking in a fierce display of firepower. Meyek Prime is overrun in less than three hours.
*September 17th - Meyek signs a pact of surrender and humanity rebrands itself the Terran Federation of Systems, marking the first battle of the Terran Wars. The shipyards of Meyek Prime, Meyek II and Aile are quickly sent to work building ships for the next wave of campaigns.
!!2359 AD / 22 MR
*August 12th - First Battle of Tau-11. A Terran invasion force reaches Tau-11, obliterating the cities and industrial sectors in an act of revenge for the Massacre at Aile. Minimal human losses are incurred, and the Terran mass in preparation for laying siege to Solari Theta.
*September 21st - Thousands of fighters, carriers and orbital bombardment platforms enter Solari space simultaneously in a massive attack force. They immediately begin to lay siege to the surface and continue for thirteen days.
*October 4th - Solari Theta signs a pact dictating conditional surrender. Solari Theta becomes t###�he home of the Terran Federation of Systems. Gravity Manipulation Drive technology is quickly taken by Terran scientists.
*December 2nd - A splinter group defect from the TFS and reach Eza, founding the Eza Syndicate.
!!2360 AD / 23 MR
*August 30th - The remainder of alien-controlled systems, including Olea, Ienet and Denatio, surrender unconditionally###� to the Terran Federation of Systems, which redubs itself the Intergalactic Federation of Systems. The First Terran War ends.
!Early IFS Dominance
!!2357 AD / 24 MR
*Following the installation of research facilities and outposts on Meyek II, Meyek Prime becomes an important cultural center. Meyek City becomes a vast metropolis.
!!2360 AD / 27 MR
*August 12th - In the first of a series of early political confrontations, the representatives from Tau demand reparation for the massacre five years previous. The IFS dismisses the claim, referring to the bombardment as an �act of war� and therefore not punishable under civil law.
!!2367 AD / 34 MR
*May 3rd - The IFS deems Eza, the group of humans that defected from the IFS during the First Terran War, fugitives. A series of strike forces are sent to Eza, with no trace of the splinter group.
!!2369 AD / 36 MR
* Eza resurfaces and threatens guerrilla action if their demands (namely, legality) are not met. The IFS refuses and, following a series of attacks on Meyek II, Eza disappears again.
!Tau Insurrection
!!2383 AD / 46 MR
*The first civil war, nearly a quarter of a century after the Terran Wars, involved an insurrection by the slowly regrowing population of Tau.  
*June 3rd - Aile is invaded, and 200 members of the human population are held hostage and threatened with execution if Tau�s conditions, namely the right to be free of the IFS, were not complied with. 
*June 12th - An IFS strike team, armed with prototype light-bending technology, attempt to liberate the human hostages. One of the several power sources of the cloaking technology is inadvertently destroyed. The majority of the strike team is captured.
*July 1st - Amas and Olea decide to join T###�au�s cause. The revolutionaries of Tau murder the human hostages, and the first civil war breaks out.
*July 15th - With Solari Theta surrounded on nearly all sides, the IFS ratifies recognition of Eza as a legal mercenary group.
*July 17th - Eza accepts the offer of the IFS to help in an attempt to put down the insurrection. The IFS provides Eza with the mostly-decomissioned craft from the Terran Wars.
*August 1st - Eza wreak havoc upon Amas, sinking several of the cities and threatening to do away with the capital unless Amas ceased in its revolutionary activities. Amas X surrenders unconditionally.
*August 19th - Both the IFS and Eza reach Olea. With the lack of industrial or civilian hotspots on Olea, a land invasion commences. An arms group, fighting against the revolution, assists in attempting to put it down.
*August 25th - The coalition reaches Aile, liberating the remaining human population and preparing for the invasion of Tau-11. The fighting in Olea continues.
*November 2nd - The final pockets ###�of rebellion in Olea are exterminated. Olea Corp, as it becomes known, is given power over Olea and a seat in the IFS.
*December 4th - Second Battle of Tau-11. In a last stand, the forces of Tau struggle against the sheer volume of the IFS, Olea and Eza. A two-day space battle ends with a retreat to the surface.
*December 6th - The land invasion of Tau-11 begins. The volcanic activity of Tau-11 is at a high point, making the fighting both dangerous and ineffective. 
*December 9th - IFS forces withdraw without warning due to high casualties incurred in combat. Several OBP�s gather around the planet and proceed to carbetbomb the planet with nuclear weapons.
*December 13th - The destruction of the capital city ends the Tau Insurrection.###�
*December 14th - Eza forces quickly return to Eza and invade Lerua, forming the Eza Syndicate after the latter planet�s fall.#Great Calm
!Peace and Stability (46 MR - 217 MR)
!!2433 AD | 96 MR
Meyek Prime, the first planet to truly come into its own as a human colony, reaches its heyday. It is the cultural center of the galaxy.
!Second Terran War
(217 MR - 227 MR)
!!2553 AD / 216 MR
*Massacre at Meyek Prime
!!2554 AD / 217 MR
*Pacification of Avis
*Avis Revolution
*Third Battle of Tau-11
*Beginning of Second Terran War 
*Secession of Amas X
*Secession of Aile
!!2555 AD / 218 MR
Secession of Keth###X
Founding of the Second Insurrection
Secession of Renve
Discovery of Ulread
Great Seige of Telren
!!2556 AD / 219 MR
*Great Seige of Telren
*Invasion of Telren - 2557 AD | 219 MR
*IFS Intervention at Telren - 2557 AD | 219 MR
*Discovery of Caal - 2557 AD | 219 MR
!!2558 AD / 221 MR
*Discoveries of Selus and Ienet
*Capture of Alcesar
*Liberation of Keth
!!2559 AD / 222 MR
*Seige of Caal - 2560 AD
*First IFS Offensive at Alcesar
!!2560 AD / 223 MR
*Second IFS Offensive at Alcesar
*Secession of Caal
!!2561 AD / 224 MR |
*Recapture of Alcesar
!!2562 AD / 225 MR
*Bombardment of Caal
*Eza Secessio###~n
*Discovery of Ienet
*Standoff
!!2563 AD / 226 MR
*Standoff
*Destruction of Avis
*Dissolution of SI
!!2564 AD / 227 MR
*End of the Second Terran War
*Outlawing of the Eza Syndicate
*Formation of the IFS Inquisition
*Beginning of Reconstruction
!The Great Calm
!!2782 / 445 MR
*Olea Corporation acquires the Meyek system.
!!2785 / 468 MR
*March 18th - After a long series of confrontations, Ienet secedes from the Intergalactic Federation of Systems.
!The Great War
!!2807 AD / 470 MR
*April 13th, 2807 - Alliance between Ienet and Eza is finalized. An IFS frigate, Atlas, is destroyed in Meyek space, provoking outcry.
The de facto head of the refugee camp on Adams Ave., Lt. Carver suvived the Massacre, along with Detective Cleary. by taking refuge in the basement of the police precinct.
The scout is concerned with fast-paced harassment, as well as being capable of inflicting serious damage at close range before disappearing. Their speed and manueverability restricts scouts to wearing all but the lightest armor, and minimizes the amount of damage they'll be able to take before going down permanently.
''Key Attribute:'' The most important attribute score for Scouts is Agility, followed by Dexterity and Charisma.
''Action Points:'' Scouts receive 6 AP as a class base, and add their their Agility score to find their total AP.
''Hit Points:'' Scouts receive 10 HP as a class base, and add their Constitution score to find their total HP.
''Assistance:'' Scouts receive 6 points of Assistance plus their Charisma modifier.
''Abilities:'' Every ten levels, a Scout receives 7 Abilities plus his or her Dexterity modifier. A first-level Scout receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).
''Traits:'' Every ten levels, a Scout receives 4 Traits plus his or her Perception modifier. A first-level Scout receives 2 additional Traits, plus his or her Perception modifier (with a minimum of one).
''Skills:'' Each level, a Scout receives a base 6 skill modifier plus his or her Intelligence score.
''Class Skills:'' Apart from Universal Skills, Scouts receive Security and Stealth as class skills.
''Class Ability:'' Scouts receive the first rank of Burst of Speed upon character creation, and receive Burst of Speed II and Burst of Speed III upon reaching levels 10 and 20, respectively.
''Weapon Proficiencies:'' Scouts receive the Weapon Proficiency: Pistol and Weapon Proficiency: SMG Abilities upon character creation.
''Armor Proficiencies:'' Scouts receive the Armor Proficiency: Light Ability upon character creation.
Founded by the [[Amas Imperium]], [[Tau Confederacy]] and [[Interim Republics of Icre and Avis]] and named in response to the [[Tau Insurrection]] that occurred a century before, the ''Second Insurrection'' marked the only serious contender with the IFS for dominance in known space. Despite nearly overwhelming the IFS, it was eventually defeated when its leadership was massacred in the destruction of Avis in 226 MR.
|Infobox|k
| !Second Terran War |>|
| [img[Second Terran War|images/]] |>|
|Date|217 - 227 MR|
|Location|Across [[known space|Universe]]|
|Result|Decisive IFS victory|
| !Factions |>|
|[[IFS|Intergalactic Federation of Systems]] <br />[[Eza Syndicate]] (217-225) |[[Second Insurrection]]<br />[[Amas Imperium]]<br />[[Tau Confederacy]]<br />[[Interim Republics of Icre and Avis]] <br /> Eza Syndicate (225-227)|
| !Commanders |>|
|[[Hermann Koch]]||
| !Participants |>|
|||
| !Strength |>|
|||
| !Casualties |>|
|||
<<showtoc>>
!Prelude
In 216 MR, a highly virulent strain of Variola was introduced to the human population of [[Meyek]]. The virus spread rapidly through the human population, and those humans who did not immediately perish left the planet. Within a year, the epidemic had been traced to a vocally anti-human and anti-IFS organization based on the nearby Avis. The IFS, in an attempt to prevent another crisis like the Tau Insurrection, immediately declared martial law on both Icre and Avis, an action that was faced with immediate, violent revolution. Nearly all members of the IFS political authority in the system were executed, and the IFS military routed. The human populace was split, with some quickly taking steps to move offworld, with others fully supporting the revolutionary governments. The Tau left the IFS weeks after entering talks with the newly-formed Interim Republics of Icre/Avis (IRIA).

!Escalation
The IFS quickly moved to threaten Tau-11 with an invasion force, only to be rebuffed by the combined forces of the IRIA and Tau, armed  with a number of planetary EMP cannons. The IFS craft were quickly disabled and destroyed. The catastrophic Third Battle of Tau started a chain of secession: the Amas seceded, followed quickly by the Aile and Keth systems. The IRIA, along with the Tau and new systems, formed the [[Second Insurrection]], or SI.

Again summoning the assistance of the Eza Syndicate to disrupt SI supply lines, the IFS began scouting outlying planetary systems for military resources while refraining from engaging in direct conflict with the SI. Their considerable expansionary success saw Caal, Ulread, Ienet and Selus join the IFS ranks and began to be populated by colonists—did not prevent Renve from seceeding after an Eza attack upon a passenger craft less than a year later.

!Open War
The first major break in the temporary peace between the SI and IFS took place at Telren, the sole IFS stronghold between the SI and Solari Theta.The Seige of Telren took place over a year, a nearly-continous blockade of the planet broken only by sporadic appearances of IFS and Eza fleets in attempts to deliver supplies and break the blockade. After the year and with no surrender from Telren, the SI invaded. The colonists were miraculously able to rebuff the SI, and were rescued with the timely appearance of a well-armed IFS fleet.

In 2559, the SI broke through at Alcesar, capturing the planet at an enormous risk. Alcesar sat between the two spheres of influence the IFS possessed - the first, centered at Solari Theta and encompassing its immediate surroundings and its larger sphere of territorial influence in the mining sector. Alcesar quickly became a SI stronghold- the already present industrial strength resulted in its being put to use as another industrial center, as well as a chokepoint for IFS trade lanes. The IFS, at the urging of Eza, began to adopt hit-and-run tactics - striking at trade routes and even destroying civilian targets. Telren was established as a foothold for the IFS within SI territory, and Alcesar was established by the SI as a foothold in the IFS’s.

Land campaigns quickly became the new format of war - ground-to-space technology had advanced too quickly to make sustained orbit bombardments an effective option against heavily industrialized worlds.

The Eza Syndicate managed to break through with a lengthy series of land battles on Keth, liberating the planet and leaving Solari Theta undefended against only Alcesar and Icre/Avis. The SI began a length siege of Caal in an attempt to capture one of the more valuable planets of the mining sector. The IFS, sensing the SI’s preocupation with its attack on Caal, lashed out at Alcesar in 222 in an attempt to recapture it. The misguided attack failed dramatically, with a relatively small group of SI cruisers and carriers managing to beat back the IFS attack fleet. The IFS sent another attack fleet in 223, again failing to break the enemy lines. Late in 223 the SI, after sending a large fleet to bolster their already-present forces at Caal, managed to capture it within the time frame of several extensive battles. The IFS struck again at Alcesar, capturing it in a show of military might. After successfully capturing Alcesar, the IFS sent a fleet of orbital bombardment platforms to Caal.

The attack fleet opened fire on the planet with the assistance of eight new Advent Horizon-class frigates armed with superheavy rotary Gauss cannons. The land forces of Caal were almost entirely decimated. The sheer brutality of the attack triggered geological activity on the surface, sparking several earthquakes and volcanic eruptions. With Caal suitably pacified, the IFS regrouped at Telren and prepared to strike out at the weakened SI.

!Stalemate

The Eza Syndicate turned against the IFS in early 225 before news of the loss of Alcesar had reached the ears of the mercenary guild. It has been suggested that in exchange for assistance from the Eza Syndicate, the SI had indicated its willingness to offer the Syndicate control over several planets—likely Keth and Ulread—following the dismantling of the IFS.

By 225, the Second Terran War had reached a temporary stalemate. It would take a massive campaign on either side to take even a single of the border worlds, and the resources of the IFS and SI were too few to carry out the attempt. 

It was only with a long-term IFS covert operation on Avis' surface involving some of the humans who had elected to stay on the planet following its secession and initiated by the infamously ruthless and newly-promoted Admiral Hermann Koch, that the IFS was able to open up a momentary window in the SI's planetary defense systems.

!Destruction of Avis
No orbital defenses were active when twelve Advent Horizon-class cruisers arrived at Avis, flanked with several IFS battlecruisers and dozens of smaller craft. Virtually every living thing on the surface of Avis was killed in the thermonuclear fire that consumed the planet's surface. The massive civilian and military casualties, including virtually the entire SI command hierarchy, resulted in the dissolution of the SI immediately after word of the obliteration reached the ears of other SI member systems. All were reintegrated with the IFS in 227, marking the end of the Second Terran War.

The treacherous Eza Syndicate was outlawed, but political attentions were turned to reconstruction rather than destroying the Syndicate. The Terran Wars were over, and the IFS’s control over the galaxy was solidified.

<<tiddler SecondTerranWarTable>>
|categoryTable|k
| !Second Terran War |>|
| !Participants |>|
| !Intergalactic Federation of Systems | [[Intergalactic Federation of Systems]] - [[Eza Syndicate]] |
| !Second Insurrection | [[Tau Confederacy]] - [[Amas Imperium]] - [[Interim Republics of Icre and Avis]] |
| !Timeline |>|
| !216 MR | [[Meyek Massacre]] |
| !217 MR | [[Pacification of Icre and Avis]] - [[Revolutions of Icre and Avis]] - [[Third Battle of Tau]] - [[Beginning of Second Terran War]] |
| !218 MR | [[Founding of Second Insurrection]] - [[Secession of Renve]] - [[Discovery of Ulread]] - [[Great Siege of Telren]] |
| !220 MR | [[IFS Intervention at Telren]] - [[Discovery of Caal]] |
| !221 MR | [[Discoveries of Selus and Ienet]] - [[Capture of Alcesar]] - [[Liberation of Keth]] |
| !222 MR | [[Siege of Caal]] - [[First IFS Offensive at Alcesar]] |
| !223 MR | [[Second IFS Offensive at Alcesar]] - [[Secession of Caal]] |
| !224 MR | [[Recapture of Alcesar]] - [[Eza Secession]] |
| !225 MR | [[Discovery of Ienet]] - Standoff - [[Skirmish at Telren]] - [[Border Sieges]] |
| !226 MR | [[Destruction of Icre/Avis]] - [[Dissolution of SI]] |
| !227 MR | [[End of the Second Terran War]] - [[Outlawing of Eza Syndicate]] - [[Beginning of Reconstruction]] |
| !Media |>|
| !Fiction | [[Hand of God|Hand of God (novel)]] |
| !Video Games | [[Refuge: Terran Wars|Refuge: Terran Wars]] |


/%
!info
|Name|ShowTiddlerStatistics|
|Source|http://www.TiddlyTools.com/#ShowTiddlerStatistics|
|Version|1.0.0|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|transclusion |
|Description|display document summary / tiddler stats (newest, oldest, largest, smallest, etc.)|
Usage
<<<
{{{
<<tiddler ShowTiddlerStatistics>>
}}}
!end
!show
{{nowrap{
$1
}}}
!end
!summary
{{fine{There are ''%0 articles'', including:''<<tag systemConfig [[%1 plugins]]>>''+''<<tag transclusion [[%2 transclusions]]>>''(%3 total bytes)}}}
!end
!table
|borderless|k
| last change:&nbsp;|[[%0]] {{fine{(updated %1)}}}|
| newest:&nbsp;|[[%2]] {{fine{(created %3)}}}|
| oldest:&nbsp;|[[%4]] {{fine{(created %5)}}}|
| smallest:&nbsp;|[[%6]] {{fine{(%7 bytes)}}}|
| largest:&nbsp;|[[%8]] {{fine{(%9 bytes)}}}|
!end
%/<<tiddler ShowTiddlerStatistics##show with: {{
	var tiddlers=store.getTiddlers("modified","excludeLists");
	var last=tiddlers[tiddlers.length-1];
	var total=oldest=newest=smallest=largest=0;
	for (var i=0; i<tiddlers.length; i++) {
		total+=tiddlers[i].text.length;
		if (!oldest || tiddlers[i].created<oldest)
			{ var oldest=tiddlers[i].created; var oldtid=tiddlers[i]; }
		if (!newest || tiddlers[i].created>newest)
			{ var newest=tiddlers[i].created; var newtid=tiddlers[i]; }
		if (!smallest || tiddlers[i].text.length<smallest)
			{ var smallest=tiddlers[i].text.length; var smalltid=tiddlers[i]; }
		if (!largest || tiddlers[i].text.length>largest)
			 { var largest=tiddlers[i].text.length; var largetid=tiddlers[i]; }
	}
	var out=store.getTiddlerText("ShowTiddlerStatistics##summary").format([
		tiddlers.length,
		store.getTaggedTiddlers("systemConfig").length,
		store.getTaggedTiddlers("transclusion").length,
		total]);
	out+='\n'+store.getTiddlerText("ShowTiddlerStatistics##table").format([
		last.title, last.modified.formatString("MMM DDth YYYY, 0hh:0mm"),
		newtid.title, newtid.created.formatString("MMM DDth YYYY, 0hh:0mm"),
		oldtid.title, oldtid.created.formatString("MMM DDth YYYY, 0hh:0mm"),
		smalltid.title, smalltid.text.length,
		largetid.title, largetid.text.length]);
	out;
}}>>
//"Simon Huan, ex-master thief. Says he found religion in the aftermath of everything, and signed right up to offer his prodigious sneaking talents for the cause. I'm not I quite believe him on the religious front, but he'll make one hell of a scout." - Matthew Frasier//

/***
|Name|SinglePageModePlugin|
|Source|http://www.TiddlyTools.com/#SinglePageModePlugin|
|Documentation|http://www.TiddlyTools.com/#SinglePageModePluginInfo|
|Version|2.9.7|
|Author|Eric Shulman|
|License|http://www.TiddlyTools.com/#LegalStatements|
|~CoreVersion|2.1|
|Type|plugin|
|Description|Show tiddlers one at a time with automatic permalink, or always open tiddlers at top/bottom of page.|
This plugin allows you to configure TiddlyWiki to navigate more like a traditional multipage web site with only one tiddler displayed at a time.
!!!!!Documentation
>see [[SinglePageModePluginInfo]]
!!!!!Configuration
<<<
<<option chkSinglePageMode>> Display one tiddler at a time
><<option chkSinglePagePermalink>> Automatically permalink current tiddler
><<option chkSinglePageKeepFoldedTiddlers>> Don't close tiddlers that are folded
><<option chkSinglePageKeepEditedTiddlers>> Don't close tiddlers that are being edited
<<option chkTopOfPageMode>> Open tiddlers at the top of the page
<<option chkBottomOfPageMode>> Open tiddlers at the bottom of the page
<<option chkSinglePageAutoScroll>> Automatically scroll tiddler into view (if needed)

Notes:
* The "display one tiddler at a time" option can also be //temporarily// set/reset by including a 'paramifier' in the document URL: {{{#SPM:true}}} or {{{#SPM:false}}}.
* If more than one display mode is selected, 'one at a time' display takes precedence over both 'top' and 'bottom' settings, and if 'one at a time' setting is not used, 'top of page' takes precedence over 'bottom of page'.
* When using Apple's Safari browser, automatically setting the permalink causes an error and is disabled.
<<<
!!!!!Revisions
<<<
2010.11.30 2.9.7 use story.getTiddler()
2008.10.17 2.9.6 changed chkSinglePageAutoScroll default to false
| Please see [[SinglePageModePluginInfo]] for previous revision details |
2005.08.15 1.0.0 Initial Release.  Support for BACK/FORWARD buttons adapted from code developed by Clint Checketts.
<<<
!!!!!Code
***/
//{{{
version.extensions.SinglePageModePlugin= {major: 2, minor: 9, revision: 7, date: new Date(2010,11,30)};
//}}}
//{{{
config.paramifiers.SPM = { onstart: function(v) {
	config.options.chkSinglePageMode=eval(v);
	if (config.options.chkSinglePageMode && config.options.chkSinglePagePermalink && !config.browser.isSafari) {
		config.lastURL = window.location.hash;
		if (!config.SPMTimer) config.SPMTimer=window.setInterval(function() {checkLastURL();},1000);
	}
} };
//}}}
//{{{
if (config.options.chkSinglePageMode==undefined)
	config.options.chkSinglePageMode=false;
if (config.options.chkSinglePagePermalink==undefined)
	config.options.chkSinglePagePermalink=true;
if (config.options.chkSinglePageKeepFoldedTiddlers==undefined)
	config.options.chkSinglePageKeepFoldedTiddlers=false;
if (config.options.chkSinglePageKeepEditedTiddlers==undefined)
	config.options.chkSinglePageKeepEditedTiddlers=false;
if (config.options.chkTopOfPageMode==undefined)
	config.options.chkTopOfPageMode=false;
if (config.options.chkBottomOfPageMode==undefined)
	config.options.chkBottomOfPageMode=false;
if (config.options.chkSinglePageAutoScroll==undefined)
	config.options.chkSinglePageAutoScroll=false;
//}}}
//{{{
config.SPMTimer = 0;
config.lastURL = window.location.hash;
function checkLastURL()
{
	if (!config.options.chkSinglePageMode)
		{ window.clearInterval(config.SPMTimer); config.SPMTimer=0; return; }
	if (config.lastURL == window.location.hash) return; // no change in hash
	var tids=decodeURIComponent(window.location.hash.substr(1)).readBracketedList();
	if (tids.length==1) // permalink (single tiddler in URL)
		story.displayTiddler(null,tids[0]);
	else { // restore permaview or default view
		config.lastURL = window.location.hash;
		if (!tids.length) tids=store.getTiddlerText("DefaultTiddlers").readBracketedList();
		story.closeAllTiddlers();
		story.displayTiddlers(null,tids);
	}
}


if (Story.prototype.SPM_coreDisplayTiddler==undefined)
	Story.prototype.SPM_coreDisplayTiddler=Story.prototype.displayTiddler;
Story.prototype.displayTiddler = function(srcElement,tiddler,template,animate,slowly)
{
	var title=(tiddler instanceof Tiddler)?tiddler.title:tiddler;
	var tiddlerElem=story.getTiddler(title); // ==null unless tiddler is already displayed
	var opt=config.options;
	var single=opt.chkSinglePageMode && !startingUp;
	var top=opt.chkTopOfPageMode && !startingUp;
	var bottom=opt.chkBottomOfPageMode && !startingUp;
	if (single) {
		story.forEachTiddler(function(tid,elem) {
			// skip current tiddler and, optionally, tiddlers that are folded.
			if (	tid==title
				|| (opt.chkSinglePageKeepFoldedTiddlers && elem.getAttribute("folded")=="true"))
				return;
			// if a tiddler is being edited, ask before closing
			if (elem.getAttribute("dirty")=="true") {
				if (opt.chkSinglePageKeepEditedTiddlers) return;
				// if tiddler to be displayed is already shown, then leave active tiddler editor as is
				// (occurs when switching between view and edit modes)
				if (tiddlerElem) return;
				// otherwise, ask for permission
				var msg="'"+tid+"' is currently being edited.\n\n";
				msg+="Press OK to save and close this tiddler\nor press Cancel to leave it opened";
				if (!confirm(msg)) return; else story.saveTiddler(tid);
			}
			story.closeTiddler(tid);
		});
	}
	else if (top)
		arguments[0]=null;
	else if (bottom)
		arguments[0]="bottom";
	if (single && opt.chkSinglePagePermalink && !config.browser.isSafari) {
		window.location.hash = encodeURIComponent(String.encodeTiddlyLink(title));
		config.lastURL = window.location.hash;
		document.title = wikifyPlain("SiteTitle") + " - " + title;
		if (!config.SPMTimer) config.SPMTimer=window.setInterval(function() {checkLastURL();},1000);
	}
	if (tiddlerElem && tiddlerElem.getAttribute("dirty")=="true") { // editing... move tiddler without re-rendering
		var isTopTiddler=(tiddlerElem.previousSibling==null);
		if (!isTopTiddler && (single || top))
			tiddlerElem.parentNode.insertBefore(tiddlerElem,tiddlerElem.parentNode.firstChild);
		else if (bottom)
			tiddlerElem.parentNode.insertBefore(tiddlerElem,null);
		else this.SPM_coreDisplayTiddler.apply(this,arguments); // let CORE render tiddler
	} else
		this.SPM_coreDisplayTiddler.apply(this,arguments); // let CORE render tiddler
	var tiddlerElem=story.getTiddler(title);
	if (tiddlerElem&&opt.chkSinglePageAutoScroll) {
		// scroll to top of page or top of tiddler
		var isTopTiddler=(tiddlerElem.previousSibling==null);
		var yPos=isTopTiddler?0:ensureVisible(tiddlerElem);
		// if animating, defer scroll until after animation completes
		var delay=opt.chkAnimate?config.animDuration+10:0;
		setTimeout("window.scrollTo(0,"+yPos+")",delay); 
	}
}

if (Story.prototype.SPM_coreDisplayTiddlers==undefined)
	Story.prototype.SPM_coreDisplayTiddlers=Story.prototype.displayTiddlers;
Story.prototype.displayTiddlers = function() {
	// suspend single/top/bottom modes when showing multiple tiddlers
	var opt=config.options;
	var saveSPM=opt.chkSinglePageMode; opt.chkSinglePageMode=false;
	var saveTPM=opt.chkTopOfPageMode; opt.chkTopOfPageMode=false;
	var saveBPM=opt.chkBottomOfPageMode; opt.chkBottomOfPageMode=false;
	this.SPM_coreDisplayTiddlers.apply(this,arguments);
	opt.chkBottomOfPageMode=saveBPM;
	opt.chkTopOfPageMode=saveTPM;
	opt.chkSinglePageMode=saveSPM;
}
//}}}
a guide and reference for the Refuge universe and role-playing game.
RefugeWiki
!Skill Rolls and Assistance
The typical skill roll is as follows.
| d10 + (Skill + Attribute Modifier) + Miscellaneous Modifiers <br /> vs. <br /> d10 + (Skill + Attribute Modifier) + Miscellaneous Modifiers |
At a +4 cost to AP, an Assisted roll can be made. The player selects a character within a number of meters equal to their Assistance score, and can transfer their Assistance score minus the number of meters from his or her assistant to their skill roll.
!Combat Skills
!!Aim * (Dexterity)
Aim measures the ability of a character to accurately track and sight targets with firearms, as well as his or her general adeptness with such weapons. While Aim is generally only applicable for combat situations, but whenever general proficiency with firearms is tested, Aim is the appropriate skill to test.
!!~Hand-to-Hand Combat (Constitution / Dexterity*)
~Hand-to-Hand Combat is a character's ability to successfully engage in hand-to-hand combat, as well as a character's knowledge of hand-to-hand combat forms and maneuvers. While ~Hand-to-Hand Combat is typically used against other combatants as a standard opposing check, higher ranks in ~Hand-to-Hand Combat offer additional techniques, each offering different options for attacking and defending.
Note: ~Hand-to-Hand Combat can be modified by Dexterity with the Finesse: ~Hand-to-Hand Combat trait.
!!Mêlée Weapons (Constitution / Dexterity*)
Governs a character's ability to effectively use mêlée weapons in combat.
Note: Mêlée Weapons can be modified by Dexterity with the Finesse: Mêlée Weapons trait.
!Finesse Skills
!!Dodge * (Agility)
Dodge measures the ability of a character to move in such a manner so as to effectively avoid enemy gunfire. When opposing gunfire, Dodge does not typically represent a single discrete movement but rather a combination of speed, agility, unpredictability and caution with which a character moves. A high Dodge makes someone more difficult to target, rather than granting him or her the enviable ability to dodge bullets.
!!Security (Dexterity)
Used for lockpicking, and other uses requiring subversion of security systems not governed by Computer Use.
!!Stealth (Agility)
Sneaking and remaining unseen, countered by Awareness.
!Fitness Skills
!!Fortitude * (Constitution)
Fortitude measures a character's ability to resist traumatic injury, and as such is used whenever a Critical Hit is threatened. Fortitude also measures the amount of radiation a character can sustain before succumbing to radiation sickness.
!!Endurance (Constitution)
Endurance measures a character's ability to carry large amounts of equipment (4*CON kg + End  kg), but is also used in other instances in which physical stamina is a relevant skill.
!!Survival (Constitution)
Survival measures a character's ability to survive without food and drink, and the lengths to which they can continue physical activity in strenuous conditions.
Every day a character has not imbibed food and drink or slept adequately, he or she must make a base DS10 survival check, with an additional 5 points for each of the three, and an additional 5 points for each consecutive day.
Failing his or her Survival check results in an +1 penalty to all attribute scores. A successful check merely prevents the application of negative values.
!Intellectual Skills
!!Willpower* (Intelligence)
!!Computer Use
Intelligence
Computer Use measures a character's facility with computer systems, familiar or foreign, and his or her ability to subvert protection methods on computer systems for his or her own purposes.
!!Engineering
Intelligence / Dexterity*
A character's ability to upgrade, maintain and repair mechanical or electronic equipment is measured by the Engineering skill. Engineering operates almost exclusively as an unopposed check.
Note: Engineering can be modified by Dexterity with the Tinkerer trait.
!Environmental Skills
!!Awareness *
Perception
Acuity of sensory perception is measured by the Awareness skill. Locating concealed things, being aware of others using the Stealth skill or seeing holes in others' stories or alibis are all governed by Awareness. Awareness is usually opposed by Stealth and Bluff, though whenever concealment—such as for hidden explosives—is involved, Awareness is also.
!!Navigate
Perception
Navigation measures a character's ability to track his or her location in relation to his or her surroundings. Moreover, Navigate measures a character's ability to effectively and safely use the AMD, as well as his or her knowledge of astronavigation or arcane navigational methods.
!!Heal
Intelligence
When healing oneself or another character, with or without the use of advanced medical equipment—first aid, defibriliators, etc.—the Heal skill is tested. When using first aid or life support kits, Heal offers a bonus to the number of healed HP. When used in a surgical setting, Heal is often checked against a DS reflecting the complexity of the surgery to be performed.
!Social Skills
!!Persuade*
Perception
Persuade measures a character's ability to interact with others in a manner conducive to persuasion. It's tested whenever a character attempts to change the beliefs or opinions of an individual, and is opposed by Willpower.
!!Bluff
Charisma
The ability to conceal information from another character under duress or to tell a convincing lie is governed by the Bluff skill, and is opposed by Awareness.
!!Intimidate
Constitution / Intelligence* / Charisma*
A character's ability to effectively coerce others is governed by the Intimidate skill. When a character is disinclined to do something and cannot be disuaded without threat of force, Intimidate is tested. Intimidate is opposed by Willpower.
Note: Intimidate can be modified by Intelligence or Charisma with the Creative Intimidation trait.
|Infobox|k
|!Skirmish on Aile|>|
|Date|July 13, 1 MR|
|Location|Colony 7|
|Result|Decisive First Exodus victory|
|!Belligerents|>|
| [[First Exodus]]<br>[[Colony 7]] | [[Tau Confederacy]] |
|!Commanders|>|
| [[Jon Anderson]] | - |
|!Strength|>|
| [[Adrian Stevens]]†<br>[[Kristi Greene]]<br>[[Miranda Kemper]]<br>[[Thomas Isay]]<br />[[Simon Huan]]<br />[[Morena De Vega]]<br />Colony 13 |  |
|!Casualties|>|
| Adrian Stevens | Entire attack force |


<<tiddler EarlyHumanColonizationandExodusTable>>
|Infobox|k
|!Skirmish on Icre/Avis|>|
|Date|April 26, 470 MR |
|Location|Pax, Icre/Avis |
|Result|Escape of Refuge |
|!Belligerents|>|
| Crew of Refuge | IFS Police |
|!Commanders|>|
| Clare Loret <br> Joss Calvert <br> Alea Meyers ||
|!Strength|>|
| Refuge | 3 IFSP-464I |
|!Casualties|>|
| - | - |
|!Great War|>|
|Before|[[Skirmish on Meyek Prime]]|
The ''Skirmish on [[Icre/Avis]]'' was a short conflict between the [[IFS Police]] and the [[crew|Crew of Refuge]] of an escaping [[Refuge]].
|Infobox|k
|!Skirmish on Meyek Prime|>|
| [img[name|images/]] |>|
|Date|April 14, 470 MR|
|Location|Meyek Prime|
|Result|Incapacitation of<br>Ienet squad|
|!Factions|>|
|IFS|Ienet|
|!Commanders|>|
|[[Clare Loret]]|[[Aaron Daley]]<br>[[Adrian Collier]]|
|!Participants|>|
|Clare Loret|[[Kill Squad]]|
|!Strength|>|
|1 pilot|8 soldiers|
|!Casualties|>|
|-|Heavy|
|!Second Terran War|>|
|Previous|[[Destruction of the IFS Atlas]]|
|Next|[[Skirmish on Icre/Avis]]|
The ''Skirmish on Meyek Prime'' was a short conflict between [[Clare Loret]] and a squad of [[Ienet]] soldiers after the [[destruction of the IFS Atlas|Destruction of the IFS Atlas]]. Loret's use of her downed craft as an improvised explosive device resulted in the complete incapactiation of the squad.
|Infobox|k
|!Meyek Prime|>|
| [img[name|images/planets/]] |>|
|!Astrographical|>|
|Region||
|System|Solari system|
|Suns|3<br>Solari I<br>Solari II<br>Solari III|
|Orbital Position|9|
|Satellites||
|Coordinates|(0, 0, 0)|
|Rotation Period||
|Orbital Period||
|!Physical|>|
|Class||
|Radius||
|Atmosphere||
|Climate||
|Gravity||
|Terrain||
|Water||
|Points of interest||
|!Societal|>|
|Native species|None|
|Immigrated species|None|
|Language|None|
|Government|None|
|Population|None|
|Demonym|Meyek|
|Major cities|[[Meyek City]]|
|Major imports|None|
|Major exports|None|
|Trading partners|None|
|Affiliation|[[IFS]]<br>[[Olea]]|
The first species to make contact with humanity, albeit in an incident that was quickly covered up by what was at the time the United States of America, the fortunes of the Solari had already began to decline in the centuries before the massacre and have yet to revive. The First Solari Empire was the most powerful political entity seen in the galaxy in its time, controlling seven or eight planetary systems at its zenith. They still account for a large proportion of the nongovernmental population of Solari.
''Personality:'' As much as any species has a sole defining trait, the Solari are particular reserved creatures. They have remained very cautious participants in the politicking that has so often resulted in disaster for other species. This, along with centuries of experience and their formidable intelligence, has made them particularly skilled operators of AMD technology. 
''Physical description:'' Solari are typically described by humans as  "birdlike"—they are generally shorter than the average human, slight and with decorative feathers or plumage. 
''Homeworld:'' Solari Theta, with small colonies on Olea and Keth.
''Languages:''
''Attribute Scores:'' The Solari are physically quite frail, receiving a -2 penalty to their Constitution score. They are, however, keenly intelligent and have a strong sense of spatial awareness and receive a +1 bonus to Intelligence and Perception.
''Bonus Traits:'' Solari receive the Solari, Defensive Fighter and Meticulous traits upon character creation.
''Solari as Players:'' 
''Solari as ~NPCs:'' While most Solari remain on Solari Theta, they are not entirely uncommon as traders or spacers, due to their considerable navigation skills and facility with AMD technology.
|Infobox|k
| !Solari-class frigate |>|
| [img[images/craft/ifsdelrez/delrez.jpg]] |>|
| !IFS Del Rez |>|
| !Statistics |>|
|Affiliation|IFS|
|Length|110 m|
|Beam|30 m|
|Crew|196 crew|
|Ordnance|AMD disruption field emitter<br />10 heavy cannons<br>8 light cannons<br>8 missile launchers|
| !Other Images |>|
| [img[images/craft/ifsdelrez/ifsdelreztop.jpg]] |>|
The soldier focuses primarily on combat skills and physical prowess, eschewing non-combat skills and instead redirecting their energies toward dealing the most damage in the minimum time frame.
''Key Attribute:'' The most important attribute score for Soldiers is Dexterity, followed by Constitution and Agility.
''Action Points:'' Soldiers receive 5 AP as a class base, and add their their Agility score to find their total AP.
''Hit Points:'' Soldiers receive 18 HP as a class base, and add their their Constitution score to find their total HP.
''Assistance:'' Soldiers receive 5 points of Assistance plus their Charisma modifier.
''Abilities:'' Every ten levels, a Soldier receives 8 Abilities plus his or her Dexterity modifier. A first-level Soldier receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).
''Traits:'' Every ten levels, a Soldier receives 3 Traits plus his or her Perception modifier. A first-level Soldier receives 2 additional Traits, plus his or her Dexterity modifier (with a minimum of one).
''Skills:'' Each level, a Soldier receives a base 6 skill points plus his or her Intelligence modifier.
''Class Skills:'' Apart from universal skills, Soldiers receive [[Hand-to-Hand Combat]] and [[Demolitions]] as class skills.
''Class Ability:'' Soldiers receive the first rank of the Brute Force Ability upon character creation, and receive Brute Force II and Brute Force III upon reaching levels 10 and 20, respectively.
''Weapon Proficiencies:'' Soldiers receive the Weapon Proficiency: Pistol and Weapon Proficiency: Assault Rifle Abilities upon character creation.
''Armor Proficiencies:'' Soldiers receive the Armor Proficiency:  Light and Armor Proficiency: Medium Abilities upon character creation.
Fulfilling the more traditional role of ranger, spacers are hardy, scrappy and able to perform effectively in both combat and non-combat roles.
Spacers  have the following game statistics:
''Key Attribute:'' The most important attribute for Spacers is Perception, followed  by Charisma and Constitution.
''Action Points:'' Spacers receive 4 AP as a class base, and add their their Agility score to find their total AP.
''Hit Points:'' Spacers receive 16 HP as a class base, and add their their Constitution score to find their total HP.
''Assistance:'' Spacers receive 7 points of Assistance plus their Charisma modifier.
''Abilities:'' Every ten levels, a Spacer receives 4 Abilities plus his or her Dexterity modifier. A first-level Spacer receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).
''Traits:'' Every ten levels, a Spacer receives 8 Traits plus his or her Perception modifier. A first-level Spacer receives 2 additional Traits, plus his or her Perception modifier (with a minimum of one).
''Skills: ''Each level, a Spacer receives a base 3 skill points plus his or her Intelligence modifier.
''Class Skills:'' Apart from Universal Skills, Spacers receive Computer Use and Engineering as class skills.
''Class Ability:'' Spacers receive the first rank of Indomitable Spirit upon character creation, and receive Indomitable Spirit II and Indomitable Spirit III upon reaching levels 10 and 20, respectively.
''Weapon Proficiencies:'' Spacers receive the Weapon Proficiency: Pistol and Weapon Proficiency: Shotgun abilities upon character creation.
''Armor Proficiencies:'' Spacers receive the Armor Proficiency: Light and Armor Proficiency: Medium abilities upon character creation.
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<<showtoc>>
!Stims
Also included are a large number of medical-grade stimulants and chemical supplements. Though highly addictive, they confer a number of significant, albeit temporary, bonuses to users. 
!!Hawkeye
Extends range, reduces range penalties, provides boost to low-light vision. All cover and concealment -25% for 1d12 rounds.
!!Addiction removal
!!Regenor-X
Removes all attribute damage incurred by critical hits.
!!Stretch
So named because of the time-distortion effect it creates in its users, Stretch was heavily marketed to paramilitary organizations for its reflex-boosting characteristics before being restricted by government bodies in response to its high propensity for abuse. AP +1d4  for 1d4 rounds.
!!Clutch
Dexterity +1d4 for 1d12 rounds.
!!Twitch
Twitch artifically enhances a user's ability to move quickly and nimbly. Agility +1d4 for 1d12 rounds.
!!Brawn
Constitution +1d4 for 1d12 rounds.
!!Brains
Intelligence +1d4 for 1d12 rounds.
!!Second Sight
The so-called "Second Sight" offers its users increased sensitivity to stimulus, and gained wide popularity as a club drug in the years before the Massacre. Perception + 1d12  for 1d4 rounds.
!!Talk
Charisma +1d4 for 1d12 rounds.
!!Pain-X
Developed from extensive studies of infants and children who were born with congenital insensivity to pain as a result of the population bottleneck seen after the Resource Wars, Pain-X offers temporary invulnerability to pain. All damage resistances + 1d4 for 1d4 rounds.
''Stowe'' was the medic for the Second Insurrection's [[Hand of God]], a suicide squad composed of human commandos.
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Supports are able to act as a secondary combat class for many parties. Their heavy armor and high health pool makes them particularly effective tanks, while their relatively small AP pool relegates them largely to suppressive roles.
''Key Attribute:'' The most important attribute score for Supports is Constitution, followed by Intelligence and Perception.
''Action Points:'' Supports receive 3 AP as a class base, and add their their Agility score to find their total AP.
''Hit Points:'' Support receive 20 HP as a class base, and add their their Constitution score to find their total HP.
''Assistance:'' Supports receive 4 points of Assistance plus their Charisma modifier.
''Abilities:'' Every ten levels, a Support receives 5 Abilities plus his or her Dexterity modifier. A first-level Support receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).
''Traits:'' Every ten levels, a Support receives 6 Traits plus his or her Perception modifier. A first-level Support receives 2 additional Traits, plus his or her Perception modifier (with a minimum of one).
''Skills:'' Each level, a Scout receives a base 7 skill points plus his or her Intelligence modifier.
''Class Skills:'' Apart from Universal Skills, Supports receive Endurance and Survival as class skills.
''Class Ability:'' Supports receive the first rank of Stonewall upon character creation, and receive Stonewall II and Stonewall III upon reaching levels 10 and 20, respectively.
''Weapon Proficiencies:'' Supports receive the Weapon Proficiency: Pistol and Weapon Proficiency: LMG Abilities upon character creation.
''Armor Proficiencies:'' Supports receive the Armor Proficiency: Light and Armor Proficiency: Heavy Abilities upon character creation.
''Victorious'' was an [[Human Exodus]], [[TFS|Terran Federation of Systems]] and later [[IFS|Intergalactic Federation of Systems]] capital craft that served during the [[First Terran War]] and [[Tau Insurrection]].
|Infobox|k
| !Tau |
| [img[http://i.imgur.com/5Qrs7hM.jpg]] |
Both a planet and the species that erupted from its violent, craggy surface, Tau is home to a notoriously violent environment and race of exie.
!See Also
* [[Tau (species)]]
While the Solari may have been the first to encounter humanity, the Massacre on Earth made the Tau the first to make an impression. Evolved to survive on a hellish planet with nightmarish geography and a nearly toxic atmosphere, the Tau are incredibly hardy and intimidating creatures. Locked in a constant struggle against the environment and one another has left the Tau with something of a violent streak. The bleched white armor worn by nearly all Tau is traditionally fashioned from the bones of his or her opponent in the coming-of-age ritual and fight to the death that marks the transition for a juvenile Tau into full maturity.
!Personality
Due to the incredibly harsh conditions of their homeworld, Tau are particularly combative—for resources, as well as anything else they want or need—and are rarely inclined to solve a conflict without violence.
!Physical description
The average Tau is over 2 meters in height, and even unarmored, weighs in excess of 150 kilograms. Their skin—nearly always concealed beneath their armor—is dark, leathery and incredibly tough.
!Homeworld
[[Tau]]
!Attribute scores
What they make up for in strength, the Tau lack in good manners. Tau receive a +2 bonus to their Constitution score, and take a -2 penalty to Charisma.
!Bonus traits
Tau

The ''Tau Confederacy'' represented the interests of the Tau race in interstellar space for the greater part of several hundred years, from the time of the Massacre through the Second Terran War.
|Infobox|k
| !Tau Energy Rifle |>|
| [img[http://i.imgur.com/KBm6Ak9.png]] |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 10 AP |
| !Reload | 3 AP |
| !Mêlée | 6 AP |
| !Draw | 8 AP |
| !Weapon Characteristics |>|
| !Accuracy | -2/+8 |
| !Rate of Fire | 1 |
| !Damage | 3d12 |
| !Spread | - |
| !Range |  |
| !Capacity | 10 |
| !Ammo | [[Energy cell|Ammunition]] |
| !Weight | |
| !Cost |  |
|Infobox|k
| !Tau Flechette Carbine |>|
| [img[http://i.imgur.com/HeoA3VI.png]] |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 4 AP |
| !Reload | 6 AP |
| !Mêlée | 3 AP |
| !Draw | 5 AP |
| !Weapon Characteristics |>|
| !Accuracy | -1/+3 |
| !Rate of Fire | 1/5/10 |
| !Damage | 2d10 |
| !Spread | 5 |
| !Range |  |
| !Capacity | 20 |
| !Ammo | [[.525 flechette|Ammunition]] |
| !Weight | |
| !Cost |  |
|Infobox|k
| !Tau Flechette Rifle |>|
| [img[http://i.imgur.com/HgxjNqj.png]] |>|
| !AP Costs |>|
| !Attack | 4 AP |
| !Aim | 6 AP |
| !Reload | 6 AP |
| !Mêlée | 4 AP |
| !Draw | 6 AP |
| !Weapon Characteristics |>|
| !Accuracy | -2/+4 |
| !Rate of Fire | 1/5/10 |
| !Damage | 2d12 |
| !Spread | 5 |
| !Range |  |
| !Capacity | 20 |
| !Ammo | [[.525 flechette|Ammunition]] |
| !Weight | |
| !Cost |  |
<<showtoc>>
! Aile Hostage Crisis and Operation Cold Steel
Twenty-five years after the conclusion of the First Terran War, the Tau sent a strike force to Aile and held a colony of two hundred humans hostages, and demanding recognized independence from the IFS and threatening execution of the hostages. An attempted rescue operation on the part of the IFS failed catastrophically, and both the members of the rescue operation and the hostages were brutally murdered by the Tau.
! Recognition of Eza Syndicate and the Second Battle of Amas
With few supporters, and no independent human allies to speak of, the IFS requested military assistance from the Eza Syndicate in exchange for its legal recognition. While IFS diplomats met with the Amas in an attempt to secure their cooperation, the Tau launched an offensive against their long-time enemy. With the help of the small IFS fleet present, the Amas were able to beat back their attackers, and the IFS made a quick offensive at Aile and gained ground. 
! Victory on Tau
The IFS reached Tau in the last months of the 46 MR. A strong ground defense prevented the IFS from pursuing another bombardment, and the Tau retreated to the planet's surface after two days' fighting in orbit. Geological and climate activity on Tau was at a high point, making fighting particularly difficult for the IFS's largely human ground forces. They suffered heavy casualties, but managed to destroy enough of the ground defenses to permit an orbital assault. They withdrew without warning and began to carpetbomb the planet with thermonuclear weapons. The Tau surrendered within hours of the first barrages.

<<tiddler TauInsurrectionTable>>
|Infobox|k
| !Tau Repeater Pistol |>|
| [img[http://i.imgur.com/IVBFebb.png]] |>|
| !AP Costs |>|
|Attack | 2 AP |
|Aim | 6 AP |
|Reload | 3 AP |
|Mêlée | 3 AP |
|Draw | 3 AP |
| !Weapon Characteristics |>|
|Accuracy | -2/+4 |
| !Rate of Fire | 4 |
| !Damage | 2d8 |
| !Spread | |
| !Range |  |
| !Capacity | 20 |
| !Ammo | [[Repeater rods|Ammunition]] |
| !Weight | |
| !Cost |  |

|Infobox|k
| !Tau Repeater SMG |>|
| [img[http://i.imgur.com/dYpmuaz.png]] |>|
| !AP Costs |>|
| !Attack | 3 AP |
| !Aim | 6 AP |
| !Reload | 3 AP (x2) |
| !Mêlée | 4 AP |
| !Draw | 5 AP |
| !Weapon Characteristics |>|
| !Accuracy | -2/+4 |
| !Rate of Fire | 1/5/20 |
| !Damage | 2d8 |
| !Spread | 4 |
| !Range |  |
| !Capacity | 20 (x2) |
| !Ammo | [[Repeater rods|Ammunition]] (x2) |
| !Weight | |
| !Cost |  |
|categoryTable|k
| !Tau Insurrection (46 MR) |>|
| !June | [[Aile Hostage Crisis]] - [[Operation Cold Steel]] |
| !July | [[Second Aile Massacre]] - [[Recognition of Eza Syndicate]] |
| !September | [[Second Battle of Amas]] - [[Liberation of Aile]] |
| !October | [[Second Battle of Tau]] - [[Bombardment of Tau]] - [[End of Tau Insurrection]] |
|Infobox|k
|Key Attribute|The most important attribute for Techies is Intelligence, followed  by Perception and Dexterity.|
|Action Points:|Techies receive 4 AP as a class base, and add their their Agility score to find their total AP.|
|Hit Points:|Techies receive 14 HP as a class base, and add their their Constitution score to find their total HP.|
|Assistance:|Techies receive 3 points of Assistance plus their Charisma modifier.|
|Abilities:|Every ten levels, a Techie receives 6 Abilities plus his or her Dexterity modifier. A first-level Techie receives 2 additional Abilities plus his or her Dexterity modifier (with a minimum of one).|
|Traits:|Every ten levels, a Techie receives 7 Traits plus his or her Perception modifier. A first-level Techie receives 2 additional Traits, plus his or her Perception modifier (with a minimum of one).|
|Skills:|Each level, a Techie receives a base 8 skill points plus his or her Intelligence modifier.|
|Class Skills:|Apart from Universal Skills, Techies receive [[Computer Use]] and [[Engineering]] as class skills.|
|Class Ability:|Techies receive the first rank of Targeted Attack upon character creation, and receive Targeted Atttack II and Targeted Attack III upon reaching levels 10 and 20, respectively.|
|Weapon Proficiencies:|Techies receive the Weapon Proficiency: Pistol and Weapon Proficiency: Carbine Abilities upon character creation.|
|Armor Proficiencies:|Techies receive the Armor Proficiency: Light and Armor Proficiency: Powered Abilities upon character creation.|
Though they are not ineffective combatants, techies focus largely on non-combat skills and take an active role in repairing, modifying and upgrading equipment.
<<list filter [tag[Technology]]>>
//"It wasn’t the first time Hewitt had been Telren, but he had not gotten used to the sheer amount of traffic that one planet could receive. Given that it was the geographical center of about a third of known space, it wasn’t entirely a surprise, but Hewitt had never seen in the skies of any other planet the multitude that he saw here. Granted, most were small freighters, not entirely unlike //Acheron//, but they were everywhere, in every shape, color and engine layout. "//

''Telren'' was first and foremost a colony world of the Amas, until the [[First Terran War]] saw the [[Amas Imperium]]'s power largely dissolved. The planet was quickly colonized by humans and transformed into a shipping and transport hub for the fledgling [[Intergalactic Federation of Systems]]. Its role as a central nerve for known space made it a key front in the [[Second Terran War]].

The predecessor to the [[Intergalactic Federation of Systems]], the ''Terran Federation of Systems'' was founded in the aftermath of the subjugation of the [[Meyek]] system in the opening days of the [[First Terran War]]. It represented the bulk of humanity throughout the conflict until its transformation into the IFS in 23 MR.
<<tiddler FirstTerranWarTable>>
The ''Great War'' was a wide-scale, interstellar conflict between competing factions of the [[IFS]] and [[Ienet]] and the [[Eza Syndicate]].
!470 MR
[[Destruction of the IFS Atlas]]
[[Coup on Caal]]
[[Skirmish on Meyek Prime]]
[[Skirmish on Icre/Avis]]
[[First Battle of Ienet]]
!471 MR
[[Second Battle of Solari Theta]]
|Infobox|k
| !The Massacre |>|
|Date|July 6, 2337|
|Location|Earth|
|Result|Near-extinction of human race|
| !Belligerents |>|
|Tau Confederacy|Earth|
| !Strength |>|
|~20 Orbital bombardment platforms|Unprepared ground forces|
| !Casualties |>|
|UC-14|~8.99 billion|
''The Massacre'' is the somewhat euphemistic name given to the near-complete decimation of the human race and the total environmental destruction of Earth that occured on July 6th, CE 2337, or 0 [[MR|Massacre Reckoning]]. The event changed the history of humanity, and in fact the galaxy, forever.

A massive force from Tau arrived at Earth and proceeded to lay waste to the planet, with near-entire destruction occuring in seventy-two minutes. An unknown number of inhabitants of Earth were spared initially from the Massacre, while only slightly under two million (1,793,641) survived the after-effects of the devastation.

A combination of a suprisingly effective early warning system and the alien invader’s lack of technology designed to defend against thermonuclear warheads (with the primary technology used in the attack being massive rods accelerated to inflict damage from orbit) resulted in the [[destruction of an alien bombardment platform|UC-14]], which crashed to Earth and was neutralized.

The technology from the craft was reverse engineered and installed into the [[First Exodus]].

<<tiddler EarlyHumanColonizationandExodusTable>>
|Infobox|k
| !The Shroud |>|
| !Motherland-class Orbital Bombardment Platform / Carrier |>|
| !Launched | 25 MR / 2362 AD |
| !Affiliation | Eza Syndicate |
| !Era | [[First Terran War]] <br /> [[Tau Insurrection]] |
The Shroud, one of the few functional ships of the Terran Wars era, is the personal flagship of the leader of Eza. As the ships in the newly named Intergalactic Federation of Systems’s fleet began to deteriorate, the organization sold them and Eza, ever the keen consumer, purchased several and replaced the ship’s stripped hardpoints and cannon emplacements with extremely powerful and highly illegal cannons, turrets and torpedo launchers.

Even four hundred years after its creation, The Shroud is still a force to be reckoned with. In person, the flagship is highly intimidating, covered with both superficial scars and the numerous weapons emplacements. The ship is equipped with six superheavy Gauss batteries, 12 medium Gauss batteries, and several dozen light anti-fighter cannons. The massive battlecruiser has storage capcity for several hundred 
|Infobox|k
| !Third Battle of Tau |>|
| [img[Third Battle of Tau|images/]] |>|
|Date|217 MR|
| Location |[[Tau]]|
|Result|Decisive Tau and IRIA victory|
|!Factions|>|
|[[IFS]]| [[Tau Confederacy]]<br />[[Interim Republics of Icre/Avis]]<br />[[Amas Imperium]] |
| !Commanders |>|
|Faction1|Faction2|
| !Participants |>|
|Faction1|Faction2|
| !Strength |>|
|Faction1|Faction2|
| !Casualties |>|
|Faction1|Faction2|
| !Second Terran War |>|
|[[Revolutions of Icre and Avis]]||
The ''Third Battle of Tau'' occured after the Tau again seceeded from the IFS with the support of the [[IRIA]]. An IFS invasion fleet was quickly scrapped together, but was rebuffed by batteries of planetary EMP cannons and a fleet of IRIA craft. Outgunned and outnumbered, the IFS fleet was destroyed.

//"Thomas Isay, Dutchman. Worked for Astral Corp. on keeping miners from succumbing to the ravages of microgravity during mining tours." - Matthew Frasier//
[[Early Human Colonization]]
<<showtoc>>
!Standard Traits
!!Able
Effect: You receive a +2 bonus to your Ability score, at a -1 penalty to your Trait and Skill scores. This Trait cannot be selected alongside Skilled or Tractable. (Dexterity 5)
!!Agile (I-III)
Rank I: You receive a +1 bonus to your AP. (Agility 5)
Rank II: You receive a +3 bonus to your AP. (Agility 7)
Rank III: You receive a +5 bonus to your AP. (Agility 9)
Note: The effects of this Trait do not stack.
!!Attractive (I-III)
Rank I:  You receive a +1 bonus to all Persuade and Bluff checks against people who find you attractive, and receive a -1 penalty to all Persuade and Bluff bonuses for people who don't. (Charisma 5)
Rank II:  You receive a +3 bonus to all Persuade and Bluff checks against people who find you attractive. (Charisma 7)
Rank III: You receive a +5 bonus to all Persuade and Bluff checks against people who find you attractive, and a +1 bonus to Persuade and Bluff checks against even those who ordinarily would not. (Charisma 9)
!!Ambidextrous
Effect: The dual-wielding penalty for the off-hand is reduced to that of the weapon in the dominant hand. (Dexterity 5)
!!Athletic
Effect: You receive a +2 bonus to all skill checks modified by Constitution. (Constitution 5)
!!Class Skill
Effect: Makes a non-class skill a class skill: Hand-to-Hand Combat, Mêlée Weapons, Security, Stealth, Computer Use, Engineering, Navigate, Survival, Heal, Bluff, Intimidate.
Charismatic (I-III)
Rank I: You receive a +1 bonus to your Assistance score. (Charisma 5)
Rank II: You receive a +3 bonus to your Assistance score. (Charisma 7)
Rank III: You receive a +5 bonus to your Assistance score. (Charisma 9)
Note: The effects of this trait do not stack.
!!Cool Under Pressure
Effect: You receive a +5 bonus to all Willpower checks made during combat. (Willpower 10)
!!Combat Foresight
Effect: You can apply your Intelligence modifier to Initiative rolls instead of Agility. (Intelligence 5)
!!Combat Sense
Effect: You can apply your Perception modifier to Initiative rolls instead of Agility. (Perception 5)
!!Creative Intimidation
Effect: You can apply your Intelligence or Charisma modifier to Intimidate rolls instead of Constitution. (Intelligence 5 or  Charisma 5)
!!Defensive Fighter (I-III)
Rank I: You receive a +1 bonus to all defensive rolls, at a -1 penalty to all attack rolls. (Perception 3)
Rank II: You receive a +3 bonus to all defensive rolls, at a -3 penalty to all attack rolls. (Perception 5)
Rank III: You receive a +5 bonus to all defensive rolls, at a -5 penalty to all attack rolls. (Perception 7)
Note: This Trait cannot be selected alongside Offensive Fighter. The effects of this Trait do not stack.
!!Dextrous (I-III)
Rank I: You receive a +1 bonus to your Ability score. (Dexterity 5)
Rank II: You receive a +3 bonus to your Ability score. (Dexterity 7)
Rank III: You receive a +5 bonus to your Ability score. (Dexterity 9)
Note: The effects of this Trait do not stack.
!!Educated
Effect: You receive a +2 bonus to all skill checks modified by Intelligence. (Intelligence 5)
!!Empathetic
Rank I: You receive a +2 bonus to Persuade, Awareness and Heal. (Perception 5)
!!Engineer
Effect: You receive a +2 bonus to all Engineering checks while manufacturing equipment, and a -1 penalty to all Engineering checks while repairing it. (Engineering 10)
Note: This trait cannot be selected alongside Mechanic.
!!Esoteric Equipment Enthusiast (I-III)
Rank I: You receive a +1 bonus to Dodge and Damage Resistance while using Powered Armor, and a +1 attack and damage while using Exie Weapons.
Rank II: You receive a +2 bonus to Dodge and Damage Resistance while using Powered Armor, and a +2 attack and damage while using Exie Weapons.
Rank III: You receive a +3 bonus to Dodge and Damage Resistance while using Powered Armor, and a +3 attack and damage while using Exie Weapons.
Note: The effects of this Trait do not stack.
!!Fearless (I-III)
Rank I: +1 Willpower, Dodge bonus vs. Suppression
Rank II: +2 Willpower, Dodge  bonus vs. Suppression
Rank III: +3 Willpower, Dodge bonus vs. Suppression
!!Good With Guns
Effect: Reduces the firearm nonproficiency penalty from -3 to -1.
!!Hard to Kill
Effect: Any damage received as a result of a critical hit is halved, as is critical damage against attributes.
!!Heavily Armored
Effect: Reduces the armor nonproficiency penalty from -3 to -1.
!!Human
Effect: You automatically receive the Weapon Proficiency: Human Weapons ability.
!!Intelligent (I-III)
Rank I: You receive a +1 bonus to your Skill score. (Intelligence 5)
Rank II: You receive a +3 bonus to your Skill score. (Intelligence 7)
Rank III: You receive a +5 bonus to your Skill score. (Intelligence 9)
Note: The effects of this Trait do not stack.
!!Lightning Reflexes (I-III)
Rank I: The length of a reflex action is increased by 1.
Rank II: The length of any reflex action is increased by 2.
Rank III: The length of any reflex action is increased by 3.
Note: The effects of this trait do not stack.
!!Low Profile
Effect: Treat any concealment as 20% greater.
!!Mechanic
Effect: You receive a +2 bonus to all Engineering checks while repairing equipment, and a -1 penalty to all Engineering checks while manufacturing it.
Note: This Trait cannot be selected alongside Engineer.
!!Meticulous
Effect: You receive a +2 bonus to all skill checks modified by Perception.
!!Nimble
Effect: All movement costs are reduced by one.
!!Offensive Fighter (I-III)
Rank I: You receive a +1 bonus to all attack rolls, at a -1 penalty to all defensive rolls.
Rank II: You receive a +3 bonus to all attack rolls, at a -3 penalty to all defensive rolls.
Rank III: You receive a +5 bonus to all attack rolls, at a -5 penalty to all defensive rolls.
Note: This  Trait cannot be selected alongside Defensive Fighter. The effects of this Trait do not stack.
!!Perceptive (I-III)
Rank I: You receive a +1 bonus to your Trait score.
Rank II: You receive a +3 bonus to your Trait score.
Rank III: You receive a +5 bonus to your Trait score.
Note: The effects of this Trait do not stack.
!!Personalizer
Effect: You receive a +1 bonus to all equipment-related checks, granted that the equipment has been modified by or for you in some manner. Any checks made with equipment unmodified by you receive a -1 penalty.
!!Respectable Demeanor (I-III)
Rank I: You receive a +1 bonus to Persuade and Bluff rolls, with a -2 penalty to Intimidate.
Rank II: You receive a +3 bonus to Persuade and Bluff rolls, with a -4 penalty to Intimidate.
Rank III: You receive a +5 bonus to Persuade and Bluff rolls, with a -6 penalty to Intimidate.
Note: This Trait cannot be selected alongside Shady Character. The effects of this Trait do not stack.
!!Shady Character
Rank I: You receive a -1 penalty to Persuade and Bluff rolls, with a +2 bonus to Intimidate.
Rank II: You receive a -2 penalty to Persuade and Bluff rolls, with a -4 bonus to Intimidate.
Rank III: You receive a -3 penalty to Persuade and Bluff rolls, with a +6 bonus to Intimidate.
Note: This Trait cannot be selected alongside Respectable Demeanor. The effects of this Trait do not stack.
!!Skilled
Effect: You receive a +2 bonus to your Skill score, at the cost of a -1 penalty to both your Trait and Abilty scores. This Trait cannot be selected alongside Able or Tractable.
!!Slow Bleeder
Effect:When dying, you lose 1 HP every two rounds, rather than 1 HP each round.
!!Small Frame
Effect: Treat any amount of cover as 20% greater.
!!Studious
Effect: You receive a +10% bonus to XP. (Intelligence 8)
!!Tau
Effect: You automatically receive the Weapon Proficiency: Exie Weapons Ability.
!!Tinkerer
Effect: You can use your Dexterity score to modify Engineering rolls instead of Intelligence.
!!Tractable
Effect: You receive a +2 bonus to your Trait score, at the cost of a -1 penalty to both your Trait and Ability scores. This Trait cannot be selected alongside Able or Skilled.
!!Tough (I-III)
Rank I: You receive a +1 bonus to HP.
Rank II: You receive a +3 bonus to HP.
Rank III: You receive a +5 bonus to HP.
Note: The effects of this Trait do not stack.
!Skill Traits
Other abilities are skill traits, so-called because they are tied directly to a character's skill progression, granted to a character without their having to necessarily purchase the trait. Skill traits are available at ranks 5, 15 and 25.
Aim: Dead Eye (I-III)
Rank I: Treat all concealment as 25% less than normal.
Rank II: Treat all concealment as 50% less than normal.
Rank III: Treat all concealment as 75% less than normal.
Hand-to-Hand Combat: Hand-to-Hand Combatant (I-III)
Select any three Hand-to-Hand Combat techniques.
Hand-to-Hand Combat Techniques
Technique
AP Cost
Effect
Block


Grapple


Disarm


Charge

AP movement costs are halved (round down), but cannot or attack for the remainder of the turn.
Throw


Tackle


Trip









Mêlée Weapons: Mêlée Combatant (I-III)
Mêlée Combat Techniques
Technique
AP Cost
Effect



























Dodge: Evasion (I-III)
Rank I: Treat all cover as 25% greater than normal.
Rank II: Treat all cover as 50% greater than normal.
Rank III: Treat all cover as 75% greater than normal.
Stealth: Sneak Attack (I-III)
Rank I: Against an unaware target, successful attacks do an additional 1d4 damage.
Rank II: Against an unaware target, successful attacks do an additional 2d4 damage.
Rank III: Against an unaware target, successful attacks do an additional 3d4 damage.
Security: (I-III)
Rank I:  asdf
Rank II: asdf
Rank III: asdf
Fortitude: Steadfast (I-III)
Rank I: The critical hit threshold is increased to CON +1.
Rank II: The critical hit threshold is increased to CON +2.
Rank III: The critical hit threshold is increased to CON +3.
Endurance: Sprinter (I-III)
Rank I: The attack penalty for sprinting is reduced by one to -2.
Rank II:  The attack penalty for sprinting is reduced by two to -1.
Rank III: The attack penalty for sprinting is reduced by three to 0.
Survival: Survivalist (I-III)
Rank I: The DS increase for food, drink and sleep on a survival check is reduced to -4.
Rank II: The DS increase for food, drink and sleep on a survival check is reduced to -3.
Rank III: The DS increase for food, drink and sleep on a survival check is reduced to -2.
Willpower:  (I-III)
Rank I:  asdf
Rank II: asdf
Rank III: asd
Computer Use:  (I-III)
Rank I:  asdf
Rank II: asdf
Rank III: asd
Engineering: Scrap Rounds (I-III)
Rank I: Allows for the manufacture of junk rounds, which decrease the durability of weapons by 15%.
Rank II: Allows for the manufacture of junk rounds, which decrease the durability of weapons by 10%.
Rank III: Allows for the manufacture of junk rounds, which decrease the durability of weapons by 5%.
Awareness: Scavenger (I-III)
Rank I: You receive a +10% bonus to found components.
Rank II: You receive a +15% bonus to found components.
Rank III: You receive a +25% bonus to found components.
Navigate: Cartographer (I-III)
Rank I: Increases active draw range by 25%.
Rank II: Increases active draw range by 50%.
Rank III: Increases active draw range by 100%.
Heal: Revival (I-III)
Rank I: Reduces revival DS to 15 for stabilization, 20 for revival. The DS increase for a failed check drops to +3.
Rank I: Reduces revival DS to 10 for stabilization, 15 for revival. The DS increase for a failed check drops to +2.
Rank I: Reduces revival DS to 5 for stabilization, 10 for revival. The DS increase for a failed check drops to +1.
Persuade: Diplomacy (I-III)
Rank I:  asdf
Rank II: asdf
Rank III: asd
Bluff: Feint ( I-III)
Rank I: Make a Persuade roll at the cost of 3 AP versus an  enemy. A failed Awareness check results in a -1 penalty to defense on your next turn.
Rank II: Make a Persuade roll at the cost of 3 AP versus an  enemy. A failed Awareness check results in a -3 penalty to defense on your next turn.
Rank III: Make a Persuade roll at the cost of 3 AP versus an  enemy. A failed Awareness check results in a -5 penalty to defense on your next turn.
Intimidate: Taunt (I-III)
Rank I: At a cost of 3 AP, all enemies within 5 meters receive a -1d4 bonus to all Attack and Defense rolls for the next round.
Rank II: At a cost of 3 AP, all enemies within 10 meters receive a -1d4 bonus to all Attack and Defense rolls for the next round.
Rank II: At a cost of 3 AP, all enemies within 15 meters receive a -1d4 bonus to all Attack and Defense rolls for the next round.
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].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"),

'WelcomeToTiddlyspot':[
 "This document is a ~TiddlyWiki from tiddlyspot.com.  A ~TiddlyWiki is an electronic notebook that is great for managing todo lists, personal information, and all sorts of things.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //What now?// &nbsp;&nbsp;@@ Before you can save any changes, you need to enter your password in the form below.  Then configure privacy and other site settings at your [[control panel|http://" + config.tiddlyspotSiteId + ".tiddlyspot.com/controlpanel]] (your control panel username is //" + config.tiddlyspotSiteId + "//).",
 "<<tiddler TspotControls>>",
 "See also GettingStarted.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working online// &nbsp;&nbsp;@@ You can edit this ~TiddlyWiki right now, and save your changes using the \"save to web\" button in the column on the right.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Working offline// &nbsp;&nbsp;@@ A fully functioning copy of this ~TiddlyWiki can be saved onto your hard drive or USB stick.  You can make changes and save them locally without being connected to the Internet.  When you're ready to sync up again, just click \"upload\" and your ~TiddlyWiki will be saved back to tiddlyspot.com.",
 "",
 "@@font-weight:bold;font-size:1.3em;color:#444; //Help!// &nbsp;&nbsp;@@ Find out more about ~TiddlyWiki at [[TiddlyWiki.com|http://tiddlywiki.com]].  Also visit [[TiddlyWiki.org|http://tiddlywiki.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")

});
//}}}

|!#|!Name|!Type|!Dist.|!Mass|!Radius|
|1||Rock|0.329 AU|0.020 EM|0.276 ER|
|2||Rock|0.587 AU|0.145 EM|0.529 ER|
|3|[[Ulread]]|Terrestrial|1.087 AU|1.006 EM|1.002 ER|
|4|[[Denatio]]|Ice|1.524 AU|0.670 EM|0.878 ER|
|5||~Sub-Jovian|1.946 AU|12.259 EM|3.647 ER|
|6||Jovian	|4.509 AU| 409.331 EM|10.883 ER|
|7||~Sub-Jovian|8.738 AU|4.850 EM|3.154 ER|
|8||Jovian|11.900 AU|89.307 EM|7.569 ER|
|9||~Sub-Jovian|18.095 AU|5.697 EM|3.512 ER|
|10||Jovian|27.961 AU|30.976 EM|5.968 ER|
|11||Rock	|42.990 AU|0.242 EM |0.838 ER|
|Infobox|k
| <html><iframe scrolling=no style="width:700px; height:400px;font-family:'Helvetica Neue'; border:0px;" src="http://knuth.luther.edu/~langno01/refuge/map.html"></iframe></html> |
The ''known space'' of the Refuge Universe consists of nineteen star systems, divided among four regions, and encompassing four species and one subspecies of exie.
!Planets:
*[[Colonial Region]]
**[[Aile system]]
***[[Aile]]
**[[Renve system]]
***[[Renve]]
**[[Meyek system]]
***[[Meyek Prime]]
***[[Meyek II]]
**[[Icre/Avis system]]
***[[Icre/Avis]]
***[[Avis]]
**[[Olea system]]
***[[Olea]]
**[[Geatine system]]
***[[Geatine]]
* [[Core Region]]
** [[Solari system]]
***[[Solari]]
** [[Keth system]]
***[[Keth]]
** [[Eza system]]
***[[Eza]]
** [[Lerua system]]
***[[Lerua]]
** [[Alcesar system]]
***[[Alcesar]]
** [[New Haven system]]
***[[New Haven]]
* [[Old Region]]
**[[Tau system]]
***[[Tau]]
**[[Amas system]]
***[[Amas]]
**[[Telren system]]
***[[Telren]]
* [[Mining Sector]]
**[[Geatine system]]
***[[Geatine]]
**[[Ulread system]]
***[[Ulread]]
***[[Denatio]]
**[[Selus system]]
***[[Selus]]
**[[Ienet system]]
***[[Ienet]]
**[[Caal system]]
***[[Caal]]
!Species:
<<list filter [tag[Species]]>>
| !date | !user | !location | !storeUrl | !uploadDir | !toFilename | !backupdir | !origin |
| 04/05/2013 19:59:04 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#Techie]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . | ok |
| 05/05/2013 10:20:25 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BTau%20Repeater%20Pistol%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . | ok |
| 05/05/2013 10:46:59 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BTransit%20Calculator%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
| 05/05/2013 21:58:57 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BTransit%20Calculator%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
| 05/05/2013 22:01:23 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BTransit%20Calculator%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . | ok |
| 05/05/2013 22:09:31 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BTransit%20Calculator%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
| 06/05/2013 13:55:27 | Noah Lange | [[/|http://refuge.tiddlyspot.com/]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . | ok |
| 06/05/2013 14:25:32 | Noah Lange | [[/|http://refuge.tiddlyspot.com/]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
| 06/05/2013 14:48:37 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#Universe]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
| 07/05/2013 22:46:35 | Noah Lange | [[/|http://refuge.tiddlyspot.com/#%5B%5BLerua%20Authority%5D%5D]] | [[store.cgi|http://refuge.tiddlyspot.com/store.cgi]] | . | [[index.html | http://refuge.tiddlyspot.com/index.html]] | . |
/***
|''Name:''|UploadPlugin|
|''Description:''|Save to web a TiddlyWiki|
|''Version:''|4.1.3|
|''Date:''|Feb 24, 2008|
|''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|
|''Requires:''|PasswordOptionPlugin|
***/
//{{{
version.extensions.UploadPlugin = {
	major: 4, minor: 1, revision: 3,
	date: new Date("Feb 24, 2008"),
	source: 'http://tiddlywiki.bidix.info/#UploadPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0'
};

//
// 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
		if (!params) params = {};
		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}
				
			]);
	},
	options: [
		"txtUploadUserName",
		"pasUploadPassword",
		"txtUploadStoreUrl",
		"txtUploadDir",
		"txtUploadFilename",
		"txtUploadBackupDir",
		"chkUploadLog",
		"txtUploadLogMaxLine"		
	],
	refreshOptions: function(listWrapper) {
		var opts = [];
		for(i=0; i<this.options.length; i++) {
			var opt = {};
			opts.push();
			opt.option = "";
			n = this.options[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 = new 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,username,password,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 = new Array(uploadParams[0],rssPath,uploadParams[2],'',uploadParams[4],uploadParams[5]);
		var rssString = generateRss();
		// no UnicodeToUTF8 conversion needed when location is "file" !!!
		if (document.location.toString().substr(0,4) != "file")
			rssString = convertUnicodeToUTF8(rssString);	
		bidix.upload.httpUpload(rssUploadParams,rssString,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 == 404)
			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; ;charset=UTF-8; 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');


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


//}}}


''Victorious'' was an [[Human Exodus]], [[TFS|Terran Federation of Systems]] and later [[IFS|Intergalactic Federation of Systems]] capital craft that served during the [[First Terran War]] and [[Tau Insurrection]].
<!--{{{-->
<div class='title' macro='view title'></div>
<div class='toolbar' macro='toolbar -closeTiddler closeOthers +editTiddler permalink references jump'></div>(<span macro="wordCount"></span> words)
<div class='viewer' macro='view text wikified'></div>
<span class='tagging' macro='tagging'></span><span class='tagged' macro='tags'></span>
<div class='tagClear'></div>
<!--}}}-->
|Infobox|k
| !Weapon Attachments |>|
|Bipod|+ 3 Max. Accuracy, +3 Base Accuracy, -2 Spread|
|Foregrip|+2 Base Accuracy, +2 Spread|
|Grip pod (retracted, extended) |+2 Base Accuracy, -2 Spread|
|~|+3 Max. Accuracy, +3 Base Accuracy, -1 Spread|
|Suppressor||
|Underbarrel flashlight||
|Underbarrel shotgun|Allows use of the AS-24U.|
|Underbarrel bayonet|+2d6 on mêlée attack|
|Underbarrel grenade launcher|Allows use of the G90R.|
|Laser aiming module (LAM)|+1 Max Accuracy|
|Electronic aiming module (EAM)|+1 Base Accuracy|
| !Sights |>|
|Reflex|+1 Base Accuracy|
|Dot|+1 Max Accuracy|
|Holographic|+2 Base Accuracy, -1 Max Accuracy|
| !Scopes |>|
|Adjustable|Varies (see //Scopes//)|
|2x|+1 Max Accuracy|
|4x|+2 Max Accuracy, -1 Base Accuracy|
|8x|+4 Max Accuracy, -2 Base Accuracy|
<<showtoc>>
!Bipod
	Use: Deploying a bipod requires an additional Draw action for the weapon and a flat surface on which to deploy it.
	Effects: Weapons with a deployed bipod receive a +3 bonus to maximum accuracy, a +3 bonus to base accuracy and a -3 bonus to weapon recoil.
!Foregrip
	Effects: Weapons with an installed foregrip receive a +2 bonus to base accuracy and a -2 reduction in recoil.
!Grip pod
	Use: Deploying a grip pod requires an additional Draw action for the weapon and a flat surface on which to deploy it. Weapons with an installed grip pod cannot mount other underbarrel attachments without prior removal.
	Effects: Weapon with an installed, undeployed grip pod receive a +2 bonus to base accuracy and a -2 reduction in recoil. Weapons with a deployed grip pod receive a alternative +3 bonus to maximum accuracy, a +3 bonus to base accuracy and a -3 bonus to weapon recoil.
!Suppressor
!Underbarrel flashlight
!Underbarrel shotgun
	Use: Use of a mounted underbarrel shotgun is identical to the use of any other weapon, though each variant has its own individual statistics.
!Underbarrel bayonet
	Use: Adds +2d6 damage to any mêlée attack. Cannot be mounted with some underbarrel attachments.
!Underbarrel grenade launcher
Use: Use of a mounted underbarrel grenade launcher is identical to the use of any other weapon, though each variant has its own individual statistics. For purposes of proficiency, mounted grenade launchers are considered to be under the auspices of the weapon type to which they are currently attached.
!Laser aiming module (LAM)
A laser sight improves maximum accuracy, but requires focused aiming for any notable benefit. Max. Accuracy +1.
!Electronic aiming module
!Sights
	Reflex sight effects: +1 Base Accuracy.
	Dot sight effects: +1 Max Accuracy.
	Holographic sight effects: +2 Base Accuracy, -1 Max Accuracy, -3 Aim AP.
!Scopes
	Effects: As magnification increases, telescopic sights increase maximum accuracy, while decreasing base accuracy. Some models incorporate an adjustable zoom, in which case their bonuses and penalties are identical to any other scope at the current zoom level.
Most human-made weapons can be modified by the player over the course of the game. Weapon upgrades are more extreme modifications to weapons than simple attachments, and cannot typically be reversed. They include external modifications to or reconstructions of a weapon's frame, changes to its internal mechanism, modifications to its barrel or the addition of external mounts. With the exception of mount additions, only one modification can be performed in each category.
|Infobox|k
| !Weapon Upgrades |>|>|>|
| !Upgrade | !Components | !Skill Requirement | !Effect |
| !Structural modifications |>|>|>|
| Folding stock | Scrap plastic x 2 <br /> Scrap metal x 1 <br /> Servomotor x 1 || Mêlée AP -2 |
| Polymer materials | Scrap plastic x 4 || Reload AP -2 |
| Rebuilt magazine well | Scrap metal x 2 <br /> Scrap plastic x 2 || Weight -10% |
| Synthetic frame | Scrap plastic x 3 <br /> Scrap metal  x 1 || Draw AP -2 |
| !Mechanism modifications |>|>|>|
| Electronic stabilizer | Scrap electronics x 1 <br /> Battery x 1 <br /> Scrap metal x 1 <br /> Copper wiring x1 || Max. Accuracy +2 |
| Hair trigger | Scrap metal x 1 <br /> Scrap sensors x 1 <br /> Copper wiring x 2 | | Attack AP -1 |
| Operating rod upgrade | Scrap metal x 2 <br /> Medical brace x 1 <br /> Scrap plastic x 1 || Spread -2 |
| Rebuilt firing chamber | Scrap metal x 2 <br /> Scrap plastic x 1 <br /> Dissipating weave x 2 || Damage +1d |
| !Barrel modifications |>|>|>|
| Barrel cooling | Scrap metal x 1 <br /> Thermal weave x 1 <br /> Dissipating weave x 2 || Rate of fire +5 |
| Barrel extension | Scrap metal x 2 <br /> Chemical sealant x 2 || Range +10% |
| External Mounts |>|>|>|
| Suppressor mount | | | Allows use of mounted suppressor |
| Scope mount | | | Allows use of scopes and sights |
| Underbarrel mount | | | Allows use of underbarrel attachments |

!Structural modifications
!!Folding stock
A folding stock increases mobility and handling in close-quarters, as well as decreasing draw time.
Effect: -2 Draw AP
!!Polymer materials
Incorporating a variety of polymer part replacements substantially decreases weapon weight.
Effect: -10% Weight
!!Rebuilt magazine well
A more ergonomic magazine well decreases reload times considerably.
Effect: -2 Reload AP
!!Synthetic frame
A lighter and more ergonomic frame decreases the time for impromptou mêlée attacks.
Effect: -2 Mêlée AP
!Mechanism modifications
!!Electronic stabilizer
Automatically making microadjustments in firing rate and velocity depending on weapon motion, an electronic stabilizer dramatically increases maximum weapon accuracy.
Effect: +2 Max. Accuracy.
!!Hair trigger
A softer, more reactive trigger pull allows for a decreased attack interval.
Effect: -1 Attack AP.
!!Operating rod upgrade
A heavier, modernized operating rod reduces weapon recoil.
Effect: -2 Spread.
!!Rebuilt firing chamber
A modernized firing chamber increases muzzle velocity.
Effect: +1d Damage.
!Barrel modifications
!!Barrel cooling
A barrel cooling system that allows for a weapon's rate of fire to be increased without risk of barrel deformation or overheating.
Effect: +5 Rate of Fire.
!!Barrel extension
An extended barrel allows for increased accuracy at long ranges.
Effect: +10% Range.
!!External mounts
!Underbarrel mount
Effect: Allows underbarrel attachments to be mounted.
!!Scope mount
Effect: Allows scopes and sights to be mounted.
!!Suppressor mount
Effect: Allows suppressors to be mounted.
|Infobox|k
| !Weapons |>|>|>|>|>|>|>|>|>|>|>|>|>|
| !Name | !Attack | !Aim | !Reload | !Mêlée | !Draw | !Accuracy | !Rate of Fire | !Spread | !Damage | !Capacity | !Ammo | !Weight | !Cost |
| !First Exodus Weapons |>|>|>|>|>|>|>|>|>|>|>|>|>|
| [[Bessani 88T]] | 2 | 4 | 4 | 2 | 2 | -2/+2 | 1/3 | 6 | 2d6 | 16 | 9x19mm | | |
| [[K&S MP23]] | 3 | 4 | 6 | 3 | 5 | -1/+3 | 1/3/20 | 3 | 2d6 | 30 | 9x19mm | | |
| M32A | 4 | 8 | 8 | 4 | 6 | -3/+5 | 1/3/15 | 5 | 2d8 | 30 | 6.5x38mm | | |
| M32C | 3 | 6 | 7 | 3 | 5 | -2/+4 | 1/3/10 | 4 | 2d8 | 30 | 6.5x38mm | | |
| M32B | 4 | 10 | 8 | 5 | 7 | -4/+6 | 1/3/15 | 7 | 2d10 | 20 | 7.62x51 | | |
| AS-24 | 3 | 6 | 8 | 6 | 4 | -2/+4 | 1/5 | 5 | 2d10 | 12 | 20 gauge | | |
| MG23 | 4 | 10 | 10 | 6 | 4 | -4/+6 | 1/3/15 | 6 | 2d8 | 100 | 6.5x38 |||
| [[GMG]] | 3 | 8 | 12 | - | - | -4/+6 | 1/3/15 | 5 | 2d10 | 200 | 7.62x51 |||
| [[G90]] | 2 | 4 | 2 | 8 | 6 | -2/+2 | 1 | - | 5d12 | 6 | 20mm |||
| !Underbarrel weapons |>|>|>|>|>|>|>|>|>|>|>|>|>|
| AS-24U | 3 | - | 8 | - | 2 | -2 | 1/5 | 4 | 2d10 | 4 | 20 gauge |||
| G90R | 2 | - | 4 | - | 2 | -2 | 1 | - | 5d12 | 1 | 20mm |||
| !Tau Weapons |>|>|>|>|>|>|>|>|>|>|>|>|>|
| [[Tau Repeater Pistol]] | 2 | 6 | 3 | 3 | 3 | -3/+3 | 1/5 | 6 | 2d8 | 20 | Repeater rod |
| [[Tau Repeater SMG]] | 3 | 6 | 3 | 4 | 5 | -1/+4 | 1/5/10 | 4 | 2d8 | 20 | Flechettes |
| [[Tau Flechette Carbine]] | 3 | 5 | 6 | 3 | 5 | -2/+4 | 1/5/20 | 6 | 2d10 | 40 | Repeater rod x2 |
| [[Tau Flechette Rifle]] | 4 | 6 | 6 | 4 | 6 | -2/+4 | 1/5/10 | 5 | 2d10 | 20 | Flechettes |
| [[Tau Energy Rifle]] | 3 | 10 | 3 | 6 | 8 | -2/+8 | 1 | - | 2d12 | 10 | Energy cell |
!Accuracy
Weapon accuracy is measured in two values, separated by a slash: base accuracy and maximum accuracy. Base value is the accuracy of a weapon fired at the hip, or in a more casual firing position. Maximum accuracy is the accuracy of a deliberately aimed weapon. Powerful, long-range weapons like battle rifles and sniper rifles have high maximum accuracy, but low base accuracy, while submachine guns and pistols have a relatively high base accuracy, but are not made considerably more accurate when aimed with maximum accuracy.|
!Rate of Fire
Rate of fire indicates the cycling rate for a burst of automatic gunfire—that is, the maximum number of rounds expended during a single attack action. This is most important for determing the rate at which ammunition is expended by an automatic weapon. Some weapons, especially  those used in suppressive roles, have multiple firing rates.
!Damage
Damage measures the amount of physical trauma that results from a hit by a weapon's fire. Weapons with longer barrels tend to do greater damage due to increased bullet velocity, as do weapons that chamber larger cartridges.
!Spread
As a weapon is fired continuously, without taking time to realign another shot, weapon recoil and spread becomes an issue. The size of the weapon's cartridge is usually the largest contributor to the intensity of spread, though particularly small or large weapons also receive penalties and bonuses to spread.
!Range
Range, given as three values—close, range increment and long-range—indicate the distances at which a weapon is able to be used effectively. Use of a weapon within close range and outside of long-range incurs penalties to Aim rolls. At every range increment above close-range, Aim rolls take consecutive -1 penalties.
!Capacity
Capacity measures the default number of rounds a weapon is able to fire before having to be reloaded. Magazine size can be easily expanded via weapon upgrades or the use of extended magazines.
!Ammunition
Ammunition indicates the cartridge chambered by the weapon. Changing the cartridge requires a barrel replacement and other complex modifications for most weapons.
!Weight
Weight measures the weight of the firearm in question, contributing to a character's carry weight as well as dictating the damage done with a mêlée attack (1d4 per kilogram, rounded up).
''Cost'': This measures the cost of the weapon for purchase, either new from the manufacturer, distributor or individual, or previously used, from a third-party. This varies widely depending on weapon manufacturer and any restrictions that may be placed on its sale.

/***
|Author:|Simon Baird|
|URL:|http://linktomemacro.tiddlyspot.com/|
(Almost) as posted by BradleyMeck on the mailing list, 21-Oct-2006. To use put this somewhere in your ViewTemplate:
{{{<div style="font-size:150%">(<span macro="wordCount"></span> words)</div>}}}
***/
//{{{
merge(config.macros,{
	wordCount: {
		handler: function(place,macroName,params,wikifier,paramString,tiddler) {
			createTiddlyText(place,tiddler&&tiddler.text?tiddler.text.match(/\w+/g).length:"0");
		}
	}
});
//}}}
|navTable|k
| [img[http://i.imgur.com/wOk0jak.png][Universe]] <br /> [[Gazetteer|Universe]] | [img[http://i.imgur.com/gjQbIoq.png][History]] <br /> [[History]] | [img[http://i.imgur.com/g4imMjr.png][Factions]] <br /> [[Factions]] |
| [img[http://i.imgur.com/PURdASs.png][Characters]] <br /> [[Characters]] | [img[http://i.imgur.com/1EwXRyk.png][Technology]] <br /> [[Technology]] | [img[http://i.imgur.com/HAxuAef.png][Craft]] <br /> [[Craft]] |
| [img[http://i.imgur.com/C5jYW9L.png][RPG]] <br /> [[RPG]] | [img[http://i.imgur.com/mtm7KeM.png][Media]] <br /> [[Media]] | [img[http://i.imgur.com/XpBnj1G.png][Markup Reference]] <br /> [[Markup Reference]] |
{{{
config.options.chkSinglePageMode=true;
}}}