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	<id>https://mythos.wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Acdsz</id>
	<title>mythos.wiki - User contributions [en]</title>
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	<updated>2026-07-16T02:10:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=336</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=336"/>
		<updated>2025-07-03T05:56:10Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=335</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=335"/>
		<updated>2025-07-03T05:54:39Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=334</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=334"/>
		<updated>2025-07-03T05:51:56Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=333</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=333"/>
		<updated>2025-07-03T05:47:01Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=332</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=332"/>
		<updated>2025-07-03T05:39:24Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=331</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=331"/>
		<updated>2025-07-03T05:34:31Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz reverted File:MythosWikiWord.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=330</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=330"/>
		<updated>2025-07-03T05:34:08Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Main_Page&amp;diff=329</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Main_Page&amp;diff=329"/>
		<updated>2025-07-03T05:31:47Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mythos wiki logo.png|thumb|mythos.wiki]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Player&#039;s Notes ==&lt;br /&gt;
&lt;br /&gt;
*[[Predation: Bring Home The Beacon]]  | GM: Charlie | Status: Active &lt;br /&gt;
&lt;br /&gt;
== Cheat Sheets ==&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*https://mythos.wiki/schedule&lt;br /&gt;
&lt;br /&gt;
== Great Sites ==&lt;br /&gt;
&lt;br /&gt;
* https://blasphemoustomes.com/&lt;br /&gt;
* https://www.chaosium.com/&lt;br /&gt;
* https://cthulhuwiki.chaosium.com/&lt;br /&gt;
* https://www.drivethrurpg.com/cc/16/Miskatonic&lt;br /&gt;
* https://callmepartario.github.io/og-csrd/&lt;br /&gt;
&lt;br /&gt;
== Cool Discord Servers ==&lt;br /&gt;
&lt;br /&gt;
* For Cypher System fans&lt;br /&gt;
** https://discord.gg/cypherunlimited&lt;br /&gt;
* For Good Friends of horror and horror gaming&lt;br /&gt;
** https://discord.gg/wTQ6ju24Dc&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Main_Page&amp;diff=328</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Main_Page&amp;diff=328"/>
		<updated>2025-07-03T05:31:25Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Cheat Sheets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mythos wiki logo.png|thumb|mythos.wiki]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Player&#039;s Notes ==&lt;br /&gt;
&lt;br /&gt;
*[[Predation: Bring Home The Beacon]]  | GM: Charlie | Status: Active | Start: Apr 2025&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheets ==&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*https://mythos.wiki/schedule&lt;br /&gt;
&lt;br /&gt;
== Great Sites ==&lt;br /&gt;
&lt;br /&gt;
* https://blasphemoustomes.com/&lt;br /&gt;
* https://www.chaosium.com/&lt;br /&gt;
* https://cthulhuwiki.chaosium.com/&lt;br /&gt;
* https://www.drivethrurpg.com/cc/16/Miskatonic&lt;br /&gt;
* https://callmepartario.github.io/og-csrd/&lt;br /&gt;
&lt;br /&gt;
== Cool Discord Servers ==&lt;br /&gt;
&lt;br /&gt;
* For Cypher System fans&lt;br /&gt;
** https://discord.gg/cypherunlimited&lt;br /&gt;
* For Good Friends of horror and horror gaming&lt;br /&gt;
** https://discord.gg/wTQ6ju24Dc&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=327</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=327"/>
		<updated>2025-07-03T05:28:15Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=326</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=326"/>
		<updated>2025-07-03T05:24:57Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=325</id>
		<title>File:MythosWikiWord.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:MythosWikiWord.png&amp;diff=325"/>
		<updated>2025-07-03T05:22:45Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Acdsz uploaded a new version of File:MythosWikiWord.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=324</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=324"/>
		<updated>2025-05-21T04:58:59Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* MFPNP House Rules: Stress and XP Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
[[File:Man in the Pit.png|thumb|Man in the Pit]]&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stress Level&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 Box Filled&lt;br /&gt;
| Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
| 2 Boxes Filled&lt;br /&gt;
| Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
| 3 Boxes Filled&lt;br /&gt;
| Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
| 4 Boxes Filled&lt;br /&gt;
| Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
| 5 Boxes Filled&lt;br /&gt;
| Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
| Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
| Action Delay&lt;br /&gt;
| Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
| Confusion&lt;br /&gt;
| Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
| Impaired Judgment&lt;br /&gt;
| Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
| Emotional Instability&lt;br /&gt;
| Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
| Communication Difficulty&lt;br /&gt;
| Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
| Stress Resistance&lt;br /&gt;
| Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
| Voluntary Stress Recovery&lt;br /&gt;
| Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gaining Stress ==&lt;br /&gt;
Characters gain Stress boxes through the following situations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exposure to Horrors:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Encountering terrifying creatures, grotesque biological phenomena, or unsettling environmental hazards within the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traumatic Events:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Witnessing death, severe injury, or other deeply distressing occurrences.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Failed Rolls Under Pressure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Failing Intellect or relevant defense rolls in stressful or dangerous situations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GM Intrusions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  When the GM introduces complications, narrative twists, or unexpected dangers designed to increase tension.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Using Certain Abilities or Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Some Prototypes, experimental gear, or bio-tech may impose stress as a side effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sustained Exposure to Hazardous Environments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Prolonged time in corrosive, toxic, or biologically unstable areas inside the Pit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other Narrative Reasons:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Any other scenario where the GM determines the character experiences significant mental strain.&lt;br /&gt;
Stress gained represents a character&#039;s mental and emotional strain and can impose penalties and impairments as tracked on the Stress Track.&lt;br /&gt;
&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rest and Narrative Downtime:&#039;&#039;&#039;  &lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical or Bio-Tech Treatment:&#039;&#039;&#039;  &lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Intrusions (XP Spend):&#039;&#039;&#039;  &lt;br /&gt;
  Players may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Narrative Resolution:&#039;&#039;&#039;  &lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities or Equipment:&#039;&#039;&#039;  &lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  &lt;br /&gt;
  Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! XP Cost / Gain&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Accept GM Intrusion&lt;br /&gt;
| Gain 2 XP&lt;br /&gt;
| One for you / one for a friend.&lt;br /&gt;
|-&lt;br /&gt;
| Use Player Intrusion&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Reroll&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Resist Stress&lt;br /&gt;
| Spend 1 XP per stress box or major effect&lt;br /&gt;
| GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Boost Roll to 18+&lt;br /&gt;
| Spend 3 XP&lt;br /&gt;
| Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
| Character Advancement Options&lt;br /&gt;
| Spend 10 XP each&lt;br /&gt;
| Includes:&amp;lt;br&amp;gt;1) Increase stat Pools (+4 points total)&amp;lt;br&amp;gt;2) Increase an Edge (+1)&amp;lt;br&amp;gt;3) Increase Effort (+1)&amp;lt;br&amp;gt;4) Gain a Skill (trained)&amp;lt;br&amp;gt;5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
* After a successful Rest, players gain one XP.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:Man_in_the_Pit.png&amp;diff=323</id>
		<title>File:Man in the Pit.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:Man_in_the_Pit.png&amp;diff=323"/>
		<updated>2025-05-21T04:57:55Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Man in the Pit&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=322</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=322"/>
		<updated>2025-05-21T04:44:45Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stress Level&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 Box Filled&lt;br /&gt;
| Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
| 2 Boxes Filled&lt;br /&gt;
| Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
| 3 Boxes Filled&lt;br /&gt;
| Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
| 4 Boxes Filled&lt;br /&gt;
| Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
| 5 Boxes Filled&lt;br /&gt;
| Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
| Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
| Action Delay&lt;br /&gt;
| Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
| Confusion&lt;br /&gt;
| Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
| Impaired Judgment&lt;br /&gt;
| Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
| Emotional Instability&lt;br /&gt;
| Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
| Communication Difficulty&lt;br /&gt;
| Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
| Stress Resistance&lt;br /&gt;
| Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
| Voluntary Stress Recovery&lt;br /&gt;
| Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gaining Stress ==&lt;br /&gt;
Characters gain Stress boxes through the following situations:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Exposure to Horrors:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Encountering terrifying creatures, grotesque biological phenomena, or unsettling environmental hazards within the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Traumatic Events:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Witnessing death, severe injury, or other deeply distressing occurrences.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Failed Rolls Under Pressure:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Failing Intellect or relevant defense rolls in stressful or dangerous situations.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;GM Intrusions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  When the GM introduces complications, narrative twists, or unexpected dangers designed to increase tension.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Using Certain Abilities or Equipment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Some Prototypes, experimental gear, or bio-tech may impose stress as a side effect.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sustained Exposure to Hazardous Environments:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Prolonged time in corrosive, toxic, or biologically unstable areas inside the Pit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Other Narrative Reasons:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
  Any other scenario where the GM determines the character experiences significant mental strain.&lt;br /&gt;
Stress gained represents a character&#039;s mental and emotional strain and can impose penalties and impairments as tracked on the Stress Track.&lt;br /&gt;
&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rest and Narrative Downtime:&#039;&#039;&#039;  &lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical or Bio-Tech Treatment:&#039;&#039;&#039;  &lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Intrusions (XP Spend):&#039;&#039;&#039;  &lt;br /&gt;
  Players may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Narrative Resolution:&#039;&#039;&#039;  &lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities or Equipment:&#039;&#039;&#039;  &lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  &lt;br /&gt;
  Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! XP Cost / Gain&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Accept GM Intrusion&lt;br /&gt;
| Gain 2 XP&lt;br /&gt;
| One for you / one for a friend.&lt;br /&gt;
|-&lt;br /&gt;
| Use Player Intrusion&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Reroll&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Resist Stress&lt;br /&gt;
| Spend 1 XP per stress box or major effect&lt;br /&gt;
| GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Boost Roll to 18+&lt;br /&gt;
| Spend 3 XP&lt;br /&gt;
| Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
| Character Advancement Options&lt;br /&gt;
| Spend 10 XP each&lt;br /&gt;
| Includes:&amp;lt;br&amp;gt;1) Increase stat Pools (+4 points total)&amp;lt;br&amp;gt;2) Increase an Edge (+1)&amp;lt;br&amp;gt;3) Increase Effort (+1)&amp;lt;br&amp;gt;4) Gain a Skill (trained)&amp;lt;br&amp;gt;5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
* After a successful Rest, players gain one XP.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=321</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=321"/>
		<updated>2025-05-21T04:43:04Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Stress Level&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 Box Filled&lt;br /&gt;
| Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
| 2 Boxes Filled&lt;br /&gt;
| Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
| 3 Boxes Filled&lt;br /&gt;
| Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
| 4 Boxes Filled&lt;br /&gt;
| Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
| 5 Boxes Filled&lt;br /&gt;
| Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&lt;br /&gt;
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Effect&lt;br /&gt;
! Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
| Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
| Action Delay&lt;br /&gt;
| Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
| Confusion&lt;br /&gt;
| Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
| Impaired Judgment&lt;br /&gt;
| Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
| Emotional Instability&lt;br /&gt;
| Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
| Communication Difficulty&lt;br /&gt;
| Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
| Stress Resistance&lt;br /&gt;
| Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
| Voluntary Stress Recovery&lt;br /&gt;
| Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rest and Narrative Downtime:&#039;&#039;&#039;  &lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical or Bio-Tech Treatment:&#039;&#039;&#039;  &lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Intrusions (XP Spend):&#039;&#039;&#039;  &lt;br /&gt;
  Players may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Narrative Resolution:&#039;&#039;&#039;  &lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities or Equipment:&#039;&#039;&#039;  &lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039;  &lt;br /&gt;
  Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Action&lt;br /&gt;
! XP Cost / Gain&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Accept GM Intrusion&lt;br /&gt;
| Gain 2 XP&lt;br /&gt;
| One for you / one for a friend.&lt;br /&gt;
|-&lt;br /&gt;
| Use Player Intrusion&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Reroll&lt;br /&gt;
| Spend 1 XP&lt;br /&gt;
| Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Resist Stress&lt;br /&gt;
| Spend 1 XP per stress box or major effect&lt;br /&gt;
| GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
| Spend XP to Boost Roll to 18+&lt;br /&gt;
| Spend 3 XP&lt;br /&gt;
| Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
| Character Advancement Options&lt;br /&gt;
| Spend 10 XP each&lt;br /&gt;
| Includes:&amp;lt;br&amp;gt;1) Increase stat Pools (+4 points total)&amp;lt;br&amp;gt;2) Increase an Edge (+1)&amp;lt;br&amp;gt;3) Increase Effort (+1)&amp;lt;br&amp;gt;4) Gain a Skill (trained)&amp;lt;br&amp;gt;5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
* After a successful Rest, players gain one XP.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=320</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=320"/>
		<updated>2025-05-21T04:42:07Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Sources of XP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stress Level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1 Box Filled&lt;br /&gt;
|Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
|2 Boxes Filled&lt;br /&gt;
|Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
|3 Boxes Filled&lt;br /&gt;
|Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
|4 Boxes Filled&lt;br /&gt;
|Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
|5 Boxes Filled&lt;br /&gt;
|Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&lt;br /&gt;
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
|Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
|Action Delay&lt;br /&gt;
|Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
|Confusion&lt;br /&gt;
|Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
|Impaired Judgment&lt;br /&gt;
|Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
|Emotional Instability&lt;br /&gt;
|Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
|Communication Difficulty&lt;br /&gt;
|Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
|Stress Resistance&lt;br /&gt;
|Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
|Voluntary Stress Recovery&lt;br /&gt;
|Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rest and Narrative Downtime:&#039;&#039;&#039;&lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical or Bio-Tech Treatment:&#039;&#039;&#039;&lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Intrusions (XP Spend):&#039;&#039;&#039;&lt;br /&gt;
  Players may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Narrative Resolution:&#039;&#039;&#039;&lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities or Equipment:&#039;&#039;&#039;&lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!XP Cost / Gain&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Accept GM Intrusion&lt;br /&gt;
|Gain 2 XP&lt;br /&gt;
|One for you / one for a friend. &lt;br /&gt;
|-&lt;br /&gt;
|Use Player Intrusion&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Reroll&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Resist Stress&lt;br /&gt;
|Spend 1 XP per stress box or major effect&lt;br /&gt;
|GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Boost Roll to 18+&lt;br /&gt;
|Spend 3 XP&lt;br /&gt;
|Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
|Character Advancement Options&lt;br /&gt;
|Spend 10 XP each&lt;br /&gt;
|Includes:&lt;br /&gt;
1) Increase stat Pools (+4 points total)&lt;br /&gt;
2) Increase an Edge (+1)&lt;br /&gt;
3) Increase Effort (+1)&lt;br /&gt;
4) Gain a Skill (trained)&lt;br /&gt;
5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
* After a successful Rest players gain one XP. &lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=319</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=319"/>
		<updated>2025-05-21T04:41:11Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stress Level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1 Box Filled&lt;br /&gt;
|Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
|2 Boxes Filled&lt;br /&gt;
|Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
|3 Boxes Filled&lt;br /&gt;
|Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
|4 Boxes Filled&lt;br /&gt;
|Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
|5 Boxes Filled&lt;br /&gt;
|Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&lt;br /&gt;
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
|Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
|Action Delay&lt;br /&gt;
|Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
|Confusion&lt;br /&gt;
|Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
|Impaired Judgment&lt;br /&gt;
|Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
|Emotional Instability&lt;br /&gt;
|Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
|Communication Difficulty&lt;br /&gt;
|Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
|Stress Resistance&lt;br /&gt;
|Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
|Voluntary Stress Recovery&lt;br /&gt;
|Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rest and Narrative Downtime:&#039;&#039;&#039;&lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Medical or Bio-Tech Treatment:&#039;&#039;&#039;&lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Player Intrusions (XP Spend):&#039;&#039;&#039;&lt;br /&gt;
  Players may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Narrative Resolution:&#039;&#039;&#039;&lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Special Abilities or Equipment:&#039;&#039;&#039;&lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039;&lt;br /&gt;
Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!XP Cost / Gain&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Accept GM Intrusion&lt;br /&gt;
|Gain 2 XP&lt;br /&gt;
|One for you / one for a friend. &lt;br /&gt;
|-&lt;br /&gt;
|Use Player Intrusion&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Reroll&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Resist Stress&lt;br /&gt;
|Spend 1 XP per stress box or major effect&lt;br /&gt;
|GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Boost Roll to 18+&lt;br /&gt;
|Spend 3 XP&lt;br /&gt;
|Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
|Character Advancement Options&lt;br /&gt;
|Spend 10 XP each&lt;br /&gt;
|Includes:&lt;br /&gt;
1) Increase stat Pools (+4 points total)&lt;br /&gt;
2) Increase an Edge (+1)&lt;br /&gt;
3) Increase Effort (+1)&lt;br /&gt;
4) Gain a Skill (trained)&lt;br /&gt;
5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=318</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=318"/>
		<updated>2025-05-21T04:39:37Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stress Level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1 Box Filled&lt;br /&gt;
|Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
|2 Boxes Filled&lt;br /&gt;
|Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
|3 Boxes Filled&lt;br /&gt;
|Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
|4 Boxes Filled&lt;br /&gt;
|Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
|5 Boxes Filled&lt;br /&gt;
|Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&lt;br /&gt;
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
|Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
|Action Delay&lt;br /&gt;
|Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
|Confusion&lt;br /&gt;
|Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
|Impaired Judgment&lt;br /&gt;
|Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
|Emotional Instability&lt;br /&gt;
|Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
|Communication Difficulty&lt;br /&gt;
|Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
|Stress Resistance&lt;br /&gt;
|Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
|Voluntary Stress Recovery&lt;br /&gt;
|Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
== Removing Stress ==&lt;br /&gt;
&lt;br /&gt;
Characters can remove Stress boxes through the following methods:&lt;br /&gt;
&lt;br /&gt;
* **Rest and Narrative Downtime:**  &lt;br /&gt;
  Spending time away from immediate danger and engaging in calm activities allows characters to recover mental composure. Typically, characters can remove **1 Stress box per extended rest period** (e.g., a few hours of rest or safe downtime).&lt;br /&gt;
&lt;br /&gt;
* **Medical or Bio-Tech Treatment:**  &lt;br /&gt;
  Advanced medical care, bio-tech healing pods, or Anodyne Corporation treatments can accelerate Stress recovery. Such treatment may remove **1 or more Stress boxes**, depending on availability and quality.&lt;br /&gt;
&lt;br /&gt;
* **Player Intrusions (XP Spend):**  &lt;br /&gt;
  Players may spend **1 XP** to remove a Stress box during gameplay, representing the character using inner resolve, quick coping mechanisms, or brief moments of calm.&lt;br /&gt;
&lt;br /&gt;
* **Narrative Resolution:**  &lt;br /&gt;
  Overcoming a major source of fear, confronting trauma, or receiving reassurance from NPCs or other PCs may allow the GM to grant Stress removal. This encourages roleplaying and story engagement.&lt;br /&gt;
&lt;br /&gt;
* **Special Abilities or Equipment:**  &lt;br /&gt;
  Some character types, descriptors, or Prototypes may provide unique ways to reduce Stress (e.g., meditation focus, calming implants, or drugs).&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
*Note:*  &lt;br /&gt;
Stress removal does **not** happen automatically and requires player attention or narrative justification. The GM should encourage pacing recovery moments to maintain tension and immersion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!XP Cost / Gain&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Accept GM Intrusion&lt;br /&gt;
|Gain 2 XP&lt;br /&gt;
|One for you / one for a friend. &lt;br /&gt;
|-&lt;br /&gt;
|Use Player Intrusion&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Reroll&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Resist Stress&lt;br /&gt;
|Spend 1 XP per stress box or major effect&lt;br /&gt;
|GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Boost Roll to 18+&lt;br /&gt;
|Spend 3 XP&lt;br /&gt;
|Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
|Character Advancement Options&lt;br /&gt;
|Spend 10 XP each&lt;br /&gt;
|Includes:&lt;br /&gt;
1) Increase stat Pools (+4 points total)&lt;br /&gt;
2) Increase an Edge (+1)&lt;br /&gt;
3) Increase Effort (+1)&lt;br /&gt;
4) Gain a Skill (trained)&lt;br /&gt;
5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=317</id>
		<title>House Rules for Mystery Flesh Pit</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=House_Rules_for_Mystery_Flesh_Pit&amp;diff=317"/>
		<updated>2025-05-21T04:39:18Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot; = MFPNP House Rules: Stress and XP Usage =  == Stress Track == Each character tracks &amp;#039;&amp;#039;&amp;#039;Stress&amp;#039;&amp;#039;&amp;#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.  Characters have a &amp;#039;&amp;#039;&amp;#039;Stress Track&amp;#039;&amp;#039;&amp;#039; with 5 boxes: {| class=&amp;quot;wikitable&amp;quot; !Stress Level !Effect |- |1 Box Filled |Minor distraction; -1 penalty on rolls |- |2 Boxes Filled |Growing anxiety; -2 penalty, occa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= MFPNP House Rules: Stress and XP Usage =&lt;br /&gt;
&lt;br /&gt;
== Stress Track ==&lt;br /&gt;
Each character tracks &#039;&#039;&#039;Stress&#039;&#039;&#039; separately from physical damage (Might, Speed, Intellect pools). Stress represents mental and emotional strain from horror, fear, and trauma inside the Mystery Flesh Pit.&lt;br /&gt;
&lt;br /&gt;
Characters have a &#039;&#039;&#039;Stress Track&#039;&#039;&#039; with 5 boxes:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Stress Level&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|1 Box Filled&lt;br /&gt;
|Minor distraction; -1 penalty on rolls&lt;br /&gt;
|-&lt;br /&gt;
|2 Boxes Filled&lt;br /&gt;
|Growing anxiety; -2 penalty, occasional hesitation&lt;br /&gt;
|-&lt;br /&gt;
|3 Boxes Filled&lt;br /&gt;
|Panic sets in; -3 penalty, possible involuntary actions (freeze, flee)&lt;br /&gt;
|-&lt;br /&gt;
|4 Boxes Filled&lt;br /&gt;
|Severe mental impairment; difficulty concentrating, confused actions&lt;br /&gt;
|-&lt;br /&gt;
|5 Boxes Filled&lt;br /&gt;
|Breakdown; character may collapse or become incapacitated&lt;br /&gt;
|}&lt;br /&gt;
Stress is gained from encounters with horrifying creatures, environmental hazards, traumatic events, failed rolls under pressure, and GM Intrusions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary Table for Severe Mental Impairment&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Effect&lt;br /&gt;
!Mechanical Impact&lt;br /&gt;
|-&lt;br /&gt;
|Roll Penalty&lt;br /&gt;
| -3 to all rolls&lt;br /&gt;
|-&lt;br /&gt;
|Action Delay&lt;br /&gt;
|Acts last or delayed by 1 action turn&lt;br /&gt;
|-&lt;br /&gt;
|Confusion&lt;br /&gt;
|Forgetting, mixing directions&lt;br /&gt;
|-&lt;br /&gt;
|Impaired Judgment&lt;br /&gt;
|Cannot take risky/complex actions freely&lt;br /&gt;
|-&lt;br /&gt;
|Emotional Instability&lt;br /&gt;
|Unpredictable fear, panic, aggression&lt;br /&gt;
|-&lt;br /&gt;
|Communication Difficulty&lt;br /&gt;
|Slurred speech, muttering&lt;br /&gt;
|-&lt;br /&gt;
|Stress Resistance&lt;br /&gt;
|Intellect defense roll at -3&lt;br /&gt;
|-&lt;br /&gt;
|Voluntary Stress Recovery&lt;br /&gt;
|Not possible without outside help&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== XP Usage in Place of Grit ==&lt;br /&gt;
XP is the **only resource** used for stress management, player intrusions, rerolls, and character advancement.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Action&lt;br /&gt;
!XP Cost / Gain&lt;br /&gt;
!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Accept GM Intrusion&lt;br /&gt;
|Gain 2 XP&lt;br /&gt;
|One for you / one for a friend. &lt;br /&gt;
|-&lt;br /&gt;
|Use Player Intrusion&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Introduce beneficial narrative changes&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Reroll&lt;br /&gt;
|Spend 1 XP&lt;br /&gt;
|Reroll a roll.&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Resist Stress&lt;br /&gt;
|Spend 1 XP per stress box or major effect&lt;br /&gt;
|GM discretion; mitigates stress penalties&lt;br /&gt;
|-&lt;br /&gt;
|Spend XP to Boost Roll to 18+&lt;br /&gt;
|Spend 3 XP&lt;br /&gt;
|Guarantees a roll of at least 18 on d20 for success&lt;br /&gt;
|-&lt;br /&gt;
|Character Advancement Options&lt;br /&gt;
|Spend 10 XP each&lt;br /&gt;
|Includes:&lt;br /&gt;
1) Increase stat Pools (+4 points total)&lt;br /&gt;
2) Increase an Edge (+1)&lt;br /&gt;
3) Increase Effort (+1)&lt;br /&gt;
4) Gain a Skill (trained)&lt;br /&gt;
5) Special option (armor cost reduction, +2 recovery, new ability)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sources of XP ==&lt;br /&gt;
Players can gain XP from the following:&lt;br /&gt;
&lt;br /&gt;
* Accepting GM Intrusions (+2 XP each)&lt;br /&gt;
* Overcoming dangerous encounters and stressful situations (GM awarded)&lt;br /&gt;
* Completing significant story milestones or objectives&lt;br /&gt;
* Exceptional roleplaying, especially related to managing stress and horror&lt;br /&gt;
* Surviving or resolving intense narrative moments inside the Pit&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
&lt;br /&gt;
* Players must balance spending XP for immediate survival benefits against long-term character growth.&lt;br /&gt;
* Stress recovery requires narrative downtime, medical aid, or character abilities.&lt;br /&gt;
* The GM uses Intrusions liberally to increase tension and award XP.&lt;br /&gt;
* This house rule replaces the default MFP stress and Grit systems with a unified XP-based mechanic.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Main_Page&amp;diff=316</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Main_Page&amp;diff=316"/>
		<updated>2025-05-21T04:33:25Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mythos wiki logo.png|thumb|mythos.wiki]]&lt;br /&gt;
&lt;br /&gt;
== Campaign Player&#039;s Notes ==&lt;br /&gt;
&lt;br /&gt;
*[[Predation: Bring Home The Beacon]]  | GM: Charlie | Status: Active | Start: Apr 2025&lt;br /&gt;
&lt;br /&gt;
== Cheat Sheets ==&lt;br /&gt;
&lt;br /&gt;
*[[House Rules for Mystery Flesh Pit]]&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
*https://mythos.wiki/schedule&lt;br /&gt;
&lt;br /&gt;
== Great Sites ==&lt;br /&gt;
&lt;br /&gt;
* https://blasphemoustomes.com/&lt;br /&gt;
* https://www.chaosium.com/&lt;br /&gt;
* https://cthulhuwiki.chaosium.com/&lt;br /&gt;
* https://www.drivethrurpg.com/cc/16/Miskatonic&lt;br /&gt;
* https://callmepartario.github.io/og-csrd/&lt;br /&gt;
&lt;br /&gt;
== Cool Discord Servers ==&lt;br /&gt;
&lt;br /&gt;
* For Cypher System fans&lt;br /&gt;
** https://discord.gg/cypherunlimited&lt;br /&gt;
* For Good Friends of horror and horror gaming&lt;br /&gt;
** https://discord.gg/wTQ6ju24Dc&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Virus&amp;diff=315</id>
		<title>Predation: Bring Home The Beacon:Blackbone Virus</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Virus&amp;diff=315"/>
		<updated>2025-05-21T04:02:45Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Related Topics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Blackbone Virus =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blackbone Virus&#039;&#039;&#039; is a mysterious, artificial pathogen encountered during the expedition in the Blackbone Forest. It is closely associated with the Blackbone phenomenon observed in bones and creatures throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
* The virus is not natural; it appears to be artificially created, possibly of alien origin.&lt;br /&gt;
* It spreads through blood and infiltrates the entire bone structure.&lt;br /&gt;
* Upon infection, it reconstructs bone tissue with a strange, super-hard material that drastically alters the host’s physiology.&lt;br /&gt;
* The virus is present in a femo viral form, a nano-scale agent smaller than conventional nanotech.&lt;br /&gt;
* It is spreadable through consumption — predators eating infected prey become infected themselves.&lt;br /&gt;
* Mosquito-type insects act as vectors, further spreading the virus.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
* The Blackbone Virus reacts dynamically to light exposure:&lt;br /&gt;
** It grows rapidly in darkness.&lt;br /&gt;
** It can induce extreme environmental effects such as freezing water or boiling it, depending on light conditions.&lt;br /&gt;
* Infected bones exhibit unusual density and strength, often contributing to physical mutations or unnatural growths.&lt;br /&gt;
* The virus has been observed in both dinosaur and non-dinosaur fauna, including a non-dino flier.&lt;br /&gt;
&lt;br /&gt;
== Observations from the Expedition ==&lt;br /&gt;
&lt;br /&gt;
* Samples of Blackbone-infected bone were recovered and studied by the party, revealing its artificial and alien nature.&lt;br /&gt;
* The virus’s ability to manipulate biological tissue and its environmental interactions pose unique hazards and potential opportunities.&lt;br /&gt;
* The viral contamination is a major focus of ongoing research by SATI field teams.&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Blackbone Forest]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Time Anomalies]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The virus’s impact on ecosystems and its potential origins remain subjects of investigation.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Virus&amp;diff=314</id>
		<title>Predation: Bring Home The Beacon:Blackbone Virus</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Virus&amp;diff=314"/>
		<updated>2025-05-21T04:02:26Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Home: Predation: Bring Home The Beacon&amp;#039;&amp;#039;&amp;#039;  = Blackbone Virus =  The &amp;#039;&amp;#039;&amp;#039;Blackbone Virus&amp;#039;&amp;#039;&amp;#039; is a mysterious, artificial pathogen encountered during the expedition in the Blackbone Forest. It is closely associated with the Blackbone phenomenon observed in bones and creatures throughout the region.  == Characteristics ==  * The virus is not natural; it appears to be artificially created, possibly of alien origin. * It spreads through blood and infiltrates the entire b...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Blackbone Virus =&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Blackbone Virus&#039;&#039;&#039; is a mysterious, artificial pathogen encountered during the expedition in the Blackbone Forest. It is closely associated with the Blackbone phenomenon observed in bones and creatures throughout the region.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
&lt;br /&gt;
* The virus is not natural; it appears to be artificially created, possibly of alien origin.&lt;br /&gt;
* It spreads through blood and infiltrates the entire bone structure.&lt;br /&gt;
* Upon infection, it reconstructs bone tissue with a strange, super-hard material that drastically alters the host’s physiology.&lt;br /&gt;
* The virus is present in a femo viral form, a nano-scale agent smaller than conventional nanotech.&lt;br /&gt;
* It is spreadable through consumption — predators eating infected prey become infected themselves.&lt;br /&gt;
* Mosquito-type insects act as vectors, further spreading the virus.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
&lt;br /&gt;
* The Blackbone Virus reacts dynamically to light exposure:&lt;br /&gt;
** It grows rapidly in darkness.&lt;br /&gt;
** It can induce extreme environmental effects such as freezing water or boiling it, depending on light conditions.&lt;br /&gt;
* Infected bones exhibit unusual density and strength, often contributing to physical mutations or unnatural growths.&lt;br /&gt;
* The virus has been observed in both dinosaur and non-dinosaur fauna, including a non-dino flier.&lt;br /&gt;
&lt;br /&gt;
== Observations from the Expedition ==&lt;br /&gt;
&lt;br /&gt;
* Samples of Blackbone-infected bone were recovered and studied by the party, revealing its artificial and alien nature.&lt;br /&gt;
* The virus’s ability to manipulate biological tissue and its environmental interactions pose unique hazards and potential opportunities.&lt;br /&gt;
* The viral contamination is a major focus of ongoing research by SATI field teams.&lt;br /&gt;
&lt;br /&gt;
== Related Topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Blackbone Forest]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Blackbone Phenomenon]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Time Anomalies]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
* The virus’s impact on ecosystems and its potential origins remain subjects of investigation.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=313</id>
		<title>Predation: Bring Home The Beacon</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=313"/>
		<updated>2025-05-21T04:02:08Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Technology and Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Predation 14 Lie Setiawan.jpg|thumb|Predation 14 Lie Setiawan]]&lt;br /&gt;
&lt;br /&gt;
= Campaign Title: &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039; =&lt;br /&gt;
Welcome to the campaign wiki hub for &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039;. This serves as a central index for all sessions, characters, technology, and lore.&lt;br /&gt;
&lt;br /&gt;
== Current Waypoint Actions Menu ==&lt;br /&gt;
&lt;br /&gt;
# Search area to learn about flora and fauna,&lt;br /&gt;
# Hunt,&lt;br /&gt;
# Analysis of the bone or Spawning Pond Sample,&lt;br /&gt;
# Train (Skills) + Subtle Cypher that can be used to help later.,&lt;br /&gt;
# Look for Temporal Anomalies,&lt;br /&gt;
# ID Cyphers&lt;br /&gt;
&lt;br /&gt;
== Campaign Overview ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Campaign Overview]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session Logs]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Factions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Maps]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]] – Played by Syd&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] – Played by Keybounce&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos|Predation: Bring Home The Beacon:Patrocles Drakos]] – Played by Blurwake&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
&lt;br /&gt;
== Technology and Anomalies ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:DISCO]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:LUCA]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Halfium]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Wielectrics]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Beacon Listening Device]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:SATI Lozenge Contract]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Walkways]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:H-MAP System]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Zodiaxis Coordinates]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Blackbone Virus]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Heartsong Refuge]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:The Boot]]&lt;br /&gt;
&lt;br /&gt;
== Lore and Theories ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Ancient Invasion]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Meta ==&lt;br /&gt;
&lt;br /&gt;
* Campaign run by: &#039;&#039;&#039;GM : Charlie charlie9640&#039;&#039;&#039;&lt;br /&gt;
* System: &#039;&#039;&#039;Cypher System – Predation&#039;&#039;&#039;&lt;br /&gt;
* Current Year: ~50 years post-Commute&lt;br /&gt;
* Primary Objective: Recover DISCO, LUCA, and the Time Core&lt;br /&gt;
* [[Predation: Bring Home The Beacon: Rules]]&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;This campaign is a collaborative science-fantasy set in a fractured, dinosaur-haunted timeline.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_3_%E2%80%93_Anomalies_Beneath_the_Forest&amp;diff=312</id>
		<title>Predation: Bring Home The Beacon:Session 3 – Anomalies Beneath the Forest</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_3_%E2%80%93_Anomalies_Beneath_the_Forest&amp;diff=312"/>
		<updated>2025-05-21T03:58:23Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Home: Predation: Bring Home The Beacon&amp;#039;&amp;#039;&amp;#039;  = Session 3 – Anomalies Beneath the Forest = Out of Character Date: May 14, 2025  Game Days: 3  == Location ==  * Predation: Bring Home The Beacon:Blackbone Forest  == Events ==  * Marcus and Patrocles find a companion mammal for Marcus. * Marcus witnesses unnatural lights; after requesting a time anomaly to reveal more about the race linked to the BlackBone phenomenon, he secretly sneaks a message into Holly’s re...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Session 3 – Anomalies Beneath the Forest =&lt;br /&gt;
Out of Character Date: May 14, 2025&lt;br /&gt;
&lt;br /&gt;
Game Days: 3&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Blackbone Forest]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
* Marcus and Patrocles find a companion mammal for Marcus.&lt;br /&gt;
* Marcus witnesses unnatural lights; after requesting a time anomaly to reveal more about the race linked to the BlackBone phenomenon, he secretly sneaks a message into Holly’s report back to SATI.&lt;br /&gt;
* Holly discovers that the BlackBone virus reacts to changes in light:&lt;br /&gt;
** It grows rapidly in darkness.&lt;br /&gt;
** It can cause water to freeze or boil depending on conditions.&lt;br /&gt;
* The party finds a supply tunnel that appears to have once connected to Heartsong Refuge via a walkway.&lt;br /&gt;
** The tunnel seems to have contained medical supplies.&lt;br /&gt;
** Holly recovers 6 cyphers from a time anomaly within the tunnel.&lt;br /&gt;
** Traveling through the tunnel cuts off one day of travel time.&lt;br /&gt;
* The party learns that the upload/download process of data transmissions may sometimes fail to complete both ways depending on cover and reception conditions.&lt;br /&gt;
&lt;br /&gt;
== Party Members Present ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] with [[Predation: Bring Home The Beacon:Spot]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Drakos]] with [[Predation: Bring Home The Beacon:Talos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_Logs&amp;diff=311</id>
		<title>Predation: Bring Home The Beacon:Session Logs</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_Logs&amp;diff=311"/>
		<updated>2025-05-21T03:57:56Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Session Logs =&lt;br /&gt;
This page collects summaries of each game session for reference and review.&lt;br /&gt;
&lt;br /&gt;
== Sessions ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session 1 – Heartsong and Hex 42]] – The party meets Dr. Jurita Abrashi, receives the SATI lozenge contract, and learns about DISCO, LUCA, and Hex 42.&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session 2 – Into the Blackbone Forest]] — The party starts out passed the wall.&lt;br /&gt;
* [[Predation:_Bring_Home_The_Beacon:Session 3 – Anomalies Beneath the Forest]] — The party finds a tunnel under the forest. &lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=310</id>
		<title>Predation: Bring Home The Beacon</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=310"/>
		<updated>2025-05-21T03:55:26Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Current Waypoint Actions Menu */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Predation 14 Lie Setiawan.jpg|thumb|Predation 14 Lie Setiawan]]&lt;br /&gt;
&lt;br /&gt;
= Campaign Title: &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039; =&lt;br /&gt;
Welcome to the campaign wiki hub for &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039;. This serves as a central index for all sessions, characters, technology, and lore.&lt;br /&gt;
&lt;br /&gt;
== Current Waypoint Actions Menu ==&lt;br /&gt;
&lt;br /&gt;
# Search area to learn about flora and fauna,&lt;br /&gt;
# Hunt,&lt;br /&gt;
# Analysis of the bone or Spawning Pond Sample,&lt;br /&gt;
# Train (Skills) + Subtle Cypher that can be used to help later.,&lt;br /&gt;
# Look for Temporal Anomalies,&lt;br /&gt;
# ID Cyphers&lt;br /&gt;
&lt;br /&gt;
== Campaign Overview ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Campaign Overview]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session Logs]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Factions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Maps]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]] – Played by Syd&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] – Played by Keybounce&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos|Predation: Bring Home The Beacon:Patrocles Drakos]] – Played by Blurwake&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
&lt;br /&gt;
== Technology and Anomalies ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:DISCO]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:LUCA]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Halfium]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Wielectrics]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Beacon Listening Device]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:SATI Lozenge Contract]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Walkways]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:H-MAP System]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Zodiaxis Coordinates]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Heartsong Refuge]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:The Boot]]&lt;br /&gt;
&lt;br /&gt;
== Lore and Theories ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Ancient Invasion]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Meta ==&lt;br /&gt;
&lt;br /&gt;
* Campaign run by: &#039;&#039;&#039;GM : Charlie charlie9640&#039;&#039;&#039;&lt;br /&gt;
* System: &#039;&#039;&#039;Cypher System – Predation&#039;&#039;&#039;&lt;br /&gt;
* Current Year: ~50 years post-Commute&lt;br /&gt;
* Primary Objective: Recover DISCO, LUCA, and the Time Core&lt;br /&gt;
* [[Predation: Bring Home The Beacon: Rules]]&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;This campaign is a collaborative science-fantasy set in a fractured, dinosaur-haunted timeline.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=309</id>
		<title>Predation: Bring Home The Beacon</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=309"/>
		<updated>2025-05-21T03:54:35Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Campaign Title: Predation: Bring Home The Beacon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Predation 14 Lie Setiawan.jpg|thumb|Predation 14 Lie Setiawan]]&lt;br /&gt;
&lt;br /&gt;
= Campaign Title: &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039; =&lt;br /&gt;
Welcome to the campaign wiki hub for &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039;. This serves as a central index for all sessions, characters, technology, and lore.&lt;br /&gt;
&lt;br /&gt;
== Current Waypoint Actions Menu == &lt;br /&gt;
Search area to learn about flora and fauna,&lt;br /&gt;
Hunt,&lt;br /&gt;
Analysis of the bone or Spawning Pond Sample,&lt;br /&gt;
Train (Skills) + Subtle Cypher that can be used to help later.,&lt;br /&gt;
Look for Temporal Anomalies,&lt;br /&gt;
ID Cyphers&lt;br /&gt;
&lt;br /&gt;
== Campaign Overview ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Campaign Overview]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session Logs]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Factions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Maps]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]] – Played by Syd&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] – Played by Keybounce&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos|Predation: Bring Home The Beacon:Patrocles Drakos]] – Played by Blurwake&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
&lt;br /&gt;
== Technology and Anomalies ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:DISCO]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:LUCA]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Halfium]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Wielectrics]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Beacon Listening Device]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:SATI Lozenge Contract]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Walkways]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:H-MAP System]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Zodiaxis Coordinates]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Heartsong Refuge]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:The Boot]]&lt;br /&gt;
&lt;br /&gt;
== Lore and Theories ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Ancient Invasion]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;br /&gt;
&lt;br /&gt;
== Meta ==&lt;br /&gt;
&lt;br /&gt;
* Campaign run by: &#039;&#039;&#039;GM : Charlie charlie9640&#039;&#039;&#039;&lt;br /&gt;
* System: &#039;&#039;&#039;Cypher System – Predation&#039;&#039;&#039;&lt;br /&gt;
* Current Year: ~50 years post-Commute&lt;br /&gt;
* Primary Objective: Recover DISCO, LUCA, and the Time Core&lt;br /&gt;
* [[Predation: Bring Home The Beacon: Rules]]&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;This campaign is a collaborative science-fantasy set in a fractured, dinosaur-haunted timeline.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_2_%E2%80%93_Into_the_Blackbone_Forest&amp;diff=308</id>
		<title>Predation: Bring Home The Beacon:Session 2 – Into the Blackbone Forest</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_2_%E2%80%93_Into_the_Blackbone_Forest&amp;diff=308"/>
		<updated>2025-05-21T03:44:20Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Session 2 – Into the Blackbone Forest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Session 2 – Into the Blackbone Forest =&lt;br /&gt;
Out of Character Date: May 7, 2025&lt;br /&gt;
&lt;br /&gt;
Game Days: 2&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* Travel through the [[Predation: Bring Home The Beacon:Blackbone Forest]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
* Narrative flashback: Astronaut Ileya Walker of the nation of Polonia in the 24th century.&lt;br /&gt;
** Previously a military member.&lt;br /&gt;
** Involved in a drunk driving incident that caused her to leave the base.&lt;br /&gt;
** Took revenge on the drunk driver and was imprisoned at Fort Lewis with a life sentence.&lt;br /&gt;
** Selected as a technical and expendable test subject to be sent faster than light.&lt;br /&gt;
** Though gone only a few seconds in the trial, 10 years passed on Earth during her absence.&lt;br /&gt;
** Successfully achieved time travel.&lt;br /&gt;
* The party notices that [[Predation: Bring Home The Beacon:Dr. Jurita Abrashi]] is timesick and is a member of the religion known as the Time Guard.&lt;br /&gt;
* The party discovers they are the second expedition group; the first group did not bring dinosaurs.&lt;br /&gt;
* The party finds a piece of bone associated with the BlackBone phenomenon:&lt;br /&gt;
** The bone is very heavy, showing signs of being pounded down on the clavicle.&lt;br /&gt;
** The specimen appears partially or intentionally bipedal.&lt;br /&gt;
** Estimated about 12 feet tall, too large to be human.&lt;br /&gt;
** May be an engineered primate that could fall prey to predators.&lt;br /&gt;
** Signs that it may have been consumed by a predator.&lt;br /&gt;
** Bone exhibits femo viral contamination.&lt;br /&gt;
** Further study reveals:&lt;br /&gt;
*** The bone comes from a non-dino flier.&lt;br /&gt;
*** The BlackBone substance spreads through blood into the entire bone.&lt;br /&gt;
*** It rebuilds the bone with a strange super-hard material.&lt;br /&gt;
*** The substance is not natural; it is artificial and may be alien technology.&lt;br /&gt;
*** The substance appears spreadable: creatures that consume infected creatures become infected.&lt;br /&gt;
*** Mosquito-type insects may spread the substance as well.&lt;br /&gt;
&lt;br /&gt;
== Party Members Present ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] with [[Predation: Bring Home The Beacon:Spot]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Drakos]] with [[Predation: Bring Home The Beacon:Talos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_2_%E2%80%93_Into_the_Blackbone_Forest&amp;diff=307</id>
		<title>Predation: Bring Home The Beacon:Session 2 – Into the Blackbone Forest</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_2_%E2%80%93_Into_the_Blackbone_Forest&amp;diff=307"/>
		<updated>2025-05-21T03:43:33Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;= Session 2 – Into the Blackbone Forest = Out of Character Date: May 7, 2025  Game Days: 2  == Location ==  * Predation: Bring Home The Beacon:Camp Setawan * Travel through the Predation: Bring Home The Beacon:Blackbone Forest  == Events ==  * Narrative flashback: Astronaut Ileya Walker of the nation of Polonia in the 24th century. ** Previously a military member. ** Involved in a drunk driving incident that caused her to leave the base. ** Took revenge on the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Session 2 – Into the Blackbone Forest =&lt;br /&gt;
Out of Character Date: May 7, 2025&lt;br /&gt;
&lt;br /&gt;
Game Days: 2&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* Travel through the [[Predation: Bring Home The Beacon:Blackbone Forest]]&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
* Narrative flashback: Astronaut Ileya Walker of the nation of Polonia in the 24th century.&lt;br /&gt;
** Previously a military member.&lt;br /&gt;
** Involved in a drunk driving incident that caused her to leave the base.&lt;br /&gt;
** Took revenge on the drunk driver and was imprisoned at Fort Lewis with a life sentence.&lt;br /&gt;
** Selected as a technical and expendable test subject to be sent faster than light.&lt;br /&gt;
** Though gone only a few seconds in the trial, 10 years passed on Earth during her absence.&lt;br /&gt;
** Successfully achieved time travel.&lt;br /&gt;
* The party notices that [[Predation: Bring Home The Beacon:Dr. Jurita Abrashi]] is timesick and is a member of the religion known as the Time Guard.&lt;br /&gt;
* The party discovers they are the second expedition group; the first group did not bring dinosaurs.&lt;br /&gt;
* The party finds a piece of bone associated with the BlackBone phenomenon:&lt;br /&gt;
** The bone is very heavy, showing signs of being pounded down on the clavicle.&lt;br /&gt;
** The specimen appears partially or intentionally bipedal.&lt;br /&gt;
** Estimated about 12 feet tall, too large to be human.&lt;br /&gt;
** May be an engineered primate that could fall prey to predators.&lt;br /&gt;
** Signs that it may have been consumed by a predator.&lt;br /&gt;
** Bone exhibits femo viral contamination.&lt;br /&gt;
** Further study reveals:&lt;br /&gt;
*** The bone comes from a non-dino flier.&lt;br /&gt;
*** The BlackBone substance spreads through blood into the entire bone.&lt;br /&gt;
*** It rebuilds the bone with a strange super-hard material.&lt;br /&gt;
*** The substance is not natural; it is artificial and may be alien technology.&lt;br /&gt;
*** The substance appears spreadable: creatures that consume infected creatures become infected.&lt;br /&gt;
*** Mosquito-type insects may spread the substance as well.&lt;br /&gt;
&lt;br /&gt;
== Party Members Present ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] with [[Predation: Bring Home The Beacon:Spot]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Drakos]] with [[Predation: Bring Home The Beacon:Talos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_Logs&amp;diff=306</id>
		<title>Predation: Bring Home The Beacon:Session Logs</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Session_Logs&amp;diff=306"/>
		<updated>2025-05-21T03:43:17Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Sessions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Session Logs =&lt;br /&gt;
This page collects summaries of each game session for reference and review.&lt;br /&gt;
&lt;br /&gt;
== Sessions ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session 1 – Heartsong and Hex 42]] – The party meets Dr. Jurita Abrashi, receives the SATI lozenge contract, and learns about DISCO, LUCA, and Hex 42.&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session 2 – Into the Blackbone Forest]] — The party starts out passed the wall.&lt;br /&gt;
&lt;br /&gt;
== Related Pages ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Forest&amp;diff=305</id>
		<title>Predation: Bring Home The Beacon:Blackbone Forest</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Blackbone_Forest&amp;diff=305"/>
		<updated>2025-05-21T03:23:55Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;Forest&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Forest&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=304</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=304"/>
		<updated>2025-05-21T03:10:38Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Rules Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by any player)&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) and Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Characters start with &#039;&#039;&#039;10 XP at character creation&#039;&#039;&#039;. This XP can be spent on:&lt;br /&gt;
** Advancements for the character (4 XP each).&lt;br /&gt;
** Companion (Dino) advancements during character creation only.&lt;br /&gt;
* After character creation, companions level up automatically and no further XP may be spent on them.&lt;br /&gt;
* Characters regain XP up to their 10 XP cap &#039;&#039;&#039;only after completing a full 10-hour rest&#039;&#039;&#039; (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.&lt;br /&gt;
* Characters may take &#039;&#039;&#039;one advancement per 10-hour rest&#039;&#039;&#039; period.&lt;br /&gt;
* Each advancement costs &#039;&#039;&#039;4 XP&#039;&#039;&#039;.&lt;br /&gt;
* Remaining XP can be spent on narrative bonuses or temporary abilities, such as:&lt;br /&gt;
** 2 XP for a temporary skill.&lt;br /&gt;
** 3 XP to treat one roll as an automatic 18 (success).&lt;br /&gt;
* This rule encourages strategic camp building and prioritizing rest in the narrative.&lt;br /&gt;
&lt;br /&gt;
== Companion (Dino) Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Companions start at &#039;&#039;&#039;Level 2&#039;&#039;&#039; at character creation.&lt;br /&gt;
* Companion advancement after creation is automatic, tied to the character’s Tier:&lt;br /&gt;
** Level 3 when character reaches Tier 3.&lt;br /&gt;
** Level 4 when character reaches Tier 4.&lt;br /&gt;
** Level 5 (maximum) when character reaches Tier 5.&lt;br /&gt;
* Companion level affects their stats, abilities, and effectiveness.&lt;br /&gt;
* No additional XP is spent on companions after character creation.&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=303</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=303"/>
		<updated>2025-05-21T03:10:23Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Rules Summary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) and Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Characters start with &#039;&#039;&#039;10 XP at character creation&#039;&#039;&#039;. This XP can be spent on:&lt;br /&gt;
** Advancements for the character (4 XP each).&lt;br /&gt;
** Companion (Dino) advancements during character creation only.&lt;br /&gt;
* After character creation, companions level up automatically and no further XP may be spent on them.&lt;br /&gt;
* Characters regain XP up to their 10 XP cap &#039;&#039;&#039;only after completing a full 10-hour rest&#039;&#039;&#039; (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.&lt;br /&gt;
* Characters may take &#039;&#039;&#039;one advancement per 10-hour rest&#039;&#039;&#039; period.&lt;br /&gt;
* Each advancement costs &#039;&#039;&#039;4 XP&#039;&#039;&#039;.&lt;br /&gt;
* Remaining XP can be spent on narrative bonuses or temporary abilities, such as:&lt;br /&gt;
** 2 XP for a temporary skill.&lt;br /&gt;
** 3 XP to treat one roll as an automatic 18 (success).&lt;br /&gt;
* This rule encourages strategic camp building and prioritizing rest in the narrative.&lt;br /&gt;
&lt;br /&gt;
== Companion (Dino) Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Companions start at &#039;&#039;&#039;Level 2&#039;&#039;&#039; at character creation.&lt;br /&gt;
* Companion advancement after creation is automatic, tied to the character’s Tier:&lt;br /&gt;
** Level 3 when character reaches Tier 3.&lt;br /&gt;
** Level 4 when character reaches Tier 4.&lt;br /&gt;
** Level 5 (maximum) when character reaches Tier 5.&lt;br /&gt;
* Companion level affects their stats, abilities, and effectiveness.&lt;br /&gt;
* No additional XP is spent on companions after character creation.&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=302</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=302"/>
		<updated>2025-05-21T03:10:00Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Experience Points (XP) and Advancement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) and Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Characters start with &#039;&#039;&#039;10 XP at character creation&#039;&#039;&#039;. This XP can be spent on:&lt;br /&gt;
** Advancements for the character (4 XP each).&lt;br /&gt;
** Companion (Dino) advancements during character creation only.&lt;br /&gt;
* After character creation, companions level up automatically and no further XP may be spent on them.&lt;br /&gt;
* Characters regain XP up to their 10 XP cap &#039;&#039;&#039;only after completing a full 10-hour rest&#039;&#039;&#039; (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.&lt;br /&gt;
* Characters may take &#039;&#039;&#039;one advancement per 10-hour rest&#039;&#039;&#039; period.&lt;br /&gt;
* Each advancement costs &#039;&#039;&#039;4 XP&#039;&#039;&#039;.&lt;br /&gt;
* Remaining XP can be spent on narrative bonuses or temporary abilities, such as:&lt;br /&gt;
** 2 XP for a temporary skill.&lt;br /&gt;
** 3 XP to treat one roll as an automatic 18 (success).&lt;br /&gt;
* This rule encourages strategic camp building and prioritizing rest in the narrative.&lt;br /&gt;
&lt;br /&gt;
== Companion (Dino) Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Companions start at &#039;&#039;&#039;Level 2&#039;&#039;&#039; at character creation.&lt;br /&gt;
* Companion advancement after creation is automatic, tied to the character’s Tier:&lt;br /&gt;
** Level 3 when character reaches Tier 3.&lt;br /&gt;
** Level 4 when character reaches Tier 4.&lt;br /&gt;
** Level 5 (maximum) when character reaches Tier 5.&lt;br /&gt;
* Companion level affects their stats, abilities, and effectiveness.&lt;br /&gt;
* No additional XP is spent on companions after character creation.&lt;br /&gt;
&lt;br /&gt;
== Companion (Dino) Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Companions start at **Level 2** at character creation.&lt;br /&gt;
* Companion advancement after creation is automatic, tied to the character’s Tier:&lt;br /&gt;
** Level 3 when character reaches Tier 3.&lt;br /&gt;
** Level 4 when character reaches Tier 4.&lt;br /&gt;
** Level 5 (maximum) when character reaches Tier 5.&lt;br /&gt;
* Companion level affects their stats, abilities, and effectiveness.&lt;br /&gt;
* No additional XP is spent on companions after character creation.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=301</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=301"/>
		<updated>2025-05-21T03:09:06Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Experience (XP) Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience Points (XP) and Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Characters start with **10 XP at character creation**. This XP can be spent on:&lt;br /&gt;
** Advancements for the character (4 XP each).&lt;br /&gt;
** Companion (Dino) advancements during character creation only.&lt;br /&gt;
* After character creation, companions level up automatically and no further XP may be spent on them.&lt;br /&gt;
* Characters regain XP up to their 10 XP cap **only after completing a full 10-hour rest** (typically 10 hours sleep plus optional downtime). Without this rest, XP does not replenish.&lt;br /&gt;
* Characters may take **one advancement per 10-hour rest** period.&lt;br /&gt;
* Each advancement costs **4 XP**.&lt;br /&gt;
* Remaining XP can be spent on narrative bonuses or temporary abilities, such as:&lt;br /&gt;
** 2 XP for a temporary skill.&lt;br /&gt;
** 3 XP to treat one roll as an automatic 18 (success).&lt;br /&gt;
* This rule encourages strategic camp building and prioritizing rest in the narrative.&lt;br /&gt;
&lt;br /&gt;
== Companion (Dino) Advancement ==&lt;br /&gt;
&lt;br /&gt;
* Companions start at **Level 2** at character creation.&lt;br /&gt;
* Companion advancement after creation is automatic, tied to the character’s Tier:&lt;br /&gt;
** Level 3 when character reaches Tier 3.&lt;br /&gt;
** Level 4 when character reaches Tier 4.&lt;br /&gt;
** Level 5 (maximum) when character reaches Tier 5.&lt;br /&gt;
* Companion level affects their stats, abilities, and effectiveness.&lt;br /&gt;
* No additional XP is spent on companions after character creation.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=300</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=300"/>
		<updated>2025-05-21T02:58:38Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Experience (XP) Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience (XP) Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Earning XP ===&lt;br /&gt;
* Characters gain &#039;&#039;&#039;10 XP&#039;&#039;&#039; upon completing a &#039;&#039;&#039;10-hour rest&#039;&#039;&#039; (typically 8 hours sleep and 2 hours downtime).&lt;br /&gt;
*: This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp.&lt;br /&gt;
*: In high-pressure situations, rest may be delayed or risky, introducing tension and narrative weight to downtime decisions.&lt;br /&gt;
* A character may gain this XP multiple times across the campaign, but only when the 10-hour rest is achieved.&lt;br /&gt;
* &#039;&#039;&#039;Note:&#039;&#039;&#039; XP is &#039;&#039;&#039;not&#039;&#039;&#039; awarded automatically at the start of each session.&lt;br /&gt;
&lt;br /&gt;
=== Spending XP ===&lt;br /&gt;
* &#039;&#039;&#039;1 XP&#039;&#039;&#039; – Reroll any roll&lt;br /&gt;
* &#039;&#039;&#039;1 XP&#039;&#039;&#039; – Cancel a GM Intrusion (if uninvited)&lt;br /&gt;
* &#039;&#039;&#039;4 XP&#039;&#039;&#039; – One Advancement (4 needed to Tier up)&lt;br /&gt;
* &#039;&#039;&#039;4 XP&#039;&#039;&#039; – Gain an additional Cypher Slot (&#039;&#039;Cypher System&#039;&#039; p. 226)&lt;br /&gt;
* &#039;&#039;&#039;Variable&#039;&#039;&#039; – Story-based permissions, subject to &#039;&#039;&#039;GM approval&#039;&#039;&#039;&lt;br /&gt;
* Other &#039;&#039;Cypher System&#039;&#039; uses (per core rules) include:&lt;br /&gt;
*: &#039;&#039;&#039;2 XP&#039;&#039;&#039; – Gain a temporary skill&lt;br /&gt;
*: &#039;&#039;&#039;3 XP&#039;&#039;&#039; – Treat one roll as if you rolled an 18&lt;br /&gt;
&lt;br /&gt;
=== Advancement Limitations ===&lt;br /&gt;
* Players may apply &#039;&#039;&#039;only one advancement per session&#039;&#039;&#039;, regardless of how much XP they possess.&lt;br /&gt;
* XP may still be earned or spent on other options (e.g., rerolls, temporary effects) even if an advancement has already been applied that session.&lt;br /&gt;
&lt;br /&gt;
=== Notes from GM (Charlie) ===&lt;br /&gt;
This XP system is designed to reinforce the importance of safe, deliberate rest in a dangerous world. Making camp and securing downtime is essential not just for survival, but for character progression.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=299</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=299"/>
		<updated>2025-05-21T02:57:57Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Experience (XP) Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience (XP) Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Earning XP ===&lt;br /&gt;
* Characters gain **10 XP** upon completing a **10-hour rest** (typically 8 hours sleep and 2 hours downtime).&lt;br /&gt;
** This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp.&lt;br /&gt;
** In high-pressure situations, rest may be delayed or risky, introducing tension and narrative weight to downtime decisions.&lt;br /&gt;
* A character may gain this XP multiple times across the campaign, but only when the 10-hour rest is achieved.&lt;br /&gt;
* **Note:** XP is **not** awarded automatically at the start of each session.&lt;br /&gt;
&lt;br /&gt;
=== Spending XP ===&lt;br /&gt;
* **1 XP** – Reroll any roll&lt;br /&gt;
* **1 XP** – Cancel a GM Intrusion (if uninvited)&lt;br /&gt;
* **4 XP** – One Advancement (4 needed to Tier up)&lt;br /&gt;
* **4 XP** – Gain an additional Cypher Slot (Cypher System p. 226)&lt;br /&gt;
* **Variable** – Story-based permissions, subject to **GM approval**&lt;br /&gt;
* Other Cypher System uses (per core rules) include:&lt;br /&gt;
** **2 XP** – Gain a temporary skill&lt;br /&gt;
** **3 XP** – Treat one roll as if you rolled an 18&lt;br /&gt;
&lt;br /&gt;
=== Advancement Limitations ===&lt;br /&gt;
* Players may apply **only one advancement per session**, regardless of how much XP they possess.&lt;br /&gt;
* XP may still be earned or spent on other options (e.g., rerolls, temporary effects) even if an advancement has already been applied that session.&lt;br /&gt;
&lt;br /&gt;
=== Notes from GM (Charlie) ===&lt;br /&gt;
This XP system is designed to reinforce the importance of safe, deliberate rest in a dangerous world. Making camp and securing downtime is essential not just for survival, but for character progression.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=298</id>
		<title>Predation: Bring Home The Beacon: Rules</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:_Rules&amp;diff=298"/>
		<updated>2025-05-21T02:57:39Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* XP Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
== Rules Summary ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039;: Cypher System – Predation&lt;br /&gt;
* You play:&lt;br /&gt;
** One &#039;&#039;&#039;character&#039;&#039;&#039; (Karn, Tec, Pteryx, Osteon)&lt;br /&gt;
** One &#039;&#039;&#039;companion&#039;&#039;&#039; (played by another player)&lt;br /&gt;
&lt;br /&gt;
== Experience (XP) Rules ==&lt;br /&gt;
&lt;br /&gt;
=== Earning XP ===&lt;br /&gt;
&lt;br /&gt;
* Characters gain **10 XP** upon completing a **10-hour rest** (typically 8 hours sleep and 2 hours downtime).&lt;br /&gt;
** This rest must be uninterrupted and safe, requiring the party to prioritize establishing a proper camp.&lt;br /&gt;
** In high-pressure situations, rest may be delayed or risky, introducing tension and narrative weight to downtime decisions.&lt;br /&gt;
* A character may gain this XP multiple times across the campaign, but only when the 10-hour rest is achieved.&lt;br /&gt;
* **Note:** XP is **not** awarded automatically at the start of each session.&lt;br /&gt;
&lt;br /&gt;
=== Spending XP ===&lt;br /&gt;
&lt;br /&gt;
* **1 XP** – Reroll any roll&lt;br /&gt;
* **1 XP** – Cancel a GM Intrusion (if uninvited)&lt;br /&gt;
* **4 XP** – One Advancement (4 needed to Tier up)&lt;br /&gt;
* **4 XP** – Gain an additional Cypher Slot (Cypher System p. 226)&lt;br /&gt;
* **Variable** – Story-based permissions, subject to **GM approval**&lt;br /&gt;
* Other Cypher System uses (per core rules) include:&lt;br /&gt;
** **2 XP** – Gain a temporary skill&lt;br /&gt;
** **3 XP** – Treat one roll as if you rolled an 18&lt;br /&gt;
&lt;br /&gt;
=== Advancement Limitations ===&lt;br /&gt;
&lt;br /&gt;
* Players may apply **only one advancement per session**, regardless of how much XP they possess.&lt;br /&gt;
* XP may still be earned or spent on other options (e.g., rerolls, temporary effects) even if an advancement has already been applied that session.&lt;br /&gt;
&lt;br /&gt;
=== Notes from GM (Charlie) ===&lt;br /&gt;
This XP system is designed to reinforce the importance of safe, deliberate rest in a dangerous world. Making camp and securing downtime is essential not just for survival, but for character progression.&lt;br /&gt;
&lt;br /&gt;
=== Player Intrusions ===&lt;br /&gt;
&lt;br /&gt;
* At any time, you may spend &#039;&#039;&#039;1 XP&#039;&#039;&#039; to introduce a narrative twist in your favor.&lt;br /&gt;
* Examples include:&lt;br /&gt;
** A useful coincidence&lt;br /&gt;
** A hidden object&lt;br /&gt;
** A previously unknown ally&lt;br /&gt;
** A new tactical advantage&lt;br /&gt;
* All intrusions are subject to GM approval.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=297</id>
		<title>Predation: Bring Home The Beacon:Marcus Camus</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=297"/>
		<updated>2025-05-15T01:46:13Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
= Marcus Camus =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Syd  &lt;br /&gt;
[[File:Marcus Camus.png|thumb|Marcus Camus]]&lt;br /&gt;
&#039;&#039;&#039;Companion:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Marcus Camus is a middle-aged techno-shaman who distrusts the dominant use of dinosaurs in society. He believes civilization is doomed and favors a vision of survival based on underground technological infrastructure and consciousness preservation.&lt;br /&gt;
&lt;br /&gt;
He is heavily augmented and serves as the team’s primary interface with machines and lost technology.&lt;br /&gt;
&lt;br /&gt;
== Story Involvement ==&lt;br /&gt;
* Present during the initial briefing at Heartsong Refuge&lt;br /&gt;
* Participated in the mission involving [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* Accepted the SATI-enforced lozenge contract&lt;br /&gt;
* His ocular implant records and intermittently transmits visual data to SATI&lt;br /&gt;
* Part of the team currently monitoring the DISCO beacon transmission&lt;br /&gt;
&lt;br /&gt;
== Build Log ==&lt;br /&gt;
=== Session 0 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-23&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (8 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; +4 Stat Points &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
*** Result: T:1 | E:1 | M:12 | S:11 | I:17/1 | C2&lt;br /&gt;
** &#039;&#039;&#039;Other Option:&#039;&#039;&#039; Reduce Armor Cost &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 1 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-30&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Skill Training — Machine Affinity &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 2 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:2 | E:1 | M:10 | S:11/1 | I:15/1 | C2 — &#039;&#039;&#039;2025-05-07&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Move Toward Perfection (Speed) &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
* Tier: 2&lt;br /&gt;
** &#039;&#039;&#039;Practiced in Armor&#039;&#039;&#039; &#039;&#039;Predation (p.32)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coaxing Power&#039;&#039;&#039; (2 Intellect): Boost machine function by 1 level for 1 hour. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Charm Machine&#039;&#039;&#039; (2 Intellect): Convince machine to &amp;quot;like&amp;quot; you; 50% chance harmful action fails. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
** [[File:Marcus and his pet.png|thumb|Marcus and his pet]]Companion &lt;br /&gt;
&lt;br /&gt;
== Character Base Build: Doomed Osteon who Talks to Machines ==&lt;br /&gt;
=== Tier: 1 ===&lt;br /&gt;
==== Stats ====&lt;br /&gt;
* M:7 S:9 I:12 +6 pool points &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* M:10 S:9 I:15 &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* Background Connection Roll: 2 &#039;&#039;Predation (p. 31)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Effort:&#039;&#039;&#039; Your &#039;&#039;&#039;Effort is 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15&lt;br /&gt;
* &#039;&#039;&#039;Genius:&#039;&#039;&#039; You have an &#039;&#039;&#039;Intellect Edge of 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1&lt;br /&gt;
* &#039;&#039;&#039;Cypher Use:&#039;&#039;&#039; You can bear two cyphers at a time. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Weapons:&#039;&#039;&#039; Use light weapons without penalty; medium and heavy weapons are hindered. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
* Appropriate clothing&lt;br /&gt;
** &#039;&#039;&#039;Light smartfluid armor&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
*** Speed Effort Additional Cost Per Level +1 &#039;&#039;Cypher System Revised Rules (p.202)&#039;&#039;&lt;br /&gt;
*** Speed Effort Untrained in Armor Cost Per Level +1&lt;br /&gt;
* Light weapon&lt;br /&gt;
** &#039;&#039;&#039;Handgun&#039;&#039;&#039;, medium level 3 (9) Expensive / Medium weapon (4 damage), long range. &#039;&#039;The Stars Are Fire (p.85)&#039;&#039;&lt;br /&gt;
* Two expensive items&lt;br /&gt;
** &#039;&#039;&#039;Force field, quick&#039;&#039;&#039; level 4 (12) Very Expensive / Not armor; implant grants +1 Armor for 1 hour, must be recharged. &#039;&#039;The Stars Are Fire (p.73)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Mind’s eye&#039;&#039;&#039; level 4 (12) Expensive / Cortical implant for AR-like function and self-regulation. &#039;&#039;The Stars Are Fire (p.69)&#039;&#039;&lt;br /&gt;
* Two moderate items&lt;br /&gt;
** &#039;&#039;&#039;Nightvision&#039;&#039;&#039; (built into Mind’s eye) / Asset to seeing in the dark &#039;&#039;Predation (p. 63)&#039;&#039;&lt;br /&gt;
* Four inexpensive items&lt;br /&gt;
** &#039;&#039;&#039;Ammo&#039;&#039;&#039; (box of 50 rounds) level 1 (3) &#039;&#039;The Stars Are Fire (p.83)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Adventurer’s pack&#039;&#039;&#039; &#039;&#039;Predation (p. 64)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Simple metal shield&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
* &#039;&#039;&#039;Time Tap&#039;&#039;&#039; (2 Intellect): Ask time anomaly 1 question. Gain vision. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Practiced&#039;&#039;&#039; (Med Weapons): Use light/medium weapons; heavy weapons hindered. Enabler. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Understanding&#039;&#039;&#039; (1 Intellect): Study a creature/object; next interaction gains 1 asset. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction Skills&#039;&#039;&#039; &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cyphers ====&lt;br /&gt;
* &#039;&#039;&#039;Stable Autopoasis&#039;&#039;&#039; — Regeneration Device — 10 minutes — Level 5 — SATI Tech&lt;br /&gt;
* &#039;&#039;&#039;Small Marble Growth Hormone&#039;&#039;&#039; — Matures target in 24 hours — Level 6&lt;br /&gt;
&lt;br /&gt;
=== Descriptor: Doomed ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.44)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Jumpy&#039;&#039;&#039;: +2 to your Speed Pool.&lt;br /&gt;
** Doomed Osteon T:1 | E:1 | M:10 | S:11 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Trained Skills&#039;&#039;&#039;:&lt;br /&gt;
** Perception-related tasks&lt;br /&gt;
** Speed defense tasks&lt;br /&gt;
** Intellect defense vs. mental shocks/sanity loss&lt;br /&gt;
* &#039;&#039;&#039;Doom&#039;&#039;&#039;: Every other GM intrusion cannot be refused and gives no XP to you.&lt;br /&gt;
&lt;br /&gt;
=== Focus: Talks to Machines ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.77)&#039;&#039;&lt;br /&gt;
* Use your organic brain like a computer; interface wirelessly with electronic devices.&lt;br /&gt;
* Tier 1:&lt;br /&gt;
** &#039;&#039;&#039;Machine Affinity&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.159)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Distant Interface&#039;&#039;&#039; (2 Intellect): Control known machine at long range. Action. &#039;&#039;Cypher System Revised Rules (p.130)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Party Connections ==&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=File:Marcus_and_his_pet.png&amp;diff=296</id>
		<title>File:Marcus and his pet.png</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=File:Marcus_and_his_pet.png&amp;diff=296"/>
		<updated>2025-05-15T01:45:12Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marcus and his pet&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=295</id>
		<title>Predation: Bring Home The Beacon:Marcus Camus</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=295"/>
		<updated>2025-05-15T00:29:40Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
= Marcus Camus =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Syd  &lt;br /&gt;
[[File:Marcus Camus.png|thumb|Marcus Camus]]&lt;br /&gt;
&#039;&#039;&#039;Companion:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Marcus Camus is a middle-aged techno-shaman who distrusts the dominant use of dinosaurs in society. He believes civilization is doomed and favors a vision of survival based on underground technological infrastructure and consciousness preservation.&lt;br /&gt;
&lt;br /&gt;
He is heavily augmented and serves as the team’s primary interface with machines and lost technology.&lt;br /&gt;
&lt;br /&gt;
== Story Involvement ==&lt;br /&gt;
* Present during the initial briefing at Heartsong Refuge&lt;br /&gt;
* Participated in the mission involving [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* Accepted the SATI-enforced lozenge contract&lt;br /&gt;
* His ocular implant records and intermittently transmits visual data to SATI&lt;br /&gt;
* Part of the team currently monitoring the DISCO beacon transmission&lt;br /&gt;
&lt;br /&gt;
== Build Log ==&lt;br /&gt;
=== Session 0 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-23&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (8 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; +4 Stat Points &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
*** Result: T:1 | E:1 | M:12 | S:11 | I:17/1 | C2&lt;br /&gt;
** &#039;&#039;&#039;Other Option:&#039;&#039;&#039; Reduce Armor Cost &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 1 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-30&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Skill Training — Machine Affinity &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 2 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:2 | E:1 | M:10 | S:11/1 | I:15/1 | C2 — &#039;&#039;&#039;2025-05-07&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Move Toward Perfection (Speed) &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
* Tier: 2&lt;br /&gt;
** &#039;&#039;&#039;Practiced in Armor&#039;&#039;&#039; &#039;&#039;Predation (p.32)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coaxing Power&#039;&#039;&#039; (2 Intellect): Boost machine function by 1 level for 1 hour. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Charm Machine&#039;&#039;&#039; (2 Intellect): Convince machine to &amp;quot;like&amp;quot; you; 50% chance harmful action fails. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
** Companion&lt;br /&gt;
&lt;br /&gt;
== Character Base Build: Doomed Osteon who Talks to Machines ==&lt;br /&gt;
=== Tier: 1 ===&lt;br /&gt;
==== Stats ====&lt;br /&gt;
* M:7 S:9 I:12 +6 pool points &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* M:10 S:9 I:15 &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* Background Connection Roll: 2 &#039;&#039;Predation (p. 31)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Effort:&#039;&#039;&#039; Your &#039;&#039;&#039;Effort is 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15&lt;br /&gt;
* &#039;&#039;&#039;Genius:&#039;&#039;&#039; You have an &#039;&#039;&#039;Intellect Edge of 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1&lt;br /&gt;
* &#039;&#039;&#039;Cypher Use:&#039;&#039;&#039; You can bear two cyphers at a time. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Weapons:&#039;&#039;&#039; Use light weapons without penalty; medium and heavy weapons are hindered. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
* Appropriate clothing&lt;br /&gt;
** &#039;&#039;&#039;Light smartfluid armor&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
*** Speed Effort Additional Cost Per Level +1 &#039;&#039;Cypher System Revised Rules (p.202)&#039;&#039;&lt;br /&gt;
*** Speed Effort Untrained in Armor Cost Per Level +1&lt;br /&gt;
* Light weapon&lt;br /&gt;
** &#039;&#039;&#039;Handgun&#039;&#039;&#039;, medium level 3 (9) Expensive / Medium weapon (4 damage), long range. &#039;&#039;The Stars Are Fire (p.85)&#039;&#039;&lt;br /&gt;
* Two expensive items&lt;br /&gt;
** &#039;&#039;&#039;Force field, quick&#039;&#039;&#039; level 4 (12) Very Expensive / Not armor; implant grants +1 Armor for 1 hour, must be recharged. &#039;&#039;The Stars Are Fire (p.73)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Mind’s eye&#039;&#039;&#039; level 4 (12) Expensive / Cortical implant for AR-like function and self-regulation. &#039;&#039;The Stars Are Fire (p.69)&#039;&#039;&lt;br /&gt;
* Two moderate items&lt;br /&gt;
** &#039;&#039;&#039;Nightvision&#039;&#039;&#039; (built into Mind’s eye) / Asset to seeing in the dark &#039;&#039;Predation (p. 63)&#039;&#039;&lt;br /&gt;
* Four inexpensive items&lt;br /&gt;
** &#039;&#039;&#039;Ammo&#039;&#039;&#039; (box of 50 rounds) level 1 (3) &#039;&#039;The Stars Are Fire (p.83)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Adventurer’s pack&#039;&#039;&#039; &#039;&#039;Predation (p. 64)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Simple metal shield&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
* &#039;&#039;&#039;Time Tap&#039;&#039;&#039; (2 Intellect): Ask time anomaly 1 question. Gain vision. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Practiced&#039;&#039;&#039; (Med Weapons): Use light/medium weapons; heavy weapons hindered. Enabler. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Understanding&#039;&#039;&#039; (1 Intellect): Study a creature/object; next interaction gains 1 asset. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction Skills&#039;&#039;&#039; &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cyphers ====&lt;br /&gt;
* &#039;&#039;&#039;Stable Autopoasis&#039;&#039;&#039; — Regeneration Device — 10 minutes — Level 5 — SATI Tech&lt;br /&gt;
* &#039;&#039;&#039;Small Marble Growth Hormone&#039;&#039;&#039; — Matures target in 24 hours — Level 6&lt;br /&gt;
&lt;br /&gt;
=== Descriptor: Doomed ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.44)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Jumpy&#039;&#039;&#039;: +2 to your Speed Pool.&lt;br /&gt;
** Doomed Osteon T:1 | E:1 | M:10 | S:11 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Trained Skills&#039;&#039;&#039;:&lt;br /&gt;
** Perception-related tasks&lt;br /&gt;
** Speed defense tasks&lt;br /&gt;
** Intellect defense vs. mental shocks/sanity loss&lt;br /&gt;
* &#039;&#039;&#039;Doom&#039;&#039;&#039;: Every other GM intrusion cannot be refused and gives no XP to you.&lt;br /&gt;
&lt;br /&gt;
=== Focus: Talks to Machines ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.77)&#039;&#039;&lt;br /&gt;
* Use your organic brain like a computer; interface wirelessly with electronic devices.&lt;br /&gt;
* Tier 1:&lt;br /&gt;
** &#039;&#039;&#039;Machine Affinity&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.159)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Distant Interface&#039;&#039;&#039; (2 Intellect): Control known machine at long range. Action. &#039;&#039;Cypher System Revised Rules (p.130)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Party Connections ==&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=294</id>
		<title>Predation: Bring Home The Beacon:Marcus Camus</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Marcus_Camus&amp;diff=294"/>
		<updated>2025-05-08T20:03:22Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Marcus Camus */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Home: [[Predation: Bring Home The Beacon]]&lt;br /&gt;
&lt;br /&gt;
= Marcus Camus =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Player:&#039;&#039;&#039; Syd  &lt;br /&gt;
[[File:Marcus Camus.png|thumb|Marcus Camus]]&lt;br /&gt;
&#039;&#039;&#039;Companion:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
Marcus Camus is a middle-aged techno-shaman who distrusts the dominant use of dinosaurs in society. He believes civilization is doomed and favors a vision of survival based on underground technological infrastructure and consciousness preservation.&lt;br /&gt;
&lt;br /&gt;
He is heavily augmented and serves as the team’s primary interface with machines and lost technology.&lt;br /&gt;
&lt;br /&gt;
== Story Involvement ==&lt;br /&gt;
* Present during the initial briefing at Heartsong Refuge&lt;br /&gt;
* Participated in the mission involving [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* Accepted the SATI-enforced lozenge contract&lt;br /&gt;
* His ocular implant records and intermittently transmits visual data to SATI&lt;br /&gt;
* Part of the team currently monitoring the DISCO beacon transmission&lt;br /&gt;
&lt;br /&gt;
== Build Log ==&lt;br /&gt;
=== Session 0 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-23&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (8 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; +4 Stat Points &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
*** Result: T:1 | E:1 | M:12 | S:11 | I:17/1 | C2&lt;br /&gt;
** &#039;&#039;&#039;Other Option:&#039;&#039;&#039; Reduce Armor Cost &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 1 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:1 | E:1 | M:10 | S:11 | I:15/1 | C2 — &#039;&#039;&#039;2025-04-30&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Skill Training — Machine Affinity &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Session 2 ===&lt;br /&gt;
* Build: Doomed Osteon who Talks To Machines: T:2 | E:1 | M:10 | S:11/1 | I:15/1 | C2 — &#039;&#039;&#039;2025-05-07&#039;&#039;&#039;&lt;br /&gt;
* XP: 10 (4 usable)&lt;br /&gt;
** &#039;&#039;&#039;Advancement:&#039;&#039;&#039; Move Toward Perfection (Speed) &#039;&#039;Cypher System Revised Rules (p.240)&#039;&#039;&lt;br /&gt;
* Tier: 2&lt;br /&gt;
** &#039;&#039;&#039;Practiced in Armor&#039;&#039;&#039; &#039;&#039;Predation (p.32)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Speed Recovery&#039;&#039;&#039; (3 Intellect): Halve time for recovery roll. Action. &#039;&#039;Predation (p.32)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Coaxing Power&#039;&#039;&#039; (2 Intellect): Boost machine function by 1 level for 1 hour. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Charm Machine&#039;&#039;&#039; (2 Intellect): Convince machine to &amp;quot;like&amp;quot; you; 50% chance harmful action fails. Action. &#039;&#039;Cypher System Revised Rules (p.119)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Character Base Build: Doomed Osteon who Talks to Machines ==&lt;br /&gt;
=== Tier: 1 ===&lt;br /&gt;
==== Stats ====&lt;br /&gt;
* M:7 S:9 I:12 +6 pool points &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* M:10 S:9 I:15 &#039;&#039;Predation (p. 30)&#039;&#039;&lt;br /&gt;
* Background Connection Roll: 2 &#039;&#039;Predation (p. 31)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Effort:&#039;&#039;&#039; Your &#039;&#039;&#039;Effort is 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15&lt;br /&gt;
* &#039;&#039;&#039;Genius:&#039;&#039;&#039; You have an &#039;&#039;&#039;Intellect Edge of 1&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1&lt;br /&gt;
* &#039;&#039;&#039;Cypher Use:&#039;&#039;&#039; You can bear two cyphers at a time. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
** T:1 | E:1 | M:10 | S:9 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Weapons:&#039;&#039;&#039; Use light weapons without penalty; medium and heavy weapons are hindered. &#039;&#039;Cypher System Revised Rules (p.31)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Starting Equipment ====&lt;br /&gt;
* Appropriate clothing&lt;br /&gt;
** &#039;&#039;&#039;Light smartfluid armor&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
*** Speed Effort Additional Cost Per Level +1 &#039;&#039;Cypher System Revised Rules (p.202)&#039;&#039;&lt;br /&gt;
*** Speed Effort Untrained in Armor Cost Per Level +1&lt;br /&gt;
* Light weapon&lt;br /&gt;
** &#039;&#039;&#039;Handgun&#039;&#039;&#039;, medium level 3 (9) Expensive / Medium weapon (4 damage), long range. &#039;&#039;The Stars Are Fire (p.85)&#039;&#039;&lt;br /&gt;
* Two expensive items&lt;br /&gt;
** &#039;&#039;&#039;Force field, quick&#039;&#039;&#039; level 4 (12) Very Expensive / Not armor; implant grants +1 Armor for 1 hour, must be recharged. &#039;&#039;The Stars Are Fire (p.73)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Mind’s eye&#039;&#039;&#039; level 4 (12) Expensive / Cortical implant for AR-like function and self-regulation. &#039;&#039;The Stars Are Fire (p.69)&#039;&#039;&lt;br /&gt;
* Two moderate items&lt;br /&gt;
** &#039;&#039;&#039;Nightvision&#039;&#039;&#039; (built into Mind’s eye) / Asset to seeing in the dark &#039;&#039;Predation (p. 63)&#039;&#039;&lt;br /&gt;
* Four inexpensive items&lt;br /&gt;
** &#039;&#039;&#039;Ammo&#039;&#039;&#039; (box of 50 rounds) level 1 (3) &#039;&#039;The Stars Are Fire (p.83)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Adventurer’s pack&#039;&#039;&#039; &#039;&#039;Predation (p. 64)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Simple metal shield&#039;&#039;&#039; &#039;&#039;Predation (p. 62)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Abilities ====&lt;br /&gt;
* &#039;&#039;&#039;Time Tap&#039;&#039;&#039; (2 Intellect): Ask time anomaly 1 question. Gain vision. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Practiced&#039;&#039;&#039; (Med Weapons): Use light/medium weapons; heavy weapons hindered. Enabler. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Understanding&#039;&#039;&#039; (1 Intellect): Study a creature/object; next interaction gains 1 asset. Action. &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Interaction Skills&#039;&#039;&#039; &#039;&#039;Predation (p. 32)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Cyphers ====&lt;br /&gt;
* &#039;&#039;&#039;Stable Autopoasis&#039;&#039;&#039; — Regeneration Device — 10 minutes — Level 5 — SATI Tech&lt;br /&gt;
* &#039;&#039;&#039;Small Marble Growth Hormone&#039;&#039;&#039; — Matures target in 24 hours — Level 6&lt;br /&gt;
&lt;br /&gt;
=== Descriptor: Doomed ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.44)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Jumpy&#039;&#039;&#039;: +2 to your Speed Pool.&lt;br /&gt;
** Doomed Osteon T:1 | E:1 | M:10 | S:11 | I:15/1 | C2&lt;br /&gt;
* &#039;&#039;&#039;Trained Skills&#039;&#039;&#039;:&lt;br /&gt;
** Perception-related tasks&lt;br /&gt;
** Speed defense tasks&lt;br /&gt;
** Intellect defense vs. mental shocks/sanity loss&lt;br /&gt;
* &#039;&#039;&#039;Doom&#039;&#039;&#039;: Every other GM intrusion cannot be refused and gives no XP to you.&lt;br /&gt;
&lt;br /&gt;
=== Focus: Talks to Machines ===&lt;br /&gt;
&#039;&#039;Cypher System Revised Rules (p.77)&#039;&#039;&lt;br /&gt;
* Use your organic brain like a computer; interface wirelessly with electronic devices.&lt;br /&gt;
* Tier 1:&lt;br /&gt;
** &#039;&#039;&#039;Machine Affinity&#039;&#039;&#039; &#039;&#039;Cypher System Revised Rules (p.159)&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Distant Interface&#039;&#039;&#039; (2 Intellect): Control known machine at long range. Action. &#039;&#039;Cypher System Revised Rules (p.130)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Party Connections ==&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos]]&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:H-MAP_System&amp;diff=293</id>
		<title>Predation: Bring Home The Beacon:H-MAP System</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:H-MAP_System&amp;diff=293"/>
		<updated>2025-05-05T12:19:28Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There is no GPS, but there are holomaps that align to points where you synchronize and it reads your travel by foot and orientation of the front of your body, or you can set it for tracking approximate pace and time for travel by mount.   This is not perfect but it allows for your approximate position on a map to be tracked, and it can be repositioned on visible landmarks, so that means you can course correct, or make it useless if you pin your location way off mark.   The actual computer is on Spot the Triceratops but wi-lectrically you have projectors and receivers.  It can individually track monitor and notes and marks can be added.   This is what navigation checks are really helpful for, using holistic holographic navigation and tracking systems, or “H-maps”.   Yours is owned by SATI and dispersed to Dr Marshall for field research.  She has base difficulty 2 to repair it.  It is important to realize this is more like framework and not satellite image.  It is not picture perfect, has approximate information, and is VERY low poly but can, on a 12 point “Zodiaxis” accelerometer system, record and work with elevation, direction, and orientation (horizontal and vertical).  When you sleep (10 hour recovery), it compiles feed data from local optics via wi-lectric connection to other SATI sensors to approximate information of foilage and calculates information to try and fill in the way ahead.   It takes ten minutes to replot your location in the system, and one hour to rebuild the Augmented Reality around that location or reboot the system.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Zodiaxis_Coordinates&amp;diff=292</id>
		<title>Predation: Bring Home The Beacon:Zodiaxis Coordinates</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Zodiaxis_Coordinates&amp;diff=292"/>
		<updated>2025-05-05T12:18:59Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of four coordinate quadrants of a flat plane or a the six coordinates of three dimensions (corresponding roughly to the sides of a cube), SATI plots placement in Space AND Time on a system of 12 directions, known as the Zodiaxis.  This takes into account time as well as space.   Zodiaxis technology is resistant to aging or degrading.  It can be damaged, and destroyed, but it cannot rot or rust away due to entropy of a temporal disturbance or anomaly.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Zodiaxis_Coordinates&amp;diff=291</id>
		<title>Predation: Bring Home The Beacon:Zodiaxis Coordinates</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Zodiaxis_Coordinates&amp;diff=291"/>
		<updated>2025-05-05T12:18:06Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;* &amp;#039;&amp;#039;&amp;#039;Home: Predation: Bring Home The Beacon&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:H-MAP_System&amp;diff=290</id>
		<title>Predation: Bring Home The Beacon:H-MAP System</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:H-MAP_System&amp;diff=290"/>
		<updated>2025-05-05T12:17:56Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;* &amp;#039;&amp;#039;&amp;#039;Home: Predation: Bring Home The Beacon&amp;#039;&amp;#039;&amp;#039;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=289</id>
		<title>Predation: Bring Home The Beacon</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon&amp;diff=289"/>
		<updated>2025-05-05T12:17:40Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: /* Technology and Anomalies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:Predation 14 Lie Setiawan.jpg|thumb|Predation 14 Lie Setiawan]]&lt;br /&gt;
&lt;br /&gt;
= Campaign Title: &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039; =&lt;br /&gt;
Welcome to the campaign wiki hub for &#039;&#039;&#039;Predation: Bring Home The Beacon&#039;&#039;&#039;. This serves as a central index for all sessions, characters, technology, and lore.&lt;br /&gt;
&lt;br /&gt;
== Campaign Overview ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Campaign Overview]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Session Logs]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Factions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Glossary]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Maps]]&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Marcus Camus]] – Played by Syd&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Dr. Holly Marshal]] – Played by Keybounce&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Patrocles Dracos|Predation: Bring Home The Beacon:Patrocles Drakos]] – Played by Blurwake&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Companions]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Characters (NPCs)]]&lt;br /&gt;
&lt;br /&gt;
== Technology and Anomalies ==&lt;br /&gt;
&lt;br /&gt;
* [[Predation: Bring Home The Beacon:DISCO]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:LUCA]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Halfium]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Wielectrics]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Beacon Listening Device]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:SATI Lozenge Contract]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Walkways]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:H-MAP System]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Zodiaxis Coordinates]]&lt;br /&gt;
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== Locations ==&lt;br /&gt;
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* [[Predation: Bring Home The Beacon:Hex 42]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Heartsong Refuge]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Camp Setawan]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:The Boot]]&lt;br /&gt;
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== Lore and Theories ==&lt;br /&gt;
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* [[Predation: Bring Home The Beacon:Ancient Invasion]]&lt;br /&gt;
* [[Predation: Bring Home The Beacon:Timeline]]&lt;br /&gt;
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== Meta ==&lt;br /&gt;
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* Campaign run by: &#039;&#039;&#039;GM : Charlie charlie9640&#039;&#039;&#039;&lt;br /&gt;
* System: &#039;&#039;&#039;Cypher System – Predation&#039;&#039;&#039;&lt;br /&gt;
* Current Year: ~50 years post-Commute&lt;br /&gt;
* Primary Objective: Recover DISCO, LUCA, and the Time Core&lt;br /&gt;
* [[Predation: Bring Home The Beacon: Rules]]&lt;br /&gt;
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----&#039;&#039;This campaign is a collaborative science-fantasy set in a fractured, dinosaur-haunted timeline.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Walkways&amp;diff=288</id>
		<title>Predation: Bring Home The Beacon:Walkways</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Walkways&amp;diff=288"/>
		<updated>2025-05-05T12:16:08Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;Home: [[Predation: Bring Home The Beacon]]&#039;&#039;&#039;&lt;br /&gt;
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Walkways:  The perpetual Walkways, or open gates you could walk through and be elsewhere, were highly utilized  between SATI facilities and the Commuting gate that was the source of the devastation of SATI facilities, infrastructure, and personnel.  The blast from this destroyed many facilities and left others full of corpses from the blast or the sudden loss of all oxygen as it fed the flames at the sites of disaster.    Walkway technology was lost.   This was in some ways more disastrous than the last commute as it compromised almost all known SATI facilities, and many that were highly confidential.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
	<entry>
		<id>https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Walkways&amp;diff=287</id>
		<title>Predation: Bring Home The Beacon:Walkways</title>
		<link rel="alternate" type="text/html" href="https://mythos.wiki/index.php?title=Predation:_Bring_Home_The_Beacon:Walkways&amp;diff=287"/>
		<updated>2025-05-05T12:15:00Z</updated>

		<summary type="html">&lt;p&gt;Acdsz: Created page with &amp;quot;Walkways:  The perpetual Walkways, or open gates you could walk through and be elsewhere, were highly utilized  between SATI facilities and the Commuting gate that was the source of the devastation of SATI facilities, infrastructure, and personnel.  The blast from this destroyed many facilities and left others full of corpses from the blast or the sudden loss of all oxygen as it fed the flames at the sites of disaster.    Walkway technology was lost.   This was in...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Walkways:  The perpetual Walkways, or open gates you could walk through and be elsewhere, were highly utilized  between SATI facilities and the Commuting gate that was the source of the devastation of SATI facilities, infrastructure, and personnel.  The blast from this destroyed many facilities and left others full of corpses from the blast or the sudden loss of all oxygen as it fed the flames at the sites of disaster.    Walkway technology was lost.   This was in some ways more disastrous than the last commute as it compromised almost all known SATI facilities, and many that were highly confidential.&lt;/div&gt;</summary>
		<author><name>Acdsz</name></author>
	</entry>
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