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	<id>http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Setting%3ANutopia%2FRules%2FOlder_Attempts</id>
	<title>Setting:Nutopia/Rules/Older Attempts - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=Setting%3ANutopia%2FRules%2FOlder_Attempts"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;action=history"/>
	<updated>2026-05-07T18:04:16Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589498&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 5 revisions imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589498&amp;oldid=prev"/>
		<updated>2023-06-25T01:02:01Z</updated>

		<summary type="html">&lt;p&gt;5 revisions imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:02, 25 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589497&amp;oldid=prev</id>
		<title>37.116.226.116: Undo revision 290479 by 66.90.121.130 (talk)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589497&amp;oldid=prev"/>
		<updated>2015-06-22T17:09:20Z</updated>

		<summary type="html">&lt;p&gt;Undo revision 290479 by &lt;a href=&quot;/wiki/Special:Contributions/66.90.121.130&quot; title=&quot;Special:Contributions/66.90.121.130&quot;&gt;66.90.121.130&lt;/a&gt; (&lt;a href=&quot;/mediawiki/index.php?title=User_talk:66.90.121.130&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;User talk:66.90.121.130 (page does not exist)&quot;&gt;talk&lt;/a&gt;)&lt;/p&gt;
&lt;a href=&quot;http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;amp;diff=589497&amp;amp;oldid=589496&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>37.116.226.116</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589496&amp;oldid=prev</id>
		<title>66.90.121.130: Replaced content with &quot;butt stuff&quot;</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589496&amp;oldid=prev"/>
		<updated>2015-06-22T16:58:51Z</updated>

		<summary type="html">&lt;p&gt;Replaced content with &amp;quot;butt stuff&amp;quot;&lt;/p&gt;
&lt;a href=&quot;http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;amp;diff=589496&amp;amp;oldid=589495&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>66.90.121.130</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589495&amp;oldid=prev</id>
		<title>71.192.10.129 at 01:21, 15 April 2013</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589495&amp;oldid=prev"/>
		<updated>2013-04-15T01:21:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 01:21, 15 April 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;    &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;    &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;submachinegun&lt;/del&gt;), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;submachine gun&lt;/ins&gt;), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l27&quot;&gt;Line 27:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 27:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211)&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211)&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;submachinegun&lt;/del&gt;, light &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;machinegun&lt;/del&gt;, LAW), Gunner (machine gun, rockets) karate, soldier, throwing.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;submachine gun&lt;/ins&gt;, light &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;machine gun&lt;/ins&gt;, LAW), Gunner (machine gun, rockets) karate, soldier, throwing.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l40&quot;&gt;Line 40:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 40:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: Neural Jack and Computer implant.   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Basic implants: Neural Jack and Computer implant.   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills: Innate attack (projectile) gunner (&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;machinegun&lt;/del&gt;, rockets), guns (rifles, light machine guns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Required skills: Innate attack (projectile) gunner (&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;machine gun&lt;/ins&gt;, rockets), guns (rifles, light machine guns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l91&quot;&gt;Line 91:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 91:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The net effect of these two factors governs both what a Hiver can do and with what speed/efficiency/effectiveness he might do it. Still needed for clarification is the precise way in which skills interact. The two ideas that I have are thus: Either skills provide a bonus directly to a single check governed by how high the skill is and its relevance, or more skills equals more chances. That is to say, factor in the relevant program, and then roll against a DC with the highest, most relevant skill. If that fails, move on to the next highest and so forth, effectively giving the Hiver another shot albeit at a lesser chance of success. The second option prevents having to cap bonuses in order to prevent automatic successes in percentile systems (like DH or EP). Critical successes increase speed or effectiveness depending on the situation or even have unintended bonuses at SM discretion, while critical failures vary similarly.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The net effect of these two factors governs both what a Hiver can do and with what speed/efficiency/effectiveness he might do it. Still needed for clarification is the precise way in which skills interact. The two ideas that I have are thus: Either skills provide a bonus directly to a single check governed by how high the skill is and its relevance, or more skills equals more chances. That is to say, factor in the relevant program, and then roll against a DC with the highest, most relevant skill. If that fails, move on to the next highest and so forth, effectively giving the Hiver another shot albeit at a lesser chance of success. The second option prevents having to cap bonuses in order to prevent automatic successes in percentile systems (like DH or EP). Critical successes increase speed or effectiveness depending on the situation or even have unintended bonuses at SM discretion, while critical failures vary similarly.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Anyway, that’s the way &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve &lt;/del&gt;got it arranged in my head, I await your input eagerly. Tell me what you think works, what &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn’t &lt;/del&gt;etc. This is just the best way &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve &lt;/del&gt;seen yet that allows a Hiver to be creative whilst still operating within realistic constraints.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Anyway, that’s the way &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I&#039;ve &lt;/ins&gt;got it arranged in my head, I await your input eagerly. Tell me what you think works, what &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn&#039;t &lt;/ins&gt;etc. This is just the best way &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I&#039;ve &lt;/ins&gt;seen yet that allows a Hiver to be creative whilst still operating within realistic constraints.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Skill List=&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=Skill List=&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>71.192.10.129</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589494&amp;oldid=prev</id>
		<title>1d4chan&gt;Root: Wikifag moved page Nutopia:Older Attempts to Setting:Nutopia/Rules/Older Attempts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589494&amp;oldid=prev"/>
		<updated>2013-03-26T10:47:05Z</updated>

		<summary type="html">&lt;p&gt;Wikifag moved page &lt;a href=&quot;/wiki/Nutopia:Older_Attempts&quot; class=&quot;mw-redirect&quot; title=&quot;Nutopia:Older Attempts&quot;&gt;Nutopia:Older Attempts&lt;/a&gt; to &lt;a href=&quot;/wiki/Setting:Nutopia/Rules/Older_Attempts&quot; title=&quot;Setting:Nutopia/Rules/Older Attempts&quot;&gt;Setting:Nutopia/Rules/Older Attempts&lt;/a&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 10:47, 26 March 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Root</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589493&amp;oldid=prev</id>
		<title>85.228.198.210: Created page with &#039;==Gettin&#039; kinda crunchy== An orderly society.. or an almost anarchistic future needs Some kinds of rules. &#039;&#039;&#039;Presenting, in its somewhat crunchy glory, Nutopia.&#039;&#039;&#039;  =Characte…&#039;</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Setting:Nutopia/Rules/Older_Attempts&amp;diff=589493&amp;oldid=prev"/>
		<updated>2011-07-16T22:54:15Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;#039;==Gettin&amp;#039; kinda crunchy== An orderly society.. or an almost anarchistic future needs Some kinds of rules. &amp;#039;&amp;#039;&amp;#039;Presenting, in its somewhat crunchy glory, &lt;a href=&quot;/wiki/Nutopia&quot; class=&quot;mw-redirect&quot; title=&quot;Nutopia&quot;&gt;Nutopia&lt;/a&gt;.&amp;#039;&amp;#039;&amp;#039;  =Characte…&amp;#039;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Gettin&amp;#039; kinda crunchy==&lt;br /&gt;
An orderly society.. or an almost anarchistic future needs Some kinds of rules.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Presenting, in its somewhat crunchy glory, [[Nutopia]].&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
=Character Generation=&lt;br /&gt;
==Crack3rs==&lt;br /&gt;
&lt;br /&gt;
==Hivers==&lt;br /&gt;
&lt;br /&gt;
==Soldiers==&lt;br /&gt;
===Ghosts===&lt;br /&gt;
Requires at least DX 14&lt;br /&gt;
&lt;br /&gt;
Ghosts are soldiers with superhuman agility and stealth, and they are possessed of a swift, efficient brutality. When you want something killed or destroyed but with discretion and precision, you need a Ghost. &lt;br /&gt;
  &lt;br /&gt;
Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211)&lt;br /&gt;
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, submachinegun), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.&lt;br /&gt;
&lt;br /&gt;
Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence.&lt;br /&gt;
Recommended disadvantages: bully, callous, code of honour, duty, fanaticism, loner, sense of duty, vow.&lt;br /&gt;
Recommended additional implants: Reinforced skeleton, Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, Gyrobalance, Neural Jack and Computer implant.&lt;br /&gt;
&lt;br /&gt;
===Reavers===&lt;br /&gt;
Requires at least ST 14&lt;br /&gt;
&lt;br /&gt;
Reavers are the grunts of soldier types. They do the hard work of beating down and breaking an enemy in open combat, going to where hulks cannot and bringing heavy firepower to wherever its needed.&lt;br /&gt;
&lt;br /&gt;
Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211)&lt;br /&gt;
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, submachinegun, light machinegun, LAW), Gunner (machine gun, rockets) karate, soldier, throwing.&lt;br /&gt;
Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger.&lt;br /&gt;
Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow&lt;br /&gt;
Recommended additional implants: Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, biomonitor implant, nanoweave subdermal armour. &lt;br /&gt;
Recommended additional skills: Leadership, Tactics.&lt;br /&gt;
&lt;br /&gt;
===Hulks===&lt;br /&gt;
The largest of the soldiers, Hulks are massive war machines. The core of the Hulk is the Human &amp;#039;brain in a jar&amp;#039;, though far more accurately described as in an armoured case, linked into every part of the machine body that it inhabits with artificial replacements for nearly all bodily functions and organs. When only the most withering firepower and the heaviest armor can get the job done, it&amp;#039;s time to bring in these metal monsters.&lt;br /&gt;
&lt;br /&gt;
Requirements: Size modifier +1 (9&amp;#039;) Strength 20 and up (and up and up...). No fine manipulators on many tanklike models. HP 20+, Machine meta-trait (GURPS Basic set Characters p. 263)   &lt;br /&gt;
Basic advantages: Damage resistance 100+ (can&amp;#039;t wear armour), Protected senses (all of them), Extra Attack, Enhanced Tracking (1), Combat reflexes, Doesn&amp;#039;t Breath, nictitating membrane(2), night vision(4), telescopic vision, Hard to kill(2). &lt;br /&gt;
Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy.&lt;br /&gt;
Basic implants: Neural Jack and Computer implant.  &lt;br /&gt;
Required skills: Innate attack (projectile) gunner (machinegun, rockets), guns (rifles, light machine guns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier. &lt;br /&gt;
Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision. &lt;br /&gt;
Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.&lt;br /&gt;
&lt;br /&gt;
=Mechanics=&lt;br /&gt;
=Equipment Lists=&lt;br /&gt;
==Equipment Ideas in Need of Crunch==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Railguns&amp;#039;&amp;#039;&amp;#039;- These use pairs of rails (go figure) made from room temperature superconducting magnets to fling small darts at incredible speeds. They have superior armor penetration characteristics but can be loaded to deal with soft targets. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pistols, Rifles, Long Rifles, Railcannons&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coilguns&amp;#039;&amp;#039;&amp;#039;- Uses a series of electromagnetic coils (go figure, again) to heft large projectiles that would normally require a much longer barrel.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Coil Launchers (Grenade), Coil Launchers (Artillery)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Superposed Load Weapons&amp;#039;&amp;#039;&amp;#039;- Uses ammunition blocks stacked nose to tail inside a barrel (See the Metal Storm family of weapons). Firing is electronic, allowing the user to decide the number of rounds fired and even from which barrels. Characterized by a potentially incredible rate of fire. Ammunition Cassettes are bulky, being comprised of multiple disposable barrels and the blocks inside of them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pistols, SMGs, Assault Rifles, Machine Guns, Grenade Launchers&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Caseless Weapons&amp;#039;&amp;#039;&amp;#039;- Uses a simple improvement on modern cased ammunition, each round is made from a bullet enclosed in propellant (See the Heckler and Koch G11 Rifle). Since there is no need to eject spent casings the rate of fire is commensurately higher than a cased weapon, though still no where near as great as that of a Superposed load gun. The firing mechanism is also somewhat more complex than most other weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pistols, SMGs, Assault Rifles, Machine Guns, Shotguns&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cased Weapons&amp;#039;&amp;#039;&amp;#039;- More or less any conventional modern firearm. A firing pin strikes a percussion cap in a metal cartridge, igniting the encased powder and propelling a bullet out of the barrel.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;(In addition to most actual modern weapons) Rotary Shotguns, Rotary Cannons, Auto Cannons, Shotgun Pistols&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Other Stuff&amp;#039;&amp;#039;&amp;#039;- Anything that doesn&amp;#039;t fit above. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Flamethrowers (compressed gas &amp;amp; jellied fuel), Sound Based Riot Guns, Automatic Hypo-Dart Gun, LoSAT/LoSAA Missiles (Line of Sight Anti-Tank/Air Missiles)&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Sample Equipment==&lt;br /&gt;
&lt;br /&gt;
=Sample Characters=&lt;br /&gt;
==sample1==&lt;br /&gt;
==sample2==&lt;br /&gt;
==Character Sheet?==&lt;br /&gt;
&lt;br /&gt;
=here be crap that needs to get hammered into shape=&lt;br /&gt;
=Hiver Mechanics Discussion=&lt;br /&gt;
Hiver Operation Mechanics&lt;br /&gt;
This is discussed generally, without a specific system in mind, but one can see how it might be adapted to any system that rolls for success against a set difficulty.&lt;br /&gt;
&lt;br /&gt;
A Hiver wishing to perform an action with his Implants in the world needs to worry about two things on his character sheet. Firstly, what programs relevant to the task at hand he has slotted into his implants at the moment, and what skills he might have that would allow him to better know how to achieve his task.&lt;br /&gt;
&lt;br /&gt;
Programs are general instructions that help gear a Hiver’s (dis)assemblers towards a specific task, and assist their utility fog reach optimum density and power distribution for a given type of task. Programs come in many varieties, perhaps broadly split into construction and deconstruction, or some other method of categorization. They can be as broad as a simple “Deconstruct” program, or as specific as “Deconstruct: Organic Tissue” or even “Deconstruct: Aluminum”. The more specific the program, the greater a bonus it provides to its niche and a Hiver should be able to work with computer literate team mates to write new software, and work out the bonuses and purview of that software with their Signal Man.&lt;br /&gt;
&lt;br /&gt;
Skills are anything in the Hiver’s repertoire that the SM considers relevant to the task at hand. General skills like “Hiver Implant Use” that come with the character package would be the base part of every test, and others might be added on depending on the situation. Again, like with programs, Hivers who find themselves doing a lot of the same thing or want to specialize in a specific task might be given leeway to create their own niche skills that give them higher rates of success within their narrow purview. Also, skills not directly associated to Hiving but related to the task might also be included. For instance, a Hiver attempting to weaken the supports of a decaying suspension bridge to halt an advancing horde of shelljacked husks would be best off specializing in deconstruction of metals, or perhaps something even more specific. However, a Hiver who did not have such a specialization, but who had knowledge of structural engineering, should be able to substitute speed and power with accuracy, picking out the weakest supports and accomplishing the job in a comparable amount of time. If he had both, then it’d be over all the quicker.&lt;br /&gt;
&lt;br /&gt;
The net effect of these two factors governs both what a Hiver can do and with what speed/efficiency/effectiveness he might do it. Still needed for clarification is the precise way in which skills interact. The two ideas that I have are thus: Either skills provide a bonus directly to a single check governed by how high the skill is and its relevance, or more skills equals more chances. That is to say, factor in the relevant program, and then roll against a DC with the highest, most relevant skill. If that fails, move on to the next highest and so forth, effectively giving the Hiver another shot albeit at a lesser chance of success. The second option prevents having to cap bonuses in order to prevent automatic successes in percentile systems (like DH or EP). Critical successes increase speed or effectiveness depending on the situation or even have unintended bonuses at SM discretion, while critical failures vary similarly.&lt;br /&gt;
&lt;br /&gt;
Anyway, that’s the way I’ve got it arranged in my head, I await your input eagerly. Tell me what you think works, what doesn’t etc. This is just the best way I’ve seen yet that allows a Hiver to be creative whilst still operating within realistic constraints.&lt;br /&gt;
&lt;br /&gt;
=Skill List=&lt;br /&gt;
Academics: [Field] COG Knowledge&lt;br /&gt;
&lt;br /&gt;
Baseline Animal Handling: SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Chimeric Animal Handling: WIL Active, Social&lt;br /&gt;
&lt;br /&gt;
Art: [Field] INT Knowledge&lt;br /&gt;
&lt;br /&gt;
Bioengineering: [Field] COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Climbing SOM Active, Physical&lt;br /&gt;
&lt;br /&gt;
Cyber Intrusion WIL (no defaulting) Active, Technical&lt;br /&gt;
&lt;br /&gt;
Deception SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Demolitions COG (no defaulting) Active, Technical&lt;br /&gt;
&lt;br /&gt;
Drone Operation WIL (no defaulting) Active, Combat&lt;br /&gt;
&lt;br /&gt;
Disguise INT Active, Physical&lt;br /&gt;
&lt;br /&gt;
Engineering: [Field] COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Flight SOM Active, Physical&lt;br /&gt;
&lt;br /&gt;
Fray REF Active, Combat&lt;br /&gt;
&lt;br /&gt;
Free Fall REF Active, Physical&lt;br /&gt;
&lt;br /&gt;
Freerunning SOM Active, Physical&lt;br /&gt;
&lt;br /&gt;
Gunnery INT Active, Combat&lt;br /&gt;
&lt;br /&gt;
Geography: [Area] COG Knowledge&lt;br /&gt;
&lt;br /&gt;
Hardware: [Field] COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Impersonation SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Infiltration COO Active, Physical&lt;br /&gt;
&lt;br /&gt;
Infosec COG (no defaulting) Active, Technical&lt;br /&gt;
&lt;br /&gt;
Interest: [Field] COG Knowledge&lt;br /&gt;
&lt;br /&gt;
Interfacing COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Intimidation SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Investigation INT Active, Mental&lt;br /&gt;
&lt;br /&gt;
Kinesics SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Language: [Field] INT Knowledge&lt;br /&gt;
&lt;br /&gt;
Medicine: [Field] COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Melee [Blades]: SOM Active, Combat&lt;br /&gt;
&lt;br /&gt;
Melee [Clubs]: SOM Active, Combat&lt;br /&gt;
&lt;br /&gt;
Melee [Exotic]: [Field] SOM Active, Combat&lt;br /&gt;
&lt;br /&gt;
Melee [Unarmed]: SOM Active, Combat&lt;br /&gt;
&lt;br /&gt;
Navigation INT Active, Mental&lt;br /&gt;
&lt;br /&gt;
Networking: [Field] SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Palming COO Active, Physical&lt;br /&gt;
&lt;br /&gt;
Perception INT Active, Mental&lt;br /&gt;
&lt;br /&gt;
Persuasion SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Pilot: [Field] REF Active, Vehicle&lt;br /&gt;
&lt;br /&gt;
Profession: [Field] COG Knowledge&lt;br /&gt;
&lt;br /&gt;
Programming COG (no defaulting) Active, Technical&lt;br /&gt;
&lt;br /&gt;
Protocol: [Area] SAV Active, Social&lt;br /&gt;
&lt;br /&gt;
Combat Hiving WIL (no defaulting) Active, Mental, Hiving&lt;br /&gt;
&lt;br /&gt;
Psychosurgery INT Active, Technical&lt;br /&gt;
&lt;br /&gt;
Research COG Active, Technical&lt;br /&gt;
&lt;br /&gt;
Ranged [Beam]: COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Ranged [Exotic]: [Field] COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Ranged [Kinetic]: COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Ranged [Seeker]: COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Ranged [Spray]: COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Ranged [Throwing]: COO Active, Combat&lt;br /&gt;
&lt;br /&gt;
Scrounging INT Active, Mental&lt;br /&gt;
&lt;br /&gt;
Detect Nanites INT (no defaulting) Active, Mental, Hiving&lt;br /&gt;
&lt;br /&gt;
Swimming SOM Active, Physical&lt;br /&gt;
&lt;br /&gt;
Vehicular Movement SOM Active, Physical&lt;br /&gt;
&lt;br /&gt;
[[Category:Nutopia]]&lt;/div&gt;</summary>
		<author><name>85.228.198.210</name></author>
	</entry>
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