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	<id>https://wiki.flexiblesurvival.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jo</id>
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	<updated>2026-08-04T15:40:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34271</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34271"/>
		<updated>2013-09-10T14:02:52Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like, like a certain cop in Beverly Hills.&lt;br /&gt;
&lt;br /&gt;
Normally, [[Submitting|submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will still automatically send you back to your [[Home Location|home location]], make sure you also get the [[Make Love Not War]] perk, so you can remain where you are.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34270</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34270"/>
		<updated>2013-09-10T14:01:30Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like, like a certain cop in Beverly Hills.&lt;br /&gt;
&lt;br /&gt;
Normally, [[Submitting|submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34269</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34269"/>
		<updated>2013-09-10T14:00:54Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like, like a certain cop in Hollywood.&lt;br /&gt;
&lt;br /&gt;
Normally, [[Submitting|submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34268</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34268"/>
		<updated>2013-09-10T14:00:41Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like,like a certain cop in Hollywood.&lt;br /&gt;
&lt;br /&gt;
Normally, [[Submitting|submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34267</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34267"/>
		<updated>2013-09-10T13:59:42Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like.&lt;br /&gt;
&lt;br /&gt;
Normally, [[Submitting|submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34266</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34266"/>
		<updated>2013-09-10T13:59:15Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like.&lt;br /&gt;
&lt;br /&gt;
Normally, [[submitting]] to an enemy has a [[Cooldown|cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34265</id>
		<title>Rapid Fire Platitudes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Rapid_Fire_Platitudes&amp;diff=34265"/>
		<updated>2013-09-10T13:58:56Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;With &#039;&#039;&#039;Rapid Fire Platitudes&#039;&#039;&#039; you can talk your way in and out of precarious situations as often as you like.&lt;br /&gt;
&lt;br /&gt;
Normally, [[submitting]] to an enemy has a [[Cooldown||cooldown time]], forcing you to wait a certain amount of time before you can submit again. Rapid Fire Platitudes lower this cooldown time to zero.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Don&#039;t take this unless you also take Make Love Not War! That said, if you have both of them at the same time, you can submit as often as you like. Peace your way through a battle zone!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
Since submitting to an enemy will automatically send you back to your [[Home Location|home location]], make sure you also have the [[Make Love Not War]] perk before getting this one, so you can remain in the area.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34262</id>
		<title>Advanced Inoculation</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34262"/>
		<updated>2013-09-09T17:27:18Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic inoculation protects [[Zephyr]] and [[RSX]] employees from succumbing to the instinctual behaviour caused by becoming infected with [[Promethean Nanites]] but fails to prevent other effects. The &#039;&#039;&#039;Advanced Inoculation&#039;&#039;&#039; offers a vast improvement to this and puts an end to random transformations caused by combating nanite-infected enemies or submitting to them. On the other hand, some people might consider this a drawback...&lt;br /&gt;
&lt;br /&gt;
In addition to this, characters with this perk can collect builder nanites even if they don&#039;t have a collector equipped and their [[Basic Nanite Collector]] will start collecting [[Infection Vial|infection vials]] from defeated enemies like the [[Nanite Collector|improved model]].&lt;br /&gt;
&lt;br /&gt;
Costs 7 perk points at character generation or 70 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Most people just get the basic one, that prevents insanity and identity loss. Not for you! You are immune to casual battle infection, nor do you mutate when you submit. Also, your &#039;NaniteCollection&#039; status is considered one higher, allowing you to collect builder nanites effectively naked, and infection nanites with even a low powered collector.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This perk doesn&#039;t offer 100% protection against transformations. Some story-based transformations will still occur and infection vials will still work.&lt;br /&gt;
*You might want to consider getting the [[Singular]] perk in addition to this perk because it will allow you to shift forms with a single [[Infection Vial|infection vial]] and master forms with two.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34261</id>
		<title>Advanced Inoculation</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34261"/>
		<updated>2013-09-09T17:25:07Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic inoculation protects Zephyr and RSX employees from succumbing to the instinctual behaviour caused by becoming infected with [[Promethean Nanites]] but fails to prevent other effects. The &#039;&#039;&#039;Advanced Inoculation&#039;&#039;&#039; offers a vast improvement to this and puts an end to random transformations caused by combating nanite-infected enemies or submitting to them. On the other hand, some people might consider this a drawback...&lt;br /&gt;
&lt;br /&gt;
In addition to this, characters with this perk can collect builder nanites even if they don&#039;t have a collector equipped and their [[Basic Nanite Collector]] will start collecting [[Infection Vial|infection vials]] from defeated enemies like the [[Nanite Collector|improved model]].&lt;br /&gt;
&lt;br /&gt;
Costs 7 perk points at character generation or 70 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Most people just get the basic one, that prevents insanity and identity loss. Not for you! You are immune to casual battle infection, nor do you mutate when you submit. Also, your &#039;NaniteCollection&#039; status is considered one higher, allowing you to collect builder nanites effectively naked, and infection nanites with even a low powered collector.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This perk doesn&#039;t offer 100% protection against transformations. Some story-based transformations will still occur and infection vials will still work.&lt;br /&gt;
*You might want to consider getting the [[Singular]] perk in addition to this perk because it will allow you to shift forms with a single [[Infection Vial|infection vial]] and master forms with two.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34260</id>
		<title>Advanced Inoculation</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34260"/>
		<updated>2013-09-09T16:50:41Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic inoculation protects Zephyr and RSX employees from succumbing to the instinctual behaviour caused by becoming infected with [[Promethean Nanites]] but fails to prevent other effects. The &#039;&#039;&#039;Advanced Inoculation&#039;&#039;&#039; offers a vast improvement to this and puts an end to random transformations caused by combating nanite-infected enemies or submitting to them. On the other hand, some people might consider this a drawback...&lt;br /&gt;
&lt;br /&gt;
In addition to this, characters with this perk can collect builder nanites even if they don&#039;t have a collector equipped and their [[Basic Nanite Collector]] will start collecting [[Infection Vial|infection vials]] from defeated enemies like the [[Nanite Collector|improved model]].&lt;br /&gt;
&lt;br /&gt;
Costs 7 perk points at character generation or 70 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Most people just get the basic one, that prevents insanity and identity loss. Not for you! You are immune to casual battle infection, nor do you mutate when you submit. Also, your &#039;NaniteCollection&#039; status is considered one higher, allowing you to collect builder nanites effectively naked, and infection nanites with even a low powered collector.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This perk doesn&#039;t offer 100% protection against transformations. Some story-based transformations will still occur and infection vials will still work.&lt;br /&gt;
*You might want to consider getting the [[Singular]] perk in addition to this because it will allow you to shift forms with a single [[Infection Vial|infection vial]] and master forms with two.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34259</id>
		<title>Advanced Inoculation</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34259"/>
		<updated>2013-09-09T16:49:33Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic inoculation protects Zephyr and RSX employees from succumbing to the instinctual behaviour caused by becoming infected with [[Promethean Nanites]] but fails to prevent other effects. The &#039;&#039;&#039;Advanced Inoculation&#039;&#039;&#039; offers a vast improvement to this and puts an end to random transformations caused by combating nanite-infected enemies or submitting to them. On the other hand, some people might consider this a drawback...&lt;br /&gt;
&lt;br /&gt;
In addition to this, characters with this perk can collect builder nanites even if they don&#039;t have a collector equipped and their [[Basic Nanite Collector]] will start collecting [[Infection Vial|infection vials]] from defeated enemies like the [[Nanite Collector|improved model]].&lt;br /&gt;
&lt;br /&gt;
Costs 7 perk points at character generation or 70 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Most people just get the basic one, that prevents insanity and identity loss. Not for you! You are immune to casual battle infection, nor do you mutate when you submit. Also, your &#039;NaniteCollection&#039; status is considered one higher, allowing you to collect builder nanites effectively naked, and infection nanites with even a low powered collector.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This perk doesn&#039;t offer a 100% protection against transformations. Some story-based transformations will still occur and infection vials will still work.&lt;br /&gt;
*You might want to consider getting the [[Singular]] perk in addition to this because it will allow you to shift forms with a single [[Infection Vial|infection vial]] and master forms with two.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34258</id>
		<title>Advanced Inoculation</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Advanced_Inoculation&amp;diff=34258"/>
		<updated>2013-09-09T16:47:29Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The basic inoculation protects Zephyr and RSX employees from succumbing to the instinctual behaviour caused by becoming infected with [[Promethean Nanites]] but fails to prevent other effects. The &#039;&#039;&#039;Advanced Inoculation&#039;&#039;&#039; offers a vast improvement to this and puts an end to random transformations caused by combating nanite-infected enemies or submitting to them. On the other hand, some people might consider this a drawback...&lt;br /&gt;
&lt;br /&gt;
In addition to this, characters with this perk can collect builder nanites even if they don&#039;t have a collector equipped and their [[Basic Nanite Collector]] will start collecting infection vials from defeated enemies like the [[Nanite Collector|improved model]].&lt;br /&gt;
&lt;br /&gt;
Costs 7 perk points at character generation or 70 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;Most people just get the basic one, that prevents insanity and identity loss. Not for you! You are immune to casual battle infection, nor do you mutate when you submit. Also, your &#039;NaniteCollection&#039; status is considered one higher, allowing you to collect builder nanites effectively naked, and infection nanites with even a low powered collector.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*This perk doesn&#039;t offer a 100% protection against transformations. Some story-based transformations will still occur and infection vials will still work.&lt;br /&gt;
*You might want to consider getting the [[Singular]] perk in addition to this because it will allow you to shift forms with a single infection vial and master forms with two.&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34257</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34257"/>
		<updated>2013-09-09T15:10:00Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit (see: [[Organ sizes]]). Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&#039;&#039;&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34254</id>
		<title>Promethean Nanites</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34254"/>
		<updated>2013-09-09T12:56:30Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Promethean Nanites, also referred to as the Promethean Plague, the Nanite Plague, the Scourge and numerous similar titles are virus-based artificial swarming biological robots.  They were supposedly designed for use as curative systems in the medical field.  They should have been capable of healing any ill or repairing any injury.  Instead, they turned out to be capable of on-the-spot rewriting of a victim&#039;s DNA, doing things as &#039;simple&#039; as blending one genetic sequence (say, that of a mouse) with another (human, maybe) and resulting in a viable life-form, to such apparently impossible effects as creating living beings made up of otherwise inorganic materials.&lt;br /&gt;
&lt;br /&gt;
Even considering this, they should have been a boon to mankind, the heralding action of a utopian future where pain and injury, and even sexual or species-identity, could be cured instantly.  Instead, disaster was the result.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Nobody knows for certain what the origins of the nanites is.  Ostensibly, they were a creation of the (at the time) allied corporations known as [[RSX]] and [[Zephyr]].  Zephyr was a go-getting civilian-oriented company, while RSX was primarily involved in military contracts and weapons-development.  The design of the nanites was somewhat split between the two companies; Zephyr designed the biological interactions of the nanites, while RSX wrote the programming that controlled them; thus arguably either or both organizations could be at fault for how radical the effects were. &lt;br /&gt;
&lt;br /&gt;
On February 11, 2008, parties unknown released the nanites in multiple locations, and explosions rocked the Zephyr facility in [[Fairhaven, California]] where some of the primary research and production-work was taking place.  Within hours, the world was in chaos as people... Changed.  Far too many simply succumbed to the imprinted animalistic natures, while others went mad from becoming totally inorganic.  Worse, untold numbers of people were simply gone.&lt;br /&gt;
&lt;br /&gt;
[[New York, New York]] weathered the storm, as did some other cities; the solutions for the surviving areas were as diverse as the locations themselves.  New York, for example, is a city factionalized between human and nonhuman residents, under martial law.  &lt;br /&gt;
&lt;br /&gt;
Worst of all was [[Las Vegas]].  Something went even more wrong in the gambling paradise, something that left fewer alive.  Known as the [[Grey Goo scenario]], the nanites simply broke down all organic material they came into contact with to create more nanites.  The fabled desert oasis is now a dead, disturbing blanket of twitching grayish powder and abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
In every city, it seemed that the effects of the nanites were at least partially different from one another. For instance, while [[Fairhaven]] nanites affected the sexuality of those it infected, nanites in some parts of [[Oregon]] caused victims to become incredibly bloodthirsty, and those in [[Detroit]] caused a massive increase in productivity and motivation.&lt;br /&gt;
&lt;br /&gt;
Of course, multiple investigations were begun, and most are still ongoing.  Until recently, RSX and Zephyr each blamed the other for the release, and there are still multiple conspiracy theories as to what really happened.  One thing is certain: with so many points of release taking place at the same time, the release was planned and deliberate.&lt;br /&gt;
&lt;br /&gt;
== Repercussions ==&lt;br /&gt;
&lt;br /&gt;
It is more than a year later, and while civilization still stands the world is a VERY different place.  Many cities are abandoned ruins, and those that remain inhabited are far less populated than they once were.  Feral victims of the nanites prowl the streets and woods, and the food supply is... Questionable.  Can you be certain where that steak you&#039;re eating came from, or worse, from whom?  Factions have risen amongst humanity and their new, inhuman kin, and the tensions are strung like high-tension power lines.  Violence is closer to the rule than the exception.  However, there are some bright spots.&lt;br /&gt;
&lt;br /&gt;
First, RSX had been carrying out an inoculation program amongst its employees, so there IS a way to prevent the infection.  Zephyr, likewise, has created a serum that can aid a victim in maintaining his, her or hir mentality and sanity in the case of nanite mutation, and the nanites themselves aid the physical healing and repair of their hosts.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
The Promethean Nanites are airborne, and are generally present in most if not all of the life forms in an affected area.  For unconfirmed reasons, they tend to form a relatively-globular &#039;cloud&#039; over the vicinity, trapping the airborne micromachines inside, while allowing hosted nanites to leave.  Mutative infection generally occurs through mucosal contact (blood exposure and sexual contact being the most common) with an individual possessed of an infection.  The new victim manifests partial transformations of bodily features as they interact with the previously-infected being, generally matching those of the encountered creature.  Agents of Zephyr and RSX seem to be protected from passing infections between their members or each other, perhaps due to the treatments used by them on their personnel.&lt;br /&gt;
&lt;br /&gt;
The nanites are ever-expanding, producing more of their numbers as they infect more and more victims.  They have a tendency to manifest disturbing sexual modifications frequently, including organs of vastly expanded size, unusual numbers of organs, true hermaphroditism and, oddly enough, occasionally beings that are totally devoid of sexual features.  So far this is chalked up to faults in the nanite programming that have developed since their release, but the reality of this theory is questionable.&lt;br /&gt;
&lt;br /&gt;
The primary theory of the function of the nanites is that their programming is a &#039;cloud-computer&#039; effect, with the entire swarm communicating constantly with one-another in the globular infection-zone.  Thus all of the effects they produce can become standardized over time.  However, neither Zephyr nor RSX are terribly forthcoming in information on how the nanites function, nor have they actually revealed how something so far in advance of the state of the art could be developed.&lt;br /&gt;
&lt;br /&gt;
== Campaign Details ==&lt;br /&gt;
&lt;br /&gt;
The game focuses primarily on the cities of [[Fairhaven, California]] and [[Woodfield, Washington State]].  Fairhaven is the headquarters of Zephyr, and RSX has its core in Woodfield.  The two cities have had very different but equally disturbing effects from the release- in Fairhaven there are the ‘usual’ [[ferals]] and similar threats, and in Woodfield the nanites acted truly strange, animating the dead and transforming many into living dolls.  Other, stranger things are afoot, but that is for another page.  (cite magic here)&lt;br /&gt;
&lt;br /&gt;
As are all of the locations affected by the nanites, Fairhaven and Woodfield are englobed in a ‘bubble’ of swarming nanites.  These [[nanite bubbles]] were produced from the initial releases, trapping the airborne micromachines inside, while allowing hosted nanites to leave. Within the bubbles, wounds heal quicker, pregnancies span days rather than months and children mature physically within hours of birth; they gain the knowledge of their parents, but lack the maturity and experience of true adults. &lt;br /&gt;
&lt;br /&gt;
Also within these areas, stranger creatures live.  Creatures of living goo, the odd creatures known collectively as the [[Ember Matriarch|Ember]], and the varied beings transformed to mobile-but-nonbiological forms thrive.  Outside of the bubbles, the non-biologicals and the protoplasmic creatures simply cannot exist- they require the nanites to sustain them.  Further, birthrates and maturation times approach normal, though they are still accelerated by the nanites within the host.&lt;br /&gt;
&lt;br /&gt;
Immunity to the nanites is not impossible.  RSX had, and still supplies its agents with, a serum that not only provides resistance to the transformative action of the nanites, but can actually revert a subject to human.  Some of the infected, whether feral or not sometimes develop resistance to further change, and amongst a group known as the Survivalists there is at least one report of a totally immune individual.&lt;br /&gt;
&lt;br /&gt;
== Outside links ==&lt;br /&gt;
&lt;br /&gt;
shaggy &amp;lt;at&amp;gt; visi &amp;lt;dot&amp;gt; com  to send me comments and requested changes!&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34253</id>
		<title>Promethean Nanites</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34253"/>
		<updated>2013-09-09T12:54:24Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Promethean Nanites, also referred to as the Promethean Plague, the Nanite Plague, the Scourge and numerous similar titles are virus-based artificial swarming biological robots.  They were supposedly designed for use as curative systems in the medical field.  They should have been capable of healing any ill or repairing any injury.  Instead, they turned out to be capable of on-the-spot rewriting of a victim&#039;s DNA, doing things as &#039;simple&#039; as blending one genetic sequence (say, that of a mouse) with another (human, maybe) and resulting in a viable life-form, to such apparently impossible effects as creating living beings made up of otherwise inorganic materials.&lt;br /&gt;
&lt;br /&gt;
Even considering this, they should have been a boon to mankind, the heralding action of a utopian future where pain and injury, and even sexual or species-identity, could be cured instantly.  Instead, disaster was the result.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Nobody knows for certain what the origins of the nanites is.  Ostensibly, they were a creation of the (at the time) allied corporations known as [[RSX]] and [[Zephyr]].  Zephyr was a go-getting civilian-oriented company, while RSX was primarily involved in military contracts and weapons-development.  The design of the nanites was somewhat split between the two companies; Zephyr designed the biological interactions of the nanites, while RSX wrote the programming that controlled them; thus arguably either or both organizations could be at fault for how radical the effects were. &lt;br /&gt;
&lt;br /&gt;
On February 11, 2008, parties unknown released the nanites in multiple locations, and explosions rocked the Zephyr facility in [[Fairhaven, California]] where some of the primary research and production-work was taking place.  Within hours, the world was in chaos as people... Changed.  Far too many simply succumbed to the imprinted animalistic natures, while others went mad from becoming totally inorganic.  Worse, untold numbers of people were simply gone.&lt;br /&gt;
&lt;br /&gt;
[[New York, New York]] weathered the storm, as did some other cities; the solutions for the surviving areas were as diverse as the locations themselves.  New York, for example, is a city factionalized between human and nonhuman residents, under martial law.  &lt;br /&gt;
&lt;br /&gt;
Worst of all was [[Las Vegas]].  Something went even more wrong in the gambling paradise, something that left fewer alive.  Known as the [[Grey Goo scenario]], the nanites simply broke down all organic material they came into contact with into more nanites.  The fabled desert oasis is now a dead, disturbing blanket of twitching grayish powder and abandoned buildings. &lt;br /&gt;
&lt;br /&gt;
In every city, it seemed that the effects of the nanites were at least partially different from one another. For instance, while [[Fairhaven]] nanites affected the sexuality of those it infected, nanites in some parts of [[Oregon]] caused victims to become incredibly bloodthirsty, and those in [[Detroit]] caused a massive increase in productivity and motivation.&lt;br /&gt;
&lt;br /&gt;
Of course, multiple investigations were begun, and most are still ongoing.  Until recently, RSX and Zephyr each blamed the other for the release, and there are still multiple conspiracy theories as to what really happened.  One thing is certain- with so many points of release taking place at the same time, the release was planned and deliberate.&lt;br /&gt;
&lt;br /&gt;
== Repercussions ==&lt;br /&gt;
&lt;br /&gt;
It is more than a year later, and while civilization still stands the world is a VERY different place.  Many cities are abandoned ruins, and those that remain inhabited are far less populated than they once were.  Feral victims of the nanites prowl the streets and woods, and the food supply is... Questionable.  Can you be certain where that steak you&#039;re eating came from, or worse, from whom?  Factions have risen amongst humanity and their new, inhuman kin, and the tensions are strung like high-tension power lines.  Violence is closer to the rule than the exception.  However, there are some bright spots.&lt;br /&gt;
&lt;br /&gt;
First, RSX had been carrying out an inoculation program amongst its employees, so there IS a way to prevent the infection.  Zephyr, likewise, has created a serum that can aid a victim in maintaining his, her or hir mentality and sanity in the case of nanite mutation, and the nanites themselves aid the physical healing and repair of their hosts.&lt;br /&gt;
&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
The Promethean Nanites are airborne, and are generally present in most if not all of the life forms in an affected area.  For unconfirmed reasons, they tend to form a relatively-globular &#039;cloud&#039; over the vicinity, trapping the airborne micromachines inside, while allowing hosted nanites to leave.  Mutative infection generally occurs through mucosal contact (blood exposure and sexual contact being the most common) with an individual possessed of an infection.  The new victim manifests partial transformations of bodily features as they interact with the previously-infected being, generally matching those of the encountered creature.  Agents of Zephyr and RSX seem to be protected from passing infections between their members or each other, perhaps due to the treatments used by them on their personnel.&lt;br /&gt;
&lt;br /&gt;
The nanites are ever-expanding, producing more of their numbers as they infect more and more victims.  They have a tendency to manifest disturbing sexual modifications frequently, including organs of vastly expanded size, unusual numbers of organs, true hermaphroditism and, oddly enough, occasionally beings that are totally devoid of sexual features.  So far this is chalked up to faults in the nanite programming that have developed since their release, but the reality of this theory is questionable.&lt;br /&gt;
&lt;br /&gt;
The primary theory of the function of the nanites is that their programming is a &#039;cloud-computer&#039; effect, with the entire swarm communicating constantly with one-another in the globular infection-zone.  Thus all of the effects they produce can become standardized over time.  However, neither Zephyr nor RSX are terribly forthcoming in information on how the nanites function, nor have they actually revealed how something so far in advance of the state of the art could be developed.&lt;br /&gt;
&lt;br /&gt;
== Campaign Details ==&lt;br /&gt;
&lt;br /&gt;
The game focuses primarily on the cities of [[Fairhaven, California]] and [[Woodfield, Washington State]].  Fairhaven is the headquarters of Zephyr, and RSX has its core in Woodfield.  The two cities have had very different but equally disturbing effects from the release- in Fairhaven there are the ‘usual’ [[ferals]] and similar threats, and in Woodfield the nanites acted truly strange, animating the dead and transforming many into living dolls.  Other, stranger things are afoot, but that is for another page.  (cite magic here)&lt;br /&gt;
&lt;br /&gt;
As are all of the locations affected by the nanites, Fairhaven and Woodfield are englobed in a ‘bubble’ of swarming nanites.  These [[nanite bubbles]] were produced from the initial releases, trapping the airborne micromachines inside, while allowing hosted nanites to leave. Within the bubbles, wounds heal quicker, pregnancies span days rather than months and children mature physically within hours of birth; they gain the knowledge of their parents, but lack the maturity and experience of true adults. &lt;br /&gt;
&lt;br /&gt;
Also within these areas, stranger creatures live.  Creatures of living goo, the odd creatures known collectively as the [[Ember Matriarch|Ember]], and the varied beings transformed to mobile-but-nonbiological forms thrive.  Outside of the bubbles, the non-biologicals and the protoplasmic creatures simply cannot exist- they require the nanites to sustain them.  Further, birthrates and maturation times approach normal, though they are still accelerated by the nanites within the host.&lt;br /&gt;
&lt;br /&gt;
Immunity to the nanites is not impossible.  RSX had, and still supplies its agents with, a serum that not only provides resistance to the transformative action of the nanites, but can actually revert a subject to human.  Some of the infected, whether feral or not sometimes develop resistance to further change, and amongst a group known as the Survivalists there is at least one report of a totally immune individual.&lt;br /&gt;
&lt;br /&gt;
== Outside links ==&lt;br /&gt;
&lt;br /&gt;
shaggy &amp;lt;at&amp;gt; visi &amp;lt;dot&amp;gt; com  to send me comments and requested changes!&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34251</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34251"/>
		<updated>2013-09-09T12:49:00Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit (see: [[Organ sizes]]). Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34250</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34250"/>
		<updated>2013-09-09T12:48:37Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit (see: [[Organ Size]]). Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34249</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34249"/>
		<updated>2013-09-09T12:48:18Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit (see: [[Organ Sizes]]). Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34247</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34247"/>
		<updated>2013-09-09T12:29:25Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit. Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Merits]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34245</id>
		<title>Size King</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Size_King&amp;diff=34245"/>
		<updated>2013-09-09T12:25:38Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Size King&#039;&#039;&#039; perk allows your organs to grow beyond what&#039;s generally considered a &#039;safe&#039; limit. Applies to all primary and secondary sexual characteristics: breasts, vaginas, penises and testicles.&lt;br /&gt;
&lt;br /&gt;
Costs 4 perk points at character generation or 40 XP thereafter.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&amp;quot;What do you mean, &#039;enough&#039;?! What kind of nonsense is that?! This perk allows your naughty parts to grow and grow and grow. The sky&#039;s the limit, maybe literally!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Excludes==&lt;br /&gt;
This perk is not compatible with&lt;br /&gt;
*[[Small Breasted]]&lt;br /&gt;
*[[Passing Grade Chest]]&lt;br /&gt;
*[[Heavy Breasted]]&lt;br /&gt;
*[[Flat Chest]]&lt;br /&gt;
*[[Depths Of Love]]&lt;br /&gt;
*[[Hung Like A]]&lt;br /&gt;
*[[Modest Organs]]&lt;br /&gt;
*[[Modest Vagina]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34239</id>
		<title>Mission giver</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34239"/>
		<updated>2013-09-09T11:51:20Z</updated>

		<summary type="html">&lt;p&gt;Jo: Redirected page to Missions#Mission Givers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Missions#Mission_Givers]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34238</id>
		<title>Mission giver</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34238"/>
		<updated>2013-09-09T11:49:25Z</updated>

		<summary type="html">&lt;p&gt;Jo: Redirected page to Missions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Missions]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34236</id>
		<title>Mission giver</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Mission_giver&amp;diff=34236"/>
		<updated>2013-09-09T11:46:57Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;#REDIRECT [[Missions#Direct_Control_Missions]&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Missions#Direct_Control_Missions]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Gear&amp;diff=34226</id>
		<title>Gear</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Gear&amp;diff=34226"/>
		<updated>2013-09-09T08:34:52Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* Equipping Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As Flexible Survival has progressed, the number of choices available for people keeps increasing, and many people are worried about making the right choices when it comes to gear - what to use, how to get it, how to use it, and so on.  Since these questions come up frequently, here are some collected answers!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equipping Gear ==&lt;br /&gt;
&lt;br /&gt;
When you first start the game, you can talk to the Requisition Clerk in Triage to receive a gear starter kit.  Depending on which kit you choose, you are given a chainsword or a laser pistol, a combat helmet, and either a medkit or an armored vest.&lt;br /&gt;
&lt;br /&gt;
To [[Newbie_Command_List#inventory|see]] your inventory, you type &#039;i&#039;, &#039;inv&#039;, or &#039;inventory&#039;.  This gives you a numbered list of all the items you are carrying.  For example, it may say:&lt;br /&gt;
*1 Chain sword&lt;br /&gt;
*2 Combat Helmet&lt;br /&gt;
*3 Armored Vest&lt;br /&gt;
&lt;br /&gt;
And so on.  You can view an item&#039;s stats while it is in inventory by typing &#039;+gear 1&#039; or &#039;+gear 2&#039; and so on, using the inventory number of the item.  In order to equip an item, you type &#039;+equip 1&#039; or &#039;+equip 2&#039;, etc.  To see your currently equipped items, type &#039;+equip&#039; without any numbers.  Here is an example of the +equip screen:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Loadout&lt;br /&gt;
!Upkeep&lt;br /&gt;
|----&lt;br /&gt;
|1 Charlotte            &lt;br /&gt;
|Load:   21 &lt;br /&gt;
|Upkp: 5    &lt;br /&gt;
|----&lt;br /&gt;
|2 Armored Vest       &lt;br /&gt;
|Load:   30 &lt;br /&gt;
|Upkp: 1    &lt;br /&gt;
|----&lt;br /&gt;
|3 Combat Helmet        &lt;br /&gt;
|Load:   15 &lt;br /&gt;
|Upkp: 1    &lt;br /&gt;
|----&lt;br /&gt;
|4 Laser pistol         &lt;br /&gt;
|Load:   15 &lt;br /&gt;
|Upkp: 3    &lt;br /&gt;
|----&lt;br /&gt;
|}&lt;br /&gt;
Remaining Loadout: 18.8 - Total Upkeep: 10&lt;br /&gt;
&lt;br /&gt;
Here, the number is the equipment slot each item is in.  Load is how much loadout each equipped item uses, Upkp is the Upkeep cost of each item (in Resources).  For now, the two important things are Load and Upkeep.  If you want to see the statistics of an item that is currently equipped, the command is &#039;load #&#039; - note that this one does not use a plus sign.&lt;br /&gt;
&lt;br /&gt;
Every character starts the game with a maximum of 100 Loadout.  This can be increased through merits (Always Be Prepared, All Natural) and Roles (the Readiness role).  Every character also starts with 10 Resources, and Resources can be increased to a maximum of (Player Level x2) by spending XP.  If you want to equip a piece of gear, you need to have enough available loadout and resources; if you are out of loadout you just can&#039;t equip it, and if you are over budget on resources &#039;&#039;all&#039;&#039; of your gear stops working.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stacking Bonuses ==&lt;br /&gt;
&lt;br /&gt;
Bluntly, there are a lot of options available for gear.  Some, like the items in the starter pack are [[:Category:Items|unmodifiable]].  All the [[:Category:Recipe|craftable items]] and [[:Category: Recipe Modifier|modifiers]] are on the wiki.  Essentially, a piece of gear is like a new power for your character, while the gear modifiers provide various bonuses, either directly to the item in question or to whoever it is used on.  For example, the &#039;Physical Armor&#039; item is &#039;Target: Self&#039; and &#039;Auto: Self&#039;, which means the bonuses it gives (+1 Physical Damage Resist and +3 Max HP) are passive bonuses just for having it equipped.  Any modifiers that are added to this item will apply their Ally benefit as a passive bonus.  The Liquid Bandage is an active item; when used, it targets an ally and heals them, as well as applying a Regen and Healgain buff.  Any modifiers added to this item apply their Ally benefit as an active bonus.  Weapons deal damage and sometimes apply negative status effects to enemies; some modifiers have enemy effects, and will apply those to targets hit by a weapon.&lt;br /&gt;
&lt;br /&gt;
Although it is possible to stack bonuses from several pieces of gear, bonuses will only apply once per named source.  It is possible to own and equip four different Generic Armors, but you will &#039;&#039;only&#039;&#039; receive the bonus from whichever one is the strongest.  Gear modifiers act the same way; it is possible to have a Fast Physical Armor, a Fast Module, and a Fast Shield, but you can only get the passive bonus from Fast &#039;&#039;once&#039;&#039;.  However, the passive bonus and the active bonus of a mod will stack - someone with Fast armor can still get the full effect of a Fast Banner, for example.  If you want to stack Haste, you will need to use different items that provide a Haste bonus (such as the Overclocker and the Cybernetic Reflex Enhancer) and utilize different modifiers (like one item with Fast and one item with Cool).  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Cost Effectiveness ==&lt;br /&gt;
&lt;br /&gt;
One thing that can often surprise people is that the top of the line gear is &#039;&#039;expensive&#039;&#039;.  Many modifiers apply a percentage based increase to the cost of an item, which means it adds up quickly when you start adding three or four modifiers to what you are building.  A Nanite Buffer without any modifiers costs 80,000 credits, five common mechanical salvage, and one uncommon electric salvage.  A Heavy, Improved, Miniaturized Nanite Buffer costs 924,000 credits, and requires 62 common salvage and 5 uncommon (and one uncommon salvage costs 100 common salvage).  When it comes to actual performance, even though the three-mod buffer is over ten times as expensive as the unmodded one, it only provides 36 HP Buffer (before level scaling), while the unmodified buffer provides an HP Buffer of 25.  Unmodified Phyiscal Armor provides 1.0 Physical Damage Resist and 3.0 Max HP for 200 creds and 10 common salvage, while a maxed out Heavy, Overwhelming, Improved, Miniaturized Physical Armor costs close to 6,000 credits and 400 salvage, for 2.0 Physical Damage Resist and 6.0 Max HP.&lt;br /&gt;
&lt;br /&gt;
Essentially, the cost of improving an item increases far, far faster than the increase in a gear&#039;s bonuses.  There are many people who have complained that, if they can&#039;t get the best gear, they may as well use nothing until they can afford the top gear.  This is silly.  Most basic gear is relatively cheap, and it can be exchanged later when you can afford it.  Even items with only two modifiers are around half as expensive as a three-mod item, and can still be very useful.&lt;br /&gt;
&lt;br /&gt;
So, what are some key modifiers to know when you start putting together gear?&lt;br /&gt;
&lt;br /&gt;
*Generic Status Modifiers: Heavy and Overwhelming are frequently used on almost &#039;&#039;everything&#039;&#039;, sometimes just one or the other, sometimes both.  Heavy increases all status effects from an item by 30%, while Overwhelming is more expensive but increases all status effects by 40%.  Improved will also increase all stats by 10%, and is fairly cheap.  I typically recommend at least one on an item if it has any effect on stats.&lt;br /&gt;
*Loadout Modifiers: Miniaturized, Ruggedized, Ergonomic, and Modular all reduce the loadout and/or upkeep of an item.  While this has no direct impact on the item&#039;s stats, it does mean you can get more total gear. &lt;br /&gt;
*New Status Bonuses: These are modifiers that add fully new stats to an item.  For some items (modules, banners, amplifiers) you &#039;&#039;need&#039;&#039; at least one of these, as the base item has no effect without one.  For other items, it lets you customize what benefits the item gives or what penalties it inflicts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Making Gear ==&lt;br /&gt;
&lt;br /&gt;
Each item requires four things to make:&lt;br /&gt;
*XP - Found by RPing and defeating monsters!  Yes, every item requires some XP to make.&lt;br /&gt;
*Credits - Again, earned through RP, fighting, missions, and etc.&lt;br /&gt;
*Builder Nanites - If you have a nanite collector, you start collecting these.  Most crafters will have plenty on hand.&lt;br /&gt;
*Salvage - Usually the sticking point for most items; you can see what salvage you have by typing &#039;salvage&#039; in game.  100 Common salvage can be converted into 1 Uncommon salvage, and 25 Uncommon salvage can be made into 1 Rare.  You collect salvage from fighting, and from doing some missions.&lt;br /&gt;
&lt;br /&gt;
If you know what item you want to make, you can see what it&#039;ll cost by typing &#039;test item=mod1,mod2,mod3&#039; (or just use one or two mods, or none).  To make an item, you type in &#039;make item=mod1,mod2,mod3&#039;.  Note that you can only test items and modifiers if you know the schematics for them.  Not every schematic is for sale in the shops, but most crafters have gone through the trouble of collecting them and should be able to give you a quote.&lt;br /&gt;
&lt;br /&gt;
[[Crafting]], [[:Category:Recipe]], [[:Category:Recipe_Modifier]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]][[Category:Crafting]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Newbie_Command_List&amp;diff=34225</id>
		<title>Newbie Command List</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Newbie_Command_List&amp;diff=34225"/>
		<updated>2013-09-09T08:33:23Z</updated>

		<summary type="html">&lt;p&gt;Jo: /* inventory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page does not cover all the commands currently in the game, but these are the commands that will make up most of a player&#039;s commands.&lt;br /&gt;
&lt;br /&gt;
==north/south/east/west/up/down==&lt;br /&gt;
Basic movement commands. Dependent on the exits to your current room, and can usually be abbreviated to their first letter.&lt;br /&gt;
&lt;br /&gt;
==depart==&lt;br /&gt;
Takes you to the overworld map for fast and safe traveling. Players without the Flight perk can only do so from designated points, while those with Flight can depart from any location.&lt;br /&gt;
&lt;br /&gt;
==home==&lt;br /&gt;
Takes you to your bond point. By default this is your faction&#039;s medical facility (Zephyr Triage for [[Zephyr]], New Dawn Medical Hut for [[Prometheans]], RSX Triage for [[RSX]]), but you can set a new bond point by visiting a valid bond point and typing &amp;lt;code&amp;gt;bond&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==mjoin and msummon==&lt;br /&gt;
These commands take you directly to another player, or bring them to you. Type &amp;lt;code&amp;gt;mjoin &amp;amp;lt;target&amp;amp;gt;&amp;lt;/code&amp;gt; to move to them, or &amp;lt;code&amp;gt;msummon &amp;amp;lt;target&amp;amp;gt;&amp;lt;/code&amp;gt; to invite them to move to you.&lt;br /&gt;
&lt;br /&gt;
==look ==&lt;br /&gt;
Lets you look at things - the room you&#039;re in, other players, objects, even enemy monsters. Typing &amp;lt;code&amp;gt;look&amp;lt;/code&amp;gt; by itself merely looks at the room, while typing &amp;lt;code&amp;gt;look me&amp;lt;/code&amp;gt; looks at yourself. If you want to look at a monster during combat, typing &amp;lt;code&amp;gt;look 1&amp;lt;/code&amp;gt; (or whatever number they are) tends to work better than typing their name.&lt;br /&gt;
(short l)&lt;br /&gt;
&lt;br /&gt;
==talk/check==&lt;br /&gt;
These two have the same effect. They&#039;re used to interact with NPCs or objects in the same room as you, with the format &amp;lt;code&amp;gt;talk &amp;amp;lt;target&amp;amp;gt;&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;check &amp;amp;lt;target&amp;amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==use==&lt;br /&gt;
Lets you use a power or object. Powers work best by using the format of &amp;lt;code&amp;gt;use &amp;amp;lt;Power Name&amp;amp;gt; on &amp;amp;lt;Target&amp;amp;gt;&amp;lt;/code&amp;gt;. Targets that are hostile are best selected by using just the number next to their name in the combat display. &lt;br /&gt;
 &lt;br /&gt;
==+rpinfo &amp;amp;lt;topic&amp;amp;gt;== &lt;br /&gt;
Gets you more information on the topic, including some items, most powers, roles, professions, etc. A great source of help at the early stages.&lt;br /&gt;
&lt;br /&gt;
==public &amp;amp;lt;Message&amp;amp;gt; ==&lt;br /&gt;
(can be shortened to pub &amp;amp;lt;Message&amp;amp;gt; or /1 &amp;amp;lt;Message&amp;amp;gt;) &lt;br /&gt;
Chats in the general public channel, viewable by all players with the channel turned on (most players at this point). Using the format &amp;lt;code&amp;gt;pub :&amp;lt;/code&amp;gt; you can type in emotes that just say your name, rather than your current head&#039;s chatter type. Mostly considered out-of-character and used to pass information or ask questions. To turn this channel on or off, type &amp;lt;code&amp;gt;public on/off&amp;lt;/code&amp;gt; as if you were sending a message.&lt;br /&gt;
&lt;br /&gt;
==Color Codes==&lt;br /&gt;
[[File:ANSIcolors.png|150px|thumb|left|A chart of all the colors]]&lt;br /&gt;
For use in public messages and descriptions, there are 256 color codes available to use. If you wish to color what you type, use two carets (^) with the color code in the center. The code for each color in the image is in the lower-left corner of each one. If you wish to revert your text back to normal, use ^normal^&lt;br /&gt;
&lt;br /&gt;
Example: ^9^ text ^normal^ text&amp;lt;br /&amp;gt;&lt;br /&gt;
Appears: &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; text &amp;lt;/span&amp;gt; text&lt;br /&gt;
&lt;br /&gt;
==say &amp;amp;lt;Message&amp;amp;gt; == &lt;br /&gt;
Using a prefix generated by your current head type, talks in the current room with a message visible to all players. Generally considered IC, or &amp;quot;In Character&amp;quot; for [[roleplay]]ing. For example:&amp;lt;br&amp;gt;&lt;br /&gt;
You type &amp;lt;code&amp;gt;say &amp;quot;Hello all, this is just a test!&amp;quot;&amp;lt;/code&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
What you see: &amp;lt;code&amp;gt;You chirr, &amp;quot;Hello all, this is just a test!&amp;quot;&amp;lt;/code&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
What everyone else in the room sees: &amp;lt;code&amp;gt;Playername chirrs, &amp;quot;Hello all, this is just a test!&amp;quot;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==emote &amp;amp;lt;Message&amp;amp;gt;==&lt;br /&gt;
Similar to say, but instead the message displayed to all players starts with just your name, useful for [[roleplay]] that involves description instead of speech. Only displays for the room you are currently in. For example:&amp;lt;br&amp;gt;&lt;br /&gt;
You type &amp;lt;code&amp;gt;emote is simply conducting tests for the wiki, don&#039;t mind them.&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What you see: &amp;lt;code&amp;gt;Playername is simply conducting tests for the wiki, don&#039;t mind them.&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What everyone else sees: &amp;lt;code&amp;gt;Playername is simply conducting tests for the wiki, don&#039;t mind them.&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can substitute &amp;lt;code&amp;gt;pose&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;:&amp;lt;/code&amp;gt; (a colon), or &amp;lt;code&amp;gt;;&amp;lt;/code&amp;gt; (a semicolon) for emote.&lt;br /&gt;
&lt;br /&gt;
==spoof==&lt;br /&gt;
Similar to emote, this does the same thing but does not start your emote with a name. Useful if you want to start your [[roleplay]] post with something other than your name. Be advised, this will put brackets around your post if you start with another player&#039;s name.&amp;lt;br&amp;gt;&lt;br /&gt;
You type &amp;lt;code&amp;gt;spoof Wiki-tests are being done by Playername!&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What you see: &amp;lt;code&amp;gt;Wiki-tests are being done by Playername!&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What everyone else sees: &amp;lt;code&amp;gt;Wiki-tests are being done by Playername!&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You type &amp;lt;code&amp;gt;spoof Nuku is simply conducting tests for the wiki, don&#039;t mind them.&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What you see: &amp;lt;code&amp;gt;( Nuku is simply conducting tests for the wiki, don&#039;t mind them. )&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
What everyone else sees: &amp;lt;code&amp;gt;( Nuku is simply conducting tests for the wiki, don&#039;t mind them. )&amp;lt;/code&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==OOC &amp;amp;lt;Message&amp;amp;gt;==&lt;br /&gt;
Can be used in two formats, much like &amp;lt;code&amp;gt;public&amp;lt;/code&amp;gt;. Typing &amp;lt;code&amp;gt;ooc&amp;lt;/code&amp;gt; results in an appearance for your local room that looks like a say, but without your head suffix adding its portion to your chat. Using the format &amp;quot;&amp;lt;code&amp;gt;ooc :&amp;lt;/code&amp;gt;&amp;quot; results in an output that acts much like an emote from above. &lt;br /&gt;
&lt;br /&gt;
==page &amp;amp;lt;Message&amp;amp;gt;==&lt;br /&gt;
To page or private message another player, you can type &amp;lt;code&amp;gt;page player=message&amp;lt;/code&amp;gt; to send the message to a new recipient, or type &amp;lt;code&amp;gt;page message&amp;lt;/code&amp;gt; to send it to the same recipient as previous messages.&lt;br /&gt;
&lt;br /&gt;
==editplayer==&lt;br /&gt;
Command that has a lot of functions for editing appearance, your short and long descriptions can be edited via this command. It comes with its own built in help for most of them as well, give it a try if you didn&#039;t do much during character creation to jazz up your character&#039;s appearance to others.&lt;br /&gt;
&lt;br /&gt;
==inventory ==&lt;br /&gt;
Lists all the current items you are carrying. You can type &amp;lt;code&amp;gt;inventory #&amp;lt;/code&amp;gt; to get more information about an item in your [[Gear|inventory]].&lt;br /&gt;
(interchangeable with +gear, can be shortened to i)&lt;br /&gt;
&lt;br /&gt;
==equip== &lt;br /&gt;
Typed by itself, it lists off everything you have equipped, and in which slots. Typing &amp;lt;code&amp;gt;equip #&amp;lt;/code&amp;gt;, with the number of an item in place of the #, tries to equip that item from your inventory. If it&#039;s equippable, and you have enough spare [[loadout]], then it&#039;ll be equipped. In addition, you can use the &amp;lt;code&amp;gt;load&amp;lt;/code&amp;gt; command to view details on items you have equipped. For instance, &amp;lt;code&amp;gt;load 1&amp;lt;/code&amp;gt; will give you a detailed description of what you have equipped in slot 1.&lt;br /&gt;
&lt;br /&gt;
==+gear== &lt;br /&gt;
An important command that serves as the root for several commands. By itself, &amp;lt;code&amp;gt;+gear&amp;lt;/code&amp;gt; lists all the items you are carrying. Typing &amp;lt;code&amp;gt;+gear #&amp;lt;/code&amp;gt;, with the number of an item in place of the #, displays more information on that item. Typing &amp;lt;code&amp;gt;+gear #help&amp;lt;/code&amp;gt; shows a help screen about further commands.&lt;br /&gt;
&lt;br /&gt;
==+acc &amp;amp;lt;Number&amp;amp;gt;==&lt;br /&gt;
Equips that item number from your inventory. You can use &amp;lt;code&amp;gt;+gear&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;inventory&amp;lt;/code&amp;gt; to determine the item number of what you want to equip.&lt;br /&gt;
&lt;br /&gt;
==remove== &lt;br /&gt;
Removes a piece of equipment. You&#039;ll need to tell the game which piece of equipment, by typing &amp;lt;code&amp;gt;equip&amp;lt;/code&amp;gt;, finding the slot number of the gear, and typing &amp;lt;code&amp;gt;remove #&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==ws==&lt;br /&gt;
Type in a room to get some information about your fellow players without being too intrusive. Information includes name, status (IC, idle, OOC, etc), current sex and species status.&lt;br /&gt;
&lt;br /&gt;
==wi==&lt;br /&gt;
Type in a room to get some roleplaying information about your fellow players. This will show a list of &#039;flags&#039; for each player, displaying what they are interested in. The same command is also used to set your own flags. Type &amp;lt;code&amp;gt;wi #help&amp;lt;/code&amp;gt; for more details.&lt;br /&gt;
&lt;br /&gt;
==smell== &lt;br /&gt;
Similar to &amp;lt;code&amp;gt;look&amp;lt;/code&amp;gt;, but instead of using your eyes, you use your nose. This command tells you a bit about the fertility and species of the target. &amp;lt;code&amp;gt;smell here&amp;lt;/code&amp;gt; effectively counts as smelling everybody and the room itself. And, of course, sticking your nose in someone&#039;s crotch will be visible to them.&lt;br /&gt;
&lt;br /&gt;
==stats== &lt;br /&gt;
Views your current character sheet, containing a lot of useful information including your HP status, special skills, mutant powers, combat skills and knowledge skills.&lt;br /&gt;
&lt;br /&gt;
==+hazards==&lt;br /&gt;
Shows a display about the current area. Known monsters and approximate threat level. Try to stay in areas which match your level.&lt;br /&gt;
(can be shortened to +haz)&lt;br /&gt;
&lt;br /&gt;
==+mut==&lt;br /&gt;
Shows the species mutations you currently have.&lt;br /&gt;
&lt;br /&gt;
==+prove &amp;amp;lt;a player stat&amp;amp;gt;==&lt;br /&gt;
Proves if the player has a statistic with that name. The result will be shown to the room with an message like &amp;quot;Playername proves that they possess a stat named StatName with a value of StatValue&amp;quot;. Can be altered by &amp;lt;code&amp;gt;/silent&amp;lt;/code&amp;gt; so it will not show the result to the room; for example, &amp;lt;code&amp;gt;+prove/silent Pregnant&amp;lt;/code&amp;gt; will prove if the player is [[Pregnancy|Pregnant]] and give the actual value for it.&lt;br /&gt;
&lt;br /&gt;
==+bbhelp==&lt;br /&gt;
This command will allow you to learn the commands needed to view the in-game community bulletin board.&lt;br /&gt;
&lt;br /&gt;
==mail==&lt;br /&gt;
This command will take you to your inbox. In order to read your mail, type the command followed by the number of the letter you wish to read.&amp;lt;br&amp;gt;&lt;br /&gt;
This command can also be used to send mail to other players; type &amp;lt;code&amp;gt;mail &amp;amp;lt;playername&amp;amp;gt;=&amp;amp;lt;subject&amp;amp;gt;&amp;lt;/code&amp;gt; to start your message.&lt;br /&gt;
&lt;br /&gt;
==who==&lt;br /&gt;
This command will display a list of everyone currently online, their factions, their locations, their status as a player judge, and if they&#039;re on the web interface or not. WARNING: Spammy!&lt;br /&gt;
&lt;br /&gt;
==trace==&lt;br /&gt;
This command will display a route to the location of one person. It works by typing &amp;lt;code&amp;gt;trace playername&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Inventory&amp;diff=34224</id>
		<title>Inventory</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Inventory&amp;diff=34224"/>
		<updated>2013-09-09T08:21:50Z</updated>

		<summary type="html">&lt;p&gt;Jo: Redirected page to Gear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Gear]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
	</entry>
</feed>