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	<id>https://epd6.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=216.49.218.2</id>
	<title>Episode D6: Star Wars D6 Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://epd6.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=216.49.218.2"/>
	<link rel="alternate" type="text/html" href="https://epd6.com/index.php/Special:Contributions/216.49.218.2"/>
	<updated>2026-09-20T19:55:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.1</generator>
	<entry>
		<id>https://epd6.com/index.php?title=User_talk:124.38.229.158&amp;diff=7606</id>
		<title>User talk:124.38.229.158</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=User_talk:124.38.229.158&amp;diff=7606"/>
		<updated>2011-03-28T21:31:43Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: Created page with &amp;quot;i do hope that you get this. please create and use the login when editing any article of the site.  your obviously not a bot or spam from looking at your work, but im tryin to ke...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i do hope that you get this. please create and use the login when editing any article of the site.  your obviously not a bot or spam from looking at your work, but im tryin to keep everything logged for who does what and who to get credited&lt;br /&gt;
[[Special:Contributions/216.49.218.2|216.49.218.2]] 17:31, 28 March 2011 (EDT)&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5371</id>
		<title>Fire Arc, House rules</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5371"/>
		<updated>2011-01-24T03:09:51Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Fire Arc Notation:&lt;br /&gt;
&lt;br /&gt;
Front / Left / Right / Back - The weapon may engage any target in the arc designated.&lt;br /&gt;
All (Replaces Turret) - The weapon may engage any target in all four arcs.&lt;br /&gt;
Any - The weapon may engage any target in any one arc per round. This may be expanded to include the designation Any Two (which means any target in two adjacent fire arcs per round), or Any Three (as Any Two, but with three fire arcs)&lt;br /&gt;
&lt;br /&gt;
Types of Weapon Mounts &amp;amp; Emplacements (in order of expense and complexity, least to greatest):&lt;br /&gt;
&lt;br /&gt;
Fixed - The weapon is bolted down to a specific position relative to the craft to which it is attached. The weapon is then aimed by positioning the entire ship. This is most commonly found on snubfighters, but is occasionally found on larger vessels. One outsized example would be the Death Star&#039;s superlaser.&lt;br /&gt;
&lt;br /&gt;
Pivot Mount - The weapon is mounted coterminous with the hull, either extending through it, or mounted on an external mount with control linkages attaching the weapon to the gunner&#039;s position inside the ship. Fire is limited to one arc due to the gunner&#039;s position inside the hull. Usually used for starfighter-scale weapons, but can be used for capital ship weaponry, as well. Examples include the quad-laser cannon mounts as demonstrated in the Rebel Alliance Sourcebook.&lt;br /&gt;
&lt;br /&gt;
Ball Mount - The weapon is mounted coterminous with the hull, but uses an ingenious mounting system that allows it to cover two fire arcs. The gunner can control the ball remotely or can be located inside the ball itself. Examples include the composite beam turrets on the LAAT/i gunships&lt;br /&gt;
&lt;br /&gt;
Gun Port - The gun is mounted in an eplacement that is open to space. Atmosphere is maintained in the emplacement via a magnetic field. Like the pivot mount, fire is limited to approximately one arc due to the gunner&#039;s position inside the hull, but this mount has the added advantage of allowing the entire weapon to be retracted into the emplacement, with the additional protection of an armored blast door when the weapon is retracted. In addition, this makes repair and maintenance of the weapon much more convenient. Examples include turbolaser emplacements as seen on the Death Star (E4) and the Venator-Class Star Destroyer (E3).&lt;br /&gt;
&lt;br /&gt;
Tower - The gun is mounted on a protrusion that extends it outward from the ship&#039;s hull. Tower based weapons are generally equipped to cover a greater arc of fire, but are also more exposed and vulnerable, so the tower itself must be armored to protect the weapon. The crew can either be stationed directly at the weapon or they can control the weapon remotely from a station beneath the tower. The increased visibility provided by the tower will generally allow the weapon emplacement to fire into three or four arcs (depending on the weapon&#039;s installation). Examples would include the turbolaser towers on the Death Star and the quad-laser emplacements on a Lancer-Class Frigate&lt;br /&gt;
&lt;br /&gt;
Turret - The gun is mounted in an armored pod that can rotate and elevate independent of the hull. It is generally even more heavily armored than the surrounding ship. The turret&#039;s independent mobility allows it to sweep and cover between two and three fire arcs, depending on its installation. Examples include the flank turrets on the Imperator and Venator-Class Star Destroyers.&lt;br /&gt;
&lt;br /&gt;
Single Emplacement - One weapon or multiple linked weapons, controlled by a crew of 1-5&lt;br /&gt;
&lt;br /&gt;
Battery Emplacement - Multiple individual weapons, usually of the same type, mounted in close proximity, and generally coordinated or linked in some fashion. Battery crews generally include 2 to 3 crew per weapon, plus an additional 2-3 battery control crew. Batteries can fire in unison at the same target, or may act independently to engage multiple targets. Batteries are named by the number of weapons in the battery; dual = 2, triple = 3, quad = 4, main = 5, heavy = 6. &lt;br /&gt;
&lt;br /&gt;
Source: Rancor Pit, crmcneill&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5370</id>
		<title>Fire Arc, House rules</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5370"/>
		<updated>2011-01-24T03:09:29Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;b&amp;gt;New Fire Arc Notation:&amp;lt;b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Front / Left / Right / Back - The weapon may engage any target in the arc designated.&lt;br /&gt;
All (Replaces Turret) - The weapon may engage any target in all four arcs.&lt;br /&gt;
Any - The weapon may engage any target in any one arc per round. This may be expanded to include the designation Any Two (which means any target in two adjacent fire arcs per round), or Any Three (as Any Two, but with three fire arcs)&lt;br /&gt;
&lt;br /&gt;
Types of Weapon Mounts &amp;amp; Emplacements (in order of expense and complexity, least to greatest):&lt;br /&gt;
&lt;br /&gt;
Fixed - The weapon is bolted down to a specific position relative to the craft to which it is attached. The weapon is then aimed by positioning the entire ship. This is most commonly found on snubfighters, but is occasionally found on larger vessels. One outsized example would be the Death Star&#039;s superlaser.&lt;br /&gt;
&lt;br /&gt;
Pivot Mount - The weapon is mounted coterminous with the hull, either extending through it, or mounted on an external mount with control linkages attaching the weapon to the gunner&#039;s position inside the ship. Fire is limited to one arc due to the gunner&#039;s position inside the hull. Usually used for starfighter-scale weapons, but can be used for capital ship weaponry, as well. Examples include the quad-laser cannon mounts as demonstrated in the Rebel Alliance Sourcebook.&lt;br /&gt;
&lt;br /&gt;
Ball Mount - The weapon is mounted coterminous with the hull, but uses an ingenious mounting system that allows it to cover two fire arcs. The gunner can control the ball remotely or can be located inside the ball itself. Examples include the composite beam turrets on the LAAT/i gunships&lt;br /&gt;
&lt;br /&gt;
Gun Port - The gun is mounted in an eplacement that is open to space. Atmosphere is maintained in the emplacement via a magnetic field. Like the pivot mount, fire is limited to approximately one arc due to the gunner&#039;s position inside the hull, but this mount has the added advantage of allowing the entire weapon to be retracted into the emplacement, with the additional protection of an armored blast door when the weapon is retracted. In addition, this makes repair and maintenance of the weapon much more convenient. Examples include turbolaser emplacements as seen on the Death Star (E4) and the Venator-Class Star Destroyer (E3).&lt;br /&gt;
&lt;br /&gt;
Tower - The gun is mounted on a protrusion that extends it outward from the ship&#039;s hull. Tower based weapons are generally equipped to cover a greater arc of fire, but are also more exposed and vulnerable, so the tower itself must be armored to protect the weapon. The crew can either be stationed directly at the weapon or they can control the weapon remotely from a station beneath the tower. The increased visibility provided by the tower will generally allow the weapon emplacement to fire into three or four arcs (depending on the weapon&#039;s installation). Examples would include the turbolaser towers on the Death Star and the quad-laser emplacements on a Lancer-Class Frigate&lt;br /&gt;
&lt;br /&gt;
Turret - The gun is mounted in an armored pod that can rotate and elevate independent of the hull. It is generally even more heavily armored than the surrounding ship. The turret&#039;s independent mobility allows it to sweep and cover between two and three fire arcs, depending on its installation. Examples include the flank turrets on the Imperator and Venator-Class Star Destroyers.&lt;br /&gt;
&lt;br /&gt;
Single Emplacement - One weapon or multiple linked weapons, controlled by a crew of 1-5&lt;br /&gt;
&lt;br /&gt;
Battery Emplacement - Multiple individual weapons, usually of the same type, mounted in close proximity, and generally coordinated or linked in some fashion. Battery crews generally include 2 to 3 crew per weapon, plus an additional 2-3 battery control crew. Batteries can fire in unison at the same target, or may act independently to engage multiple targets. Batteries are named by the number of weapons in the battery; dual = 2, triple = 3, quad = 4, main = 5, heavy = 6. &lt;br /&gt;
&lt;br /&gt;
Source: Rancor Pit, crmcneill&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5369</id>
		<title>Fire Arc, House rules</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Fire_Arc,_House_rules&amp;diff=5369"/>
		<updated>2011-01-24T03:08:58Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: Created page with &amp;quot;New Fire Arc Notation: Front / Left / Right / Back - The weapon may engage any target in the arc designated. All (Replaces Turret) - The weapon may engage any target in all four ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Fire Arc Notation:&lt;br /&gt;
Front / Left / Right / Back - The weapon may engage any target in the arc designated.&lt;br /&gt;
All (Replaces Turret) - The weapon may engage any target in all four arcs.&lt;br /&gt;
Any - The weapon may engage any target in any one arc per round. This may be expanded to include the designation Any Two (which means any target in two adjacent fire arcs per round), or Any Three (as Any Two, but with three fire arcs)&lt;br /&gt;
&lt;br /&gt;
Types of Weapon Mounts &amp;amp; Emplacements (in order of expense and complexity, least to greatest):&lt;br /&gt;
&lt;br /&gt;
Fixed - The weapon is bolted down to a specific position relative to the craft to which it is attached. The weapon is then aimed by positioning the entire ship. This is most commonly found on snubfighters, but is occasionally found on larger vessels. One outsized example would be the Death Star&#039;s superlaser.&lt;br /&gt;
&lt;br /&gt;
Pivot Mount - The weapon is mounted coterminous with the hull, either extending through it, or mounted on an external mount with control linkages attaching the weapon to the gunner&#039;s position inside the ship. Fire is limited to one arc due to the gunner&#039;s position inside the hull. Usually used for starfighter-scale weapons, but can be used for capital ship weaponry, as well. Examples include the quad-laser cannon mounts as demonstrated in the Rebel Alliance Sourcebook.&lt;br /&gt;
&lt;br /&gt;
Ball Mount - The weapon is mounted coterminous with the hull, but uses an ingenious mounting system that allows it to cover two fire arcs. The gunner can control the ball remotely or can be located inside the ball itself. Examples include the composite beam turrets on the LAAT/i gunships&lt;br /&gt;
&lt;br /&gt;
Gun Port - The gun is mounted in an eplacement that is open to space. Atmosphere is maintained in the emplacement via a magnetic field. Like the pivot mount, fire is limited to approximately one arc due to the gunner&#039;s position inside the hull, but this mount has the added advantage of allowing the entire weapon to be retracted into the emplacement, with the additional protection of an armored blast door when the weapon is retracted. In addition, this makes repair and maintenance of the weapon much more convenient. Examples include turbolaser emplacements as seen on the Death Star (E4) and the Venator-Class Star Destroyer (E3).&lt;br /&gt;
&lt;br /&gt;
Tower - The gun is mounted on a protrusion that extends it outward from the ship&#039;s hull. Tower based weapons are generally equipped to cover a greater arc of fire, but are also more exposed and vulnerable, so the tower itself must be armored to protect the weapon. The crew can either be stationed directly at the weapon or they can control the weapon remotely from a station beneath the tower. The increased visibility provided by the tower will generally allow the weapon emplacement to fire into three or four arcs (depending on the weapon&#039;s installation). Examples would include the turbolaser towers on the Death Star and the quad-laser emplacements on a Lancer-Class Frigate&lt;br /&gt;
&lt;br /&gt;
Turret - The gun is mounted in an armored pod that can rotate and elevate independent of the hull. It is generally even more heavily armored than the surrounding ship. The turret&#039;s independent mobility allows it to sweep and cover between two and three fire arcs, depending on its installation. Examples include the flank turrets on the Imperator and Venator-Class Star Destroyers.&lt;br /&gt;
&lt;br /&gt;
Single Emplacement - One weapon or multiple linked weapons, controlled by a crew of 1-5&lt;br /&gt;
&lt;br /&gt;
Battery Emplacement - Multiple individual weapons, usually of the same type, mounted in close proximity, and generally coordinated or linked in some fashion. Battery crews generally include 2 to 3 crew per weapon, plus an additional 2-3 battery control crew. Batteries can fire in unison at the same target, or may act independently to engage multiple targets. Batteries are named by the number of weapons in the battery; dual = 2, triple = 3, quad = 4, main = 5, heavy = 6. &lt;br /&gt;
&lt;br /&gt;
Source: Rancor Pit, crmcneill&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Starship_Repairs/Upgrades/Parts&amp;diff=5368</id>
		<title>Starship Repairs/Upgrades/Parts</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Starship_Repairs/Upgrades/Parts&amp;diff=5368"/>
		<updated>2011-01-24T03:07:55Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[[Starship weapon repair]]&lt;br /&gt;
*[[Starship shield repair|Starship&amp;amp;nbsp;shield repair]]&lt;br /&gt;
*[[Starship sensor repair|Starship&amp;amp;nbsp;sensor repair]]&lt;br /&gt;
*[[Starship hull repair|Starship&amp;amp;nbsp;hull repair]]&lt;br /&gt;
*[[Starship engine repair]]&lt;br /&gt;
*[[Starship hyperdrive repair]]&lt;br /&gt;
*[[Droid Brain Astrogation Module|Droid Brain Astrogation Module ]]&lt;br /&gt;
*[[Fire Arc, House rules]]&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Resik_Jinzler%27s_Journal&amp;diff=5183</id>
		<title>Resik Jinzler&#039;s Journal</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Resik_Jinzler%27s_Journal&amp;diff=5183"/>
		<updated>2011-01-18T03:57:47Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: Resik Journal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the Fall&lt;br /&gt;
&lt;br /&gt;
Things were obviously going to well. We had made it back to known space and the Temple. Talos and I had been elevated to Knights. Newt (at some point we may actualy want to track down her real name) has been officialy named my padawan. Bob and the massive ship he was installed in are gone. That last one is more mixed. While its comforting to not have some lunatic nabing the overly friendly AI it is worriesome that no one seems able to keep an eye on it.&lt;br /&gt;
====Escape====&lt;br /&gt;
=====In Which Gravity Makes Itself Known=====&lt;br /&gt;
&lt;br /&gt;
The Jedi Order is scattered if not destroyed. A contingent of the Republic&#039;s new mass produced soldiers breached the Temple quite suddenly. The Supreme Chancellor had apparently been attacked by Jedi and had named us traitors. Talos, Newt and I soon met up and attempted to forge our way to the archives in an attempt to recover important data and to send out a warning to those of us off world. We never made it that far. We were unable to recover the Revan crystal or prevent the GAR from signaling the Jedi to return. In short order we found ourselves outside the Temple. Unfortunately, not on solid ground. We blacked out somewhere around terminal velocity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====A Burnt Shirt, A Fallen Master=====&lt;br /&gt;
We awoke a bit battered (badly singed in my case) and bloodied but functionaly intact. We had somehow found ourselves &#039;Safely&#039; to the ground level of Coruscant. I should take to wearing armor as a matter of course. It might possibly last longer than any of my robes have. While searching for some sort of landmark we located a body. Surprisingly, it was the corpse of Master Windu. When Talos and I drew near we were given a vision through the Force. A memory retained in the dead Master&#039;s weapon showing his final moments. Palpatine was the Sith Lord and Skywalker his ally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Losses/Gaines=====&lt;br /&gt;
His message given, Master Windu merged with the Force. Seeking an escape from the unseen predators of these dark levels of the planet we came across a settlement of apparent outcasts. They have been living down here with next to no light for what must have been years. Much to Talos&#039; frustration they seemed against the idea of speaking with us and actualy seemed terrifed by us. It may have been out lightsabers hurt their eyes or that we had been forced to cut our way into the structure due to lack of doors. Any motions on our part to help or approach them was very negativly reacted to. We were eventualy forced to leave them but their structure worked as a landmark. it was one of the many struts supporting the city above us. In another strut we found something even more surprising. A shatered lightsaber was wedge into an apparent impact crater when it had been thrown from an explosion in the Temple. The lightsaber was mostly unsalvagable but the crystal was familiar and intact. Somehow the Force had guided the Revan&#039;s crystal to us again. This seemed to spark a fire in Talos. He argued that with the knowledge from the crystal we would be able to smack down this Sith Lord and corrupt government. I was more concerned with us living to escape the planet than with vengance. Talos laid down an ultimatum and I was forced to flee with Newt and the crystal. I would not risk my padawan in a pointless battle with another C&#039;baoth. With the Force&#039;s aid we soon outdistanced the newly fallen Jedi.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ups and Downs====&lt;br /&gt;
=====Crawling Out=====&lt;br /&gt;
Newt and I finaly found a service lift and got ourselves high enough that we could find people again. There were few places I could call and fewer that wouldn&#039;t be likely toturn me in. I only really had one option. I left Newt as a look out and managed to get some time at a Comm to send word to Shakur. I was actualy surprised he responded. We managed to touch base and meet up. We ended up with a short credit line to pay for a few cheap hideout motels, non-scorched non-robed clothing, equipment and a busted up R2 unit to tinker with and hide lightsabers in. Ok... Maybe that last one might have been a bit pricey. There was still the small matter of the new Empire trying to find all the remaining Jedi. It puts a bit of a damper on travel plans. Newt and I would need falsafied papers or things would be come uncomfortable for everyone involved. Shakur went out to find a specialist to take care of our particular need.&lt;br /&gt;
=====WantAds=====&lt;br /&gt;
When the papers were finaly done I was told there was a little hitch. The guy who was responsible for them insisted on selling them in a public place. I left Newt watching the door at our bolthole and went to meet the man at a cafe. The guy was more paranoid than me. He introduced himself by informing me of his associate across the way with a high powered sniper scope. Aparently, the guy&#039;s name was Conrad Core and he wanted a demonstration as part of the payment for the papers. A squad or two of clone troopers were apparently the one he would get. Worried my cover being blown would also endanger Newt and Shakur, I picked up the papers and left. Quickly and noticably. There are few other ways to leap from the walkway and tumble down to the level below. Doing so while slapping away blaster bolts is, I would assume, like sending up a flare. Breaking of the main streets I was able to confuse my prescese enough to break free of the containment zone. Upon returning to ground I found that only my precense at the cafe had been leaked. Not my bolthole or asscociates.&lt;br /&gt;
=====Simple Request?=====&lt;br /&gt;
Apparently, Core was pleased. I was called into the den of Ziro the Hutt a day later and presented with a simple request. On Correlia there was a 2nd Hutt awaiting an urn of some apparently important ashes. I was to bring them to them. I was not to open it. I did not sense any danger from the urn and I really did require their assistance so I conceeded. Within the week Shakur would be setting flight on the maiden voyage of his brand new YT-1300, &amp;quot;Blood Stripe.&amp;quot; I think it might mean a lot to him.&lt;br /&gt;
====Beter Part of Valor====&lt;br /&gt;
=====In Which It Is Bussiness As Usual Again OR And You Thought YOU Had Problems=====&lt;br /&gt;
We managed to board simply enough. We even managed to launch. As for breaking orbit? I think we spent less time kicking around the Unknown Regions. Preparing to jump, Shakur decided he had to make a side stop. I say side stop but I mean &#039;a sevral hour trek in the opposite direction&#039;. It is his ship and his money. He also insisted it was just a quick stop... though Newt started poking around in the ngine rather than stowing her bags. I can learn... Neither did I. It seems Camaas was his destination but space was thick with ships. The new Victory class Star Destroyers where circiled around the planet and were busy bombarding the Camaasi int glass. It was like a puch in the face through the force. I let Shakur start feeling a small trickle of it as I made my case. He wasn&#039;t happy... but we made a break for the planet for what survivors we could grab. Sometimes you yearn nostalgicly for exploding slaver ships. I managed to convince the nearest SD&#039;s sensors that we were a random piece of debri as whe plumetted past with our system out. Through the atmosphere, I tried reaching out to the closest group of life forms we would be able to reach... and the Darkside stain from the active act tried to tear me apart. My head was ringing but we managed to land and grab as many as the ship could handle. A trio of Camaasi willingly stayed behind to make room for a few of the random terrified offworlders.&lt;br /&gt;
=====How Do I Keep Getting Thrashed Even When &#039;I&#039; Am Not Actually BEING Thrashed?=====&lt;br /&gt;
We couldn&#039;t pull the same trick going out that we could going in. I needed to see a brief span forwards, sense the danger there and pilot in the present all at the same time. But the Force was with me. I may have over done it... I&#039;m not sure how we made it out so fast but we paid for it. The ship and I. Every time the ship took a hit so did I. Shakur must have calculated the jump and triggered it because my memory stop just after clearing the guns. I woke up in the hold several hours later with another set of blood stained clothing. Newt seemd a bit amped up which I will need to check into. I tried to get up to help the camaasi drop into a hidernative sleep to conserve resources but we seemed to already be on approach to Alderaan. Senator Organa seemed happy to take us in. Shakur seemed on the fence about decking me or bursting into tears about the ship. I lost track after that as they loaded me into a bacta tank. Something about massive wounds again. I found my way to Emptiness and left my self to their care. I hope Shakur will cool off a bit after being named a Hero for our actions. He WAS the captain, after all.&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
	<entry>
		<id>https://epd6.com/index.php?title=Arkanian&amp;diff=584</id>
		<title>Arkanian</title>
		<link rel="alternate" type="text/html" href="https://epd6.com/index.php?title=Arkanian&amp;diff=584"/>
		<updated>2009-10-08T04:34:37Z</updated>

		<summary type="html">&lt;p&gt;216.49.218.2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Arkanian_KotORCG.jpg|thumb|Arkanian]]&lt;br /&gt;
&#039;&#039;&#039;Attribute Dice:&#039;&#039;&#039; 13D&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DEX&#039;&#039;&#039; 1D/3D+2&amp;lt;br /&amp;gt;&#039;&#039;&#039;KNO&#039;&#039;&#039; 1D+2/4D+1&amp;lt;br /&amp;gt;&#039;&#039;&#039;MEC&#039;&#039;&#039; 1D+1/4D&amp;lt;br /&amp;gt;&#039;&#039;&#039;PER&#039;&#039;&#039; 1D+1/4D&amp;lt;br /&amp;gt;&#039;&#039;&#039;STR&#039;&#039;&#039; 1D+2/4D+1&amp;lt;br /&amp;gt;&#039;&#039;&#039;TEC&#039;&#039;&#039; 2D/4D+2&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Special Abilities:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Arkanian characters can see up to 20 meters in total darkness but may need to wear blinders on warmr worlds.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Story Factors:&#039;&#039;&#039; ==&lt;br /&gt;
:&#039;&#039;&#039;Arrogance:&#039;&#039;&#039; Arkanians are typically arrogant, believing that they have reached the pinnacle of evolution.&lt;br /&gt;
:&#039;&#039;&#039;Infamy:&#039;&#039;&#039; Arkania was once part of the Sith empire, and their dedication to aggressive scientific research has given them a somewhat bad reputation as the galaxy&#039;s mad scientists.&lt;br /&gt;
:&#039;&#039;&#039;Move: &#039;&#039;&#039;10/12&lt;br /&gt;
:&#039;&#039;&#039;Size:&#039;&#039;&#039; 1.6 to 2.2 meters tall.&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Personality:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
:Possessing extreme inteligence, Arkanians consider themselves the pinnacle of evolution which makes for a distinctly arrogant race.&amp;amp;nbsp; It is not unusual for an Arkanian to enhance themselves with internal or external cybernetics or even both.&amp;amp;nbsp; It is also standard practice for many Arkanians to undergo further genetic manipulation on their own bodies, enhancing themselves even further and better than &#039;&#039;lesser&#039;&#039; species.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Physical Description:&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
:Most Arkanians could pass for human, though the majority have pure white eyes, hair and four clawed digits on each hand.&amp;amp;nbsp; Arkanians were capable of seeing in infra-red light, and their eyes were sensitive to sources of extreme heat. This was helpful on their dark and frigid homeworld, but when traveling offworld, many were forced to wear blinders on planets with hotter, younger suns.&amp;amp;nbsp;&lt;br /&gt;
&#039;&#039;&#039;Offshoots:&#039;&#039;&#039;&lt;br /&gt;
:One particular sub-species was bred as workers for the famed Arkanian gem mines. These people had hands with five digits and eyes whose iris contrasted in coloring to the rest of the eyeball - sometimes even pointed ears. Members of this breed were viewed as lower species and forced to live as outcasts by other &amp;quot;pure&amp;quot; Arkanians.&lt;br /&gt;
&#039;&#039;&#039;Homeworld: &#039;&#039;&#039;Arkania&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages: &#039;&#039;&#039;Basic, Arkanian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Names: &#039;&#039;&#039;Unrecorded naming conventions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adventurers: &#039;&#039;&#039;Unchronicled&lt;br /&gt;
:&lt;/div&gt;</summary>
		<author><name>216.49.218.2</name></author>
	</entry>
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