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	<title>Flexible Survival - User contributions [en]</title>
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	<updated>2026-04-14T09:33:04Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834427</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834427"/>
		<updated>2023-09-17T03:32:59Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
* Economics&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
* Armor&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834424</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834424"/>
		<updated>2023-09-17T02:05:49Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
* Economics&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834423</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834423"/>
		<updated>2023-09-17T02:04:15Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
* Management&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834422</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834422"/>
		<updated>2023-09-17T01:58:45Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* Academics&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834421</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834421"/>
		<updated>2023-09-17T01:55:56Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
* First-Aid (Medicine can cover it)&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834420</id>
		<title>Skill proficiency rework</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Skill_proficiency_rework&amp;diff=1834420"/>
		<updated>2023-09-17T01:53:46Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Intent ==&lt;br /&gt;
* The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay&lt;br /&gt;
* The concept of starting &amp;quot;profession&amp;quot; is very obscure and only obfuscates the intent of &amp;quot;your background makes you good at this&amp;quot; without adding any depth&lt;br /&gt;
* Combat skills aren&#039;t necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem&lt;br /&gt;
* It&#039;s a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced&lt;br /&gt;
 &lt;br /&gt;
The new system intends to offer the following:&lt;br /&gt;
* More accessibility: no or very little impact from farming heavens 24/7 on your skill array&lt;br /&gt;
* No obfuscation: you pick your skills, done, easy.&lt;br /&gt;
* As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)&lt;br /&gt;
* Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization&lt;br /&gt;
&lt;br /&gt;
== Properties of the rework ==&lt;br /&gt;
Each player is given the opportunity to pick:&lt;br /&gt;
* 2 specializations&lt;br /&gt;
* 4 Interests&lt;br /&gt;
* 6 hobbies&lt;br /&gt;
* beginner level in the remaining 16 skills&lt;br /&gt;
Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively&lt;br /&gt;
&lt;br /&gt;
The following gameplay effects of skills are removed, backed in character baseline, or changed:&lt;br /&gt;
* [implemented] intimidation no longer affects shop prices&lt;br /&gt;
* [implemented] economics no longer affects shop prices&lt;br /&gt;
* [implemented] Xeno is no longer needed to see enemy HP&lt;br /&gt;
* [implemented] Xeno is no longer needed to see player mutations, but no longer show &amp;quot;real&amp;quot; mutation (behind looks human/looks native perks) at high xeno&lt;br /&gt;
* [implemented] Combat skills no longer affect combat abilities power and effectiveness&lt;br /&gt;
* [implemented] Combat previous items will never require more than 10 in a given skill to upkeep, obtained from beginner proficiency alone&lt;br /&gt;
* [implemented] Armor skill no longer affect power armor salvage drain (it uses the standard value of &amp;quot;20&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The following skills are removed from the game:&lt;br /&gt;
* Climbing&lt;br /&gt;
* Running&lt;br /&gt;
* Strength \_ This becomes Athletics&lt;br /&gt;
* History&lt;br /&gt;
* Legends&lt;br /&gt;
* Theology \_ This becomes Academics&lt;br /&gt;
&lt;br /&gt;
The following skills are added to the game:&lt;br /&gt;
* Athletics&lt;br /&gt;
* do&lt;br /&gt;
&lt;br /&gt;
The following skills are changed to apply to different RP scenario:&lt;br /&gt;
* to&lt;br /&gt;
* do&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=MU*_Clients&amp;diff=1811244</id>
		<title>MU* Clients</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=MU*_Clients&amp;diff=1811244"/>
		<updated>2023-06-29T22:03:02Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to play Flexible Survival, you must either use the in-built MU* client on the [https://flexiblesurvival.com/ webpage] or download one from a wide selection of MU* clients (preferred).&lt;br /&gt;
&lt;br /&gt;
For most users, [[BeipMU]] is recommended. For Android users, we recommend [https://play.google.com/store/apps/details?id=com.crap.mukluk Mukluk].&lt;br /&gt;
&lt;br /&gt;
== Operating systems ==&lt;br /&gt;
&lt;br /&gt;
The operating systems a client can run on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Microsoft_Windows Windows]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/MacOS macOS]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Linux GNU/Linux]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Berkeley_Software_Distribution BSD]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Unix Unix]&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.riverdark.net/atlantis/ Atlantis]&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;[https://beipdev.github.io/BeipMU/ BeipMU](Recommended)&#039;&#039;&#039;&lt;br /&gt;
| X&lt;br /&gt;
| X&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://www.mudlet.org/ Mudlet]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://mushclient.com/ MUSHclient]&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://www.potatomushclient.com/ Potato]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://archive.org/details/tucows_196173_SimpleMU_MU_Client SimpleMU]&amp;lt;sup&amp;gt;[**]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://tintin.mudhalla.net/download.php TinTin++] ([https://github.com/tintinplusplus/tintin GitHub])&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[*] While [[BeipMU]] is a Windows client, it works well under [https://www.winehq.org/ Wine] on Linux and MacOS.(be sure to install Segoe UI Emoji font)&lt;br /&gt;
&lt;br /&gt;
[**] SimpleMU is only safely available via archive.org as the official site has been taken down.&lt;br /&gt;
&lt;br /&gt;
== Protocol support ==&lt;br /&gt;
&lt;br /&gt;
Information about what protocols the clients support.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Transport_Layer_Security TLS]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Xterm 256 colors]&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.riverdark.net/atlantis/ Atlantis]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://beipdev.github.io/BeipMU/ BeipMU]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.mudlet.org/ Mudlet]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://mushclient.com/ MUSHclient]&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.potatomushclient.com/ Potato]&lt;br /&gt;
| ?&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://archive.org/details/tucows_196173_SimpleMU_MU_Client SimpleMU]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://tintin.mudhalla.net/download.php TinTin++] ([https://github.com/tintinplusplus/tintin GitHub])&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[*] Potato is unable to connect to secure port 2002 due to attempting to use a deprecated TLSv1 protocol.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
The [[:Category:UI Guides|UI Guides]] section contains some useful configuration tips for clients contributed by players. If you know how to set up a client that isn&#039;t listed there, add an entry for it to help other players!&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=MU*_Clients&amp;diff=1811242</id>
		<title>MU* Clients</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=MU*_Clients&amp;diff=1811242"/>
		<updated>2023-06-29T21:17:02Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Operating systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to play Flexible Survival, you must either use the in-built MU* client on the [https://flexiblesurvival.com/ webpage] or download one from a wide selection of MU* clients (preferred).&lt;br /&gt;
&lt;br /&gt;
For most users, [[BeipMU]] is recommended. For Android users, we recommend [https://play.google.com/store/apps/details?id=com.crap.mukluk Mukluk].&lt;br /&gt;
&lt;br /&gt;
== Operating systems ==&lt;br /&gt;
&lt;br /&gt;
The operating systems a client can run on.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Microsoft_Windows Windows]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/MacOS macOS]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Linux GNU/Linux]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Berkeley_Software_Distribution BSD]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Unix Unix]&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.riverdark.net/atlantis/ Atlantis]&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! &#039;&#039;&#039;[https://beipdev.github.io/BeipMU/ BeipMU](Recommended)&#039;&#039;&#039;&lt;br /&gt;
| X&lt;br /&gt;
| X&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://www.mudlet.org/ Mudlet]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://mushclient.com/ MUSHclient]&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://www.potatomushclient.com/ Potato]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://archive.org/details/tucows_196173_SimpleMU_MU_Client SimpleMU]&amp;lt;sup&amp;gt;[**]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://tintin.mudhalla.net/download.php TinTin++] ([https://github.com/tintinplusplus/tintin GitHub])&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[*] While [[BeipMU]] is a Windows client, almost all features other than the map editor work well under [https://www.winehq.org/ Wine] on Linux and MacOS.&lt;br /&gt;
&lt;br /&gt;
[**] SimpleMU is only safely available via archive.org as the official site has been taken down.&lt;br /&gt;
&lt;br /&gt;
== Protocol support ==&lt;br /&gt;
&lt;br /&gt;
Information about what protocols the clients support.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Transport_Layer_Security TLS]&lt;br /&gt;
! [https://en.wikipedia.org/wiki/Xterm 256 colors]&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.riverdark.net/atlantis/ Atlantis]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://beipdev.github.io/BeipMU/ BeipMU]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.mudlet.org/ Mudlet]&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://mushclient.com/ MUSHclient]&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://www.potatomushclient.com/ Potato]&lt;br /&gt;
| ?&amp;lt;sup&amp;gt;[*]&amp;lt;/sup&amp;gt;&lt;br /&gt;
| X&lt;br /&gt;
|-&lt;br /&gt;
! [https://archive.org/details/tucows_196173_SimpleMU_MU_Client SimpleMU]&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! [https://tintin.mudhalla.net/download.php TinTin++] ([https://github.com/tintinplusplus/tintin GitHub])&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[*] Potato is unable to connect to secure port 2002 due to attempting to use a deprecated TLSv1 protocol.&lt;br /&gt;
&lt;br /&gt;
== Additional information ==&lt;br /&gt;
&lt;br /&gt;
The [[:Category:UI Guides|UI Guides]] section contains some useful configuration tips for clients contributed by players. If you know how to set up a client that isn&#039;t listed there, add an entry for it to help other players!&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Category:Quirks&amp;diff=1425281</id>
		<title>Category:Quirks</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Category:Quirks&amp;diff=1425281"/>
		<updated>2019-10-26T02:44:25Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;Quirks are interesting tricks and gadgets your character has picked up.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Quirks are interesting tricks and gadgets your character has picked up.&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Coyote_(dedication)&amp;diff=1080735</id>
		<title>Coyote (dedication)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Coyote_(dedication)&amp;diff=1080735"/>
		<updated>2019-02-07T16:23:57Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Very mysterious. If you&#039;d like him to be less mysterious, too bad. Please file all complaints in RSX&#039;s basement.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
One can follow Coyote for 60 Mako in Crater Lake in Oregon.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
{{Monster&lt;br /&gt;
|arms=[[Nasty Insult]]&lt;br /&gt;
|tail=&lt;br /&gt;
|groin=&lt;br /&gt;
|head=[[Long Ears]], [[Scent of Blood]]&lt;br /&gt;
|legs=[[Skitter]]&lt;br /&gt;
|skin=[[Furry Hide]]&lt;br /&gt;
|torso=[[Solid Frame]], [[Pack Loyalty]]&lt;br /&gt;
}}Followers of Coyote can afflict their enemies with [[Metamorphosis]] for various effects. Quite entertaining, too.&amp;lt;br /&amp;gt;&lt;br /&gt;
Active followers also gain an additional 2 Hero Points. This first takes effect on the next character refresh after becoming an active follower.&amp;lt;br /&amp;gt;&lt;br /&gt;
Lastly, active followers can transform others into forms they have mastered with a [[Nanite Control Extender]], similar to a [[Nanite Adept]]. They cannot, however, change themselves with this ability.&lt;br /&gt;
* &#039;&#039;TF &amp;lt;form&amp;gt;&#039;&#039;: Transform someone into &amp;lt;form&amp;gt;. It will cost 10% mako battery charge to transform the target into a form they do not have, if you both have mastery of the form, this will not apply.&lt;br /&gt;
* &#039;&#039;TF &amp;lt;part&amp;gt;=&amp;lt;form&amp;gt;&#039;&#039;: Transform a specific part into &amp;lt;form&amp;gt;. It will cost 2% mako battery charge to transform each of the target&#039;s parts if they do not have the form mastered, it is free if you both have the form mastered.&lt;br /&gt;
* &#039;&#039;TF genitals=&amp;lt;form&amp;gt;&#039;&#039;: Make all their bits match &amp;lt;form&amp;gt;. If you want to change your friend&#039;s bits to match a form that they do not have mastered, it won&#039;t cost anything.&lt;br /&gt;
* &#039;&#039;TF &amp;lt;sex stat&amp;gt;=&amp;lt;form&amp;gt;&#039;&#039;: Change part of their bits to match &amp;lt;form&amp;gt;.&lt;br /&gt;
* &#039;&#039;TF Size=&amp;lt;form&amp;gt;&#039;&#039;: Change their size into that of &amp;lt;form&amp;gt;.&lt;br /&gt;
Check Additional Equipment for more information about the command and items required for each version.&lt;br /&gt;
&lt;br /&gt;
==Additional Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Mako Cost&lt;br /&gt;
|-&lt;br /&gt;
| [[Gift of the Trickster]] || Allows those dedicated to coyote, but not currently in it, to shapeshift others. Still requires a [[Nanite Control Extender]] to function. || 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Infection Randomizer]] || Allows [[Nanite Adept (dedication)|nanite adepts]] or coyotes to target &#039;random&#039; when they just can&#039;t make up their minds. || 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Nanite Control Extender]] || No one is entirely sure where this thing came from or how it works exactly, but it seems those of Devourer or Coyote dedication can use it to inflict changes on other people as easily as nanite adepts change themselves. Frightening in a way. || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Thematic Information==&lt;br /&gt;
&lt;br /&gt;
Followers of the Native American god Coyote gain some of the trickster&#039;s power over people&#039;s shape, as well as his knack for cheating death, and other feats of heroism.&lt;br /&gt;
&lt;br /&gt;
The mechanics of how Coyote dedicants are able to change others has recently come to light. From Native American mythos, &#039;Coyote created man from clay.&#039; Now, nanites have wet that clay anew, allowing Coyote&#039;s followers to sculpt others into different shapes as they wish.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dedications]]&lt;br /&gt;
[[Category:Canines]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Outpost_Equipment:_Milking_Machine/Extra_Notes&amp;diff=1056264</id>
		<title>Outpost Equipment: Milking Machine/Extra Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Outpost_Equipment:_Milking_Machine/Extra_Notes&amp;diff=1056264"/>
		<updated>2019-01-18T02:12:31Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Reverted edits by Nuku (talk) to last revision by DeMatt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Costs 50 [[mako]] in the [[Mako Shop]].  When set up in a player-owned room, it has the following noted effects:&lt;br /&gt;
&lt;br /&gt;
[Public] Nuku squeakily meows, &amp;quot;It is usable once per 6 hours, the resulting milk is at your level. If you have a rating of 3+ in the following skills, the milk is improved in different ways. [[Lactaid]], [[Milk Chug]], [[Chock Milk]], [[Nurse]], [[Royal Delight]]&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[Public] Nuku squeakily meows, &amp;quot;You can produce up to 3 milks at a time, depending on breast size and quantity&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[Public] Nuku squeakily meows, &amp;quot;Every milk produced costs 10% [[mako battery]] charge.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
[Public] Nuku squeakily meows, &amp;quot;We thought ahead, for 25% more charge, you can go at it right away again.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The milk is a [[Medical Hypo]] with various modifiers applied.   &lt;br /&gt;
*[[Chock Milk]] grants [[Basic Spread]].&lt;br /&gt;
*[[Cleansing Milk]] grants [[Cleansing|Cleansing 1]].&lt;br /&gt;
*[[Lactaid]] grants [[Overwhelming]].&lt;br /&gt;
*[[Milk Chug]] grants [[Heavy]].&lt;br /&gt;
*[[Nurse]] grants [[Improved]].&lt;br /&gt;
*[[Royal Delight]] grants [[Insulating]].&lt;br /&gt;
*Being pregnant, or being a [[Cow Maiden]] grants the High Quality status, which boosts overall effectiveness of the milk by 10%.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Player Land]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Outpost_Equipment:_Milking_Machine/Extra_Notes&amp;diff=1056263</id>
		<title>Outpost Equipment: Milking Machine/Extra Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Outpost_Equipment:_Milking_Machine/Extra_Notes&amp;diff=1056263"/>
		<updated>2019-01-18T02:06:10Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Costs 50 [[mako]] in the [[Mako Shop]].  When set up in a player-owned room, it has the following noted effects:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Player Land]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Newbie_Guide_2017&amp;diff=940639</id>
		<title>Newbie Guide 2017</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Newbie_Guide_2017&amp;diff=940639"/>
		<updated>2018-10-14T17:31:27Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Nuku moved page Newbie Guide 2017 to New Newbie Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[New Newbie Guide]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=New_Newbie_Guide&amp;diff=940638</id>
		<title>New Newbie Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=New_Newbie_Guide&amp;diff=940638"/>
		<updated>2018-10-14T17:31:27Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Nuku moved page Newbie Guide 2017 to New Newbie Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This guide is still a Work In Progress. If you can edit the wiki, feel free to make this guide better!&#039;&#039;&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Think this guide is too long? Wanting something a bit more compact? Check out the [[Quick Newbie FAQ|Newbie FAQ!]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t know how MU*s work? Have no idea what to do? Too shy to ask around the channels? Then this guide is FOR YOU! Yes, YOU! Absolute newcomer!&lt;br /&gt;
&lt;br /&gt;
First off, whenever you see &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;text like this&amp;lt;/code&amp;gt;, it means it&#039;s a &#039;&#039;&#039;game command&#039;&#039;&#039;, something you&#039;re supposed to type and send to the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Of extreme, absolute, total and ball busting importance: READ! This cannot be emphasized enough, but you REALLY, REALLY need to READ and PAY ATTENTION to things!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And remember, this is a multiplayer game focused on &#039;&#039;&#039;COOPERATION&#039;&#039;&#039;. This means that most of the community there is willing to interact with you in a positive way. No need to be shy!&lt;br /&gt;
&lt;br /&gt;
=MU* client?=&lt;br /&gt;
Other than using the [http://flexiblesurvival.com/telnet Direct Control] link on the web, you can also connect to the game via a MU client. One of the lighter ones is PotatoMU, as, even on windows, it requires no installation to run. You can check other [[MU* Clients|clients to use on this other page]].&lt;br /&gt;
&lt;br /&gt;
In any MU client, connecting to the game world is easy. Most will ask you to add a world. The address is flexiblesurvival.com, the port is 2000. Once you click to connect, you&#039;ll be greeted with the login screen.&lt;br /&gt;
&lt;br /&gt;
=Making your character=&lt;br /&gt;
The first thing the page will ask you for is to select a faction. It will affect your starting location and some NPC (Non-Player Character) interactions. Don&#039;t worry, you won&#039;t lose anything by choosing one faction over another. In the end, it acts mostly as choosing your starting point and who got your character up and running, so to speak.&lt;br /&gt;
&lt;br /&gt;
==PREPACKAGE==&lt;br /&gt;
While the other starting perks are pretty self explanatory, prepackage deserves extra attention. Once you finish your character and log into the game (direct control), you will have to use the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;prepackage&amp;lt;/code&amp;gt; command. You can use it at any time after you created your character.&lt;br /&gt;
&lt;br /&gt;
==FLAWS==&lt;br /&gt;
For your first character, you may want to skip this completely, save for these:&lt;br /&gt;
Adapted Metabolism – Better healing effects&lt;br /&gt;
Adaptative Immunities – Resistance to debuffs (bad statuses)&lt;br /&gt;
Nanite Fueled – Increases your damage&lt;br /&gt;
Nanite Reinforced – Increased defense&lt;br /&gt;
These flaws will actually help you out, giving you combat advantages! The downside is that every combat turn you will use Builder Nanites to keep these effects ongoing. Builder Nanites are easy to acquire and are also relatively cheap (less than 1 cred per nanite), but you may run low on them early on, so do keep that in mind. You can jump to this part to know how to get more of these nanites.&lt;br /&gt;
&lt;br /&gt;
Now, choose your starting gender. Don&#039;t worry, unless you later pick some specific perks, your gender will be subject to change a lot.&lt;br /&gt;
&lt;br /&gt;
All ready? Then hit Submit!&lt;br /&gt;
==[[Perks]]==&lt;br /&gt;
Perks are very important extras that help you define your character better, as well as give some very useful bonuses! You do not need to spend them all right away, you can save them for later!&lt;br /&gt;
&lt;br /&gt;
The ones that a new player will most probably want on his/her new character as soon as possible:&lt;br /&gt;
*Always Male/Female/Herm – These perks will ensure that the character never loses the respective genitals, herms always having at least one cock and one vagina. These perks will NOT prevent the character from gaining extra genitals. This means that if you are Always Male and get infections from a female form, say a Female Husky, you WILL get breasts AND a vagina.&lt;br /&gt;
*Male/Female/Herm Preferred – These perks, on the other hand, will ensure that your character is ALWAYS treated as the selected gender. Male preferred characters will NEVER grow breasts or vaginas, Female preferred will NEVER get balls or cocks.&lt;br /&gt;
&lt;br /&gt;
Without any of the above perks, your character&#039;s gender will be determined by the mutations s/he currently has.&lt;br /&gt;
&lt;br /&gt;
Pay extra attention to the perks that give infection resistances! For a first character, it would be better to not get any of these right away! Explore the game first, learn the ropes, then get the resistances! No need to be afraid of transforming, you can always get another form back, even a human&#039;s!&lt;br /&gt;
&lt;br /&gt;
==I don&#039;t want to live with this perk anymore!==&lt;br /&gt;
Mistakes happen, and luckily, every player can remove a perk from their characters. This is a two step procedure to do so.&lt;br /&gt;
First, log in via Direct Control. Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+jnote&amp;lt;/code&amp;gt;. It will list your perks.&lt;br /&gt;
Now, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+mako/perknuke number&amp;lt;/code&amp;gt;, where number is the number of the perk as listed with the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+jnote&amp;lt;/code&amp;gt; command. Say the perk you want to get rid of is number 3. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+mako/perknuke 3&amp;lt;/code&amp;gt;. Poof, like magic, it&#039;s gone!&lt;br /&gt;
All nukes done in the first week are free. Afterwards, you have two free nukes. Finally, after you spend those, every perk nuked will cost 1 mako per point up to a max of 5 for one perk.&lt;br /&gt;
&lt;br /&gt;
==Long and Short Descriptions==&lt;br /&gt;
Unless you plan on having a character without anything to make it unique, you will want to give it a nice description. Do note that how your body looks like is always determined by what mutations you have, but it doesn&#039;t mean that every skunk mutant looks exactly the same!&lt;br /&gt;
&lt;br /&gt;
First, you&#039;ll want to set a short description first. You can do that via web, under Personal-&amp;gt;Settings[http://flexiblesurvival.com/index?config], or via &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;editplayer&amp;lt;/code&amp;gt; command on direct control (&#039;&#039;editplayer; n; 8&#039;&#039;). This description appears whenever someone &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;glance&amp;lt;/code&amp;gt;s the room. It&#039;s not meant to be overly long, since it&#039;s the &amp;quot;first impression&amp;quot; of your character!&lt;br /&gt;
&lt;br /&gt;
Next up is the long description. Just like the short description, you can set it under the Personal-&amp;gt;Settings page or with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;editplayer&amp;lt;/code&amp;gt; option 2. This one is what people will see once they look at you, and this is where you want to make your character really special! Go wild!&lt;br /&gt;
&lt;br /&gt;
A neat trick for descriptions is that you can also change the colors of the text! Here&#039;s how you do it:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! What to write&lt;br /&gt;
! How it will show&lt;br /&gt;
|-&lt;br /&gt;
| His ^forest^green shirt ^normal^is very pretty! &lt;br /&gt;
| His &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;green shirt&amp;lt;/span&amp;gt; is very pretty!&lt;br /&gt;
|-&lt;br /&gt;
| Those ^14^light blue eyes^normal^ have a ^5^supernatural^normal^ thing to them. &lt;br /&gt;
| Those &amp;lt;span style=&amp;quot;color:cyan;&amp;quot;&amp;gt;light blue eyes&amp;lt;/span&amp;gt; have a &amp;lt;span style=&amp;quot;color:purple;&amp;quot;&amp;gt;supernatural&amp;lt;/span&amp;gt; thing to them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
As you can see, everything after the &#039;&#039;^color^&#039;&#039; will be shown with the new color, unless changed again. The 16 colors are (light/dark):&lt;br /&gt;
*15 - white / 16 - black&lt;br /&gt;
*7 - gray (normal) / 8 - dark gray&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00FFFF&amp;quot;&amp;gt;14 - cyan&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#008888&amp;quot;&amp;gt;6 - aqua&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;12 - blue&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#000088&amp;quot;&amp;gt;4 - navy&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;9 - red&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#880000&amp;quot;&amp;gt;1 - crimson&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#FF00FF&amp;quot;&amp;gt;13 - magenta&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#880088&amp;quot;&amp;gt;5 - purple&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;11 - yellow&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#888800&amp;quot;&amp;gt;3 - brown&amp;lt;/span&amp;gt;&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;10 - green&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:#008800&amp;quot;&amp;gt;2 - forest&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All set? Then let&#039;s dive right into the actual game!&lt;br /&gt;
&lt;br /&gt;
=Basic Stuff 101=&lt;br /&gt;
Okay, now you got your brand new character ready! You really should login through Direct Connection and see how the game actually looks (hint: lots of text).&lt;br /&gt;
Some commands that can be used towards something:&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pull&lt;br /&gt;
&lt;br /&gt;
push&lt;br /&gt;
&lt;br /&gt;
check&lt;br /&gt;
&lt;br /&gt;
talk&lt;br /&gt;
&lt;br /&gt;
smell&lt;br /&gt;
&lt;br /&gt;
look&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Beginning tm.==&lt;br /&gt;
The first thing you will notice is that there is a room description right off the bat! And also two Warnings. If you want to make those warnings disappear right away, skip to this part.&lt;br /&gt;
Notice how things are separated? Here is the rundown:&lt;br /&gt;
*[Area name] Room name&lt;br /&gt;
*Room description&lt;br /&gt;
*--Contents of Room name--&lt;br /&gt;
*Players: Actual players and their [current status]&lt;br /&gt;
*Things: NPCs or other stuff&lt;br /&gt;
&lt;br /&gt;
That&#039;s a ton of info, ain&#039;t it? In your first room, take your time to either &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;check&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;talk&amp;lt;/code&amp;gt; to the Things listed. A whiteboard and a Recquisitions Clerk. You don&#039;t need to type out the full name (most of the time), so &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;check clerk&amp;lt;/code&amp;gt; or check board will suffice! Read what each has to offer and reply accordingly, you can do it on your own, I believe in you!&lt;br /&gt;
&lt;br /&gt;
==Starting equipment==&lt;br /&gt;
Done? You&#039;re in doubt what to answer to the Clerk, whether you should start with the pistol and medkit or the chainsword? Worry not! Either is a good help at the start and you can always buy the other stuff later. The medkit isn&#039;t single use, you equip it and you can use it during combat as many times as you need to! The chain sword helps deal more damage. In either case, you can buy the other items anyway, and around level 10 you may not be using those items too much.&lt;br /&gt;
Done now, right? Of course you are! Wait, you want to know how to equip it? You skipped the clerk teaching you to, didn&#039;t you? Don&#039;t lie, you did it! I&#039;m a nice person, so I&#039;ll teach you!&lt;br /&gt;
&lt;br /&gt;
Now that you got the items, you can type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;inv&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;inventory&amp;lt;/code&amp;gt; to see your inventory! Any time it looks too cluttered, you can &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i sort&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;inv sort&amp;lt;/code&amp;gt; to sort it out alphabetically! Okay, if you &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;use itemnumber&amp;lt;/code&amp;gt;, you will equip it. Say the medkit is the first item listed. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;Use 1&amp;lt;/code&amp;gt; will try and use it. Being an equipment, you&#039;ll equip it. On the other hand, simply typing &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i itemnumber&amp;lt;/code&amp;gt;, as in, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i 1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i 2&amp;lt;/code&amp;gt;, will show the description of the item in said slot. Neat, huh?&lt;br /&gt;
&lt;br /&gt;
How do you remove it, now? If you type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;eq&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+gear&amp;lt;/code&amp;gt;, you&#039;ll see what you currently have equipped, again with numbers. Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;remove itemnumber&amp;lt;/code&amp;gt; and poof! Unequipped! Like magic! If you&#039;re not sure what one equipped item is or does, you can type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;load itemnumber&amp;lt;/code&amp;gt; to see its description.&lt;br /&gt;
Now that you are fully equipped (not really, but you&#039;re good enough to go), it&#039;s time to go out and explore the world! &lt;br /&gt;
&lt;br /&gt;
===Can I get the other stuff?===&lt;br /&gt;
As a matter of fact, yes you can! In any room without a shop, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;list items&amp;lt;/code&amp;gt; [[File:Starteritemshop.png|thumb|left|Items you can buy anytime]]. It&#039;ll show a couple of basic equipment you can take for yourself at a relatively low price. To buy, just type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;buy full item name&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
On second thought, hold on just a minute and only go to the next room! If you&#039;re either RSX or Zephyr, the next room you go into will have more NPCs. One of them will give you a &amp;lt;span style=&amp;quot;background:yellow&amp;gt;Tutorial – Basic Crafting quest&amp;lt;/span&amp;gt;!&lt;br /&gt;
&lt;br /&gt;
==Your first quest!==&lt;br /&gt;
Which NPC should you talk to? Well, half the fun is finding out stuff! &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;check&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;talk&amp;lt;/code&amp;gt; to each NPC, you may have to speak more than once, many NPCs actually do give different messages if you bother them enough! It&#039;s always a nice idea to talk or check at least three times, for good measure.&lt;br /&gt;
&lt;br /&gt;
Get the quest and follow the instructions. This time, don&#039;t skip anything, pay attention! Also, when you craft, DO NOT equip the item yet! Finish the quest before equipping it! And always keep in mind: &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;talk&amp;lt;/code&amp;gt; to the same NPC more than once, always! If you do everything right, you will receive 10 thousand creds plus some armor!&lt;br /&gt;
===As a Promethean (Prommie)===&lt;br /&gt;
If you&#039;ve started out as a prommie, things are bit farther away than starting as Zephyr or RSX. To get your first crafting quest, you will have to move in the following directions:&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;south&lt;br /&gt;
&lt;br /&gt;
east&lt;br /&gt;
&lt;br /&gt;
south&lt;br /&gt;
&lt;br /&gt;
south&lt;br /&gt;
&lt;br /&gt;
west&lt;br /&gt;
&lt;br /&gt;
west&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Assuming you were inside the Medical Hut when you started, you will end up in the Roundhouse, in a room with a NPC named Eric the Crafter.&lt;br /&gt;
&lt;br /&gt;
There you go, now you have two weapons, an extra armor and 10.000 creds! But before you head out and fight the nasty and naughty ferals, a word from our advertisers!&lt;br /&gt;
&lt;br /&gt;
=Transformations and You=&lt;br /&gt;
Transformations are a big part of the game. It is by getting infections that you gain access to other powers, hence the importance of not being completely immune to them right from the start if you&#039;re a new player!&lt;br /&gt;
Infections happen in 7 different parts of the body:&lt;br /&gt;
*Arms&lt;br /&gt;
*Legs&lt;br /&gt;
*Ass&lt;br /&gt;
*Groin&lt;br /&gt;
*Torso&lt;br /&gt;
*Head&lt;br /&gt;
*Skin&lt;br /&gt;
Each infected part may or may not give you access to one or more powers. You can check your current infections with the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mut&amp;lt;/code&amp;gt; command. Either &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mut&amp;lt;/code&amp;gt; alone or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mut me&amp;lt;/code&amp;gt; will do the trick. Even more amazing, you can type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mut playername&amp;lt;/code&amp;gt; to see other players&#039; mutations! We&#039;ll get on more details about it later.&lt;br /&gt;
&lt;br /&gt;
If you got the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;Prepackage&amp;lt;/code&amp;gt; during character creation, you can choose a form to infect you right from the start, typing the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;prepackage&amp;lt;/code&amp;gt;. The choices are limited to your starting location (you can spend mako to increase the number of choices), you can either pick one or choose at random. This will allow you to already have a small selection of powers from the start.&lt;br /&gt;
There are well over 500 forms spread around the game, each having wildly different sizes and appearances. Some are based on real animals, some are more fantastic looking, some are a mix, others are nightmare fuel, so there is a big chance that you&#039;ll find something for your tastes!&lt;br /&gt;
&lt;br /&gt;
If you didn&#039;t pick a [[perk]] to set your gender, it&#039;ll be defined by your genitals (or lack of). You can be listed either as male, female, herm or neuter.&lt;br /&gt;
&lt;br /&gt;
===[[Organ_sizes_table|Organ sizes]]===&lt;br /&gt;
Other than changing the way each part of your body looks like, infections can also change the sizes of your genitals, something you can see with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;size&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;breast&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;groin&amp;lt;/code&amp;gt; commands. If you type the command and a target, it&#039;ll show the target&#039;s sizes, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;size enemy&amp;lt;/code&amp;gt;. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Part&lt;br /&gt;
! Soft cap&lt;br /&gt;
! Related perks&lt;br /&gt;
|-&lt;br /&gt;
| Breasts&lt;br /&gt;
| 4&lt;br /&gt;
| Just One, Many Breasted&lt;br /&gt;
|-&lt;br /&gt;
| Breast Size&lt;br /&gt;
| 16&lt;br /&gt;
| Heavy Breasted, Size King, Compact Breasts, Small Breasted, Passing Grade Chest&lt;br /&gt;
|-&lt;br /&gt;
| Clits&lt;br /&gt;
| None&lt;br /&gt;
| Just One&lt;br /&gt;
|-&lt;br /&gt;
| Clit Length&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cunts&lt;br /&gt;
| None&lt;br /&gt;
| Just One&lt;br /&gt;
|-&lt;br /&gt;
| Cunt Depth&lt;br /&gt;
| 18&lt;br /&gt;
| Modest Vagina&lt;br /&gt;
|-&lt;br /&gt;
| Cocks&lt;br /&gt;
| None&lt;br /&gt;
| Just One&lt;br /&gt;
|-&lt;br /&gt;
| Cock Length&lt;br /&gt;
| 18&lt;br /&gt;
| Modest Cock&lt;br /&gt;
|-&lt;br /&gt;
| Balls&lt;br /&gt;
| None&lt;br /&gt;
| No balls, Never Drop a Ball&lt;br /&gt;
|-&lt;br /&gt;
| Ball Size&lt;br /&gt;
| 20&lt;br /&gt;
| Tanuki Grade, Compact Balls, Humble Balls, Prized Jewels&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It&#039;s very important to note that infection resistance/immunity will also protect your organs from changing sizes. Having either the &#039;&#039;&#039;Looks Human&#039;&#039;&#039; or &#039;&#039;&#039;Look Native&#039;&#039;&#039; will &#039;&#039;NOT&#039;&#039; block your genitals from changing sizes!&lt;br /&gt;
&lt;br /&gt;
Unless you take &#039;&#039;&#039;Sexually Stable&#039;&#039;&#039; perk, which &#039;&#039;permanently&#039;&#039; locks your genitals into what you currently have when you take it, you can still change them by taking some pills that you can buy over [The Mall]: Lisa&#039;s Blissful House. You can also check the Web&#039;s Shop link.&lt;br /&gt;
&lt;br /&gt;
Other than these, you will can also shrink and grow the overall [[size]], or height of the character. This can go from less than a feet (size 1) to damn over 100 feet, with the right perks and dedications. Organ sizes are related to the owner&#039;s own size.&lt;br /&gt;
&lt;br /&gt;
==This sounds fun! I want to get infected!==&lt;br /&gt;
So, how do you get infections? Let&#039;s start with the most common type: Combat!&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
Every enemy attack that hits you and deals at least 3 damage has a chance of infecting a random part of your body. The chance is random, you could receive over 100 attacks and not get any infection, or you could start getting infections every other attack that hits you!&lt;br /&gt;
Losing a combat (or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;submit&amp;lt;/code&amp;gt;ting to an enemy) may trigger a defeat message. The enemy will have some fun with you and most of the time will cause an infection on you!&lt;br /&gt;
&lt;br /&gt;
===Infection Vials===&lt;br /&gt;
[[File:infectionvials.png|thumb|right|An example of vials. In order: Number on the inventory, Name, Level and Quantity]]&lt;br /&gt;
You can buy vials from various shops around the game. These vials are player supplied, so that means you can also get some for you! Thing is, it&#039;s a bit complicated.&lt;br /&gt;
Infection Vials will sometimes drop from beaten ferals. BUT! Some conditions must be met before this happens:&lt;br /&gt;
# The character must have a nanite collector equipped&lt;br /&gt;
# The character must have a naniteCollection effect of at least 2 (having it higher won&#039;t make a difference). To see this, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;effect&amp;lt;/code&amp;gt; and check the list that is output.&lt;br /&gt;
# The player must have a decent amount of Research [[proficiency]].&lt;br /&gt;
NaniteCollection effect acts like a flag. If it&#039;s under 2, the game won&#039;t even check for a drop chance.&lt;br /&gt;
The Research proficiency is what actually dictates the chance of a vial dropping from a defeated enemy. With about 20 points, the chances are something around 20%, while 30 seems to bump it close to 50%, maybe higher.&lt;br /&gt;
&lt;br /&gt;
As of 12-31-2016, every defeated feral can drop up to 5 infection vials.&lt;br /&gt;
&lt;br /&gt;
===Coyote Players, aka Yotes===&lt;br /&gt;
Some players follow the Coyote dedication, usually called yotes by other players. Their powers allow them to transform other players into forms that they have mastered. Some can even change only specific parts of your body, or even just your size or number of genitals!&lt;br /&gt;
&#039;&#039;&#039;07-24-2017 UPDATE&#039;&#039;&#039; - Coyotes need to spend battery charge to transform other players that do &#039;&#039;&#039;NOT&#039;&#039;&#039; have the form mastered. If the target player also has the form mastered, it consumes nothing.&lt;br /&gt;
&lt;br /&gt;
===NPC “Interaction”===&lt;br /&gt;
And by interaction of course it means fucking them. This is an adult game with a focus on this, so obviously you can do that! You can have some hot times with a few select NPCs, and most of them pass their infections on to you once you do that. Possibly the most well known are Obsidian, a female shadow dragon, and her special friend, Violet, a hermaphrodite blue gryphon. Having sex with them is the easiest way of getting infected (and mastering!) those two forms.&lt;br /&gt;
&lt;br /&gt;
==Form Mastery? Did I get stronger?==&lt;br /&gt;
No. I know, what a bummer. Or a misnomer. Either way, mastering a form gives you two things:&lt;br /&gt;
# A small money prize (either 1, 2 or 3 thousand creds);&lt;br /&gt;
# Access to it with dedications.&lt;br /&gt;
Every dedication costs mako, and some, like Coyote and Nanite Adept, use their list of mastered forms to change others or themselves, respectively. You can check which forms you have mastered with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;listforms&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;list forms&amp;lt;/code&amp;gt;.&lt;br /&gt;
Even if you don&#039;t plan on getting any dedication, mastering forms is a quick and easy (sometimes) way to get a few extra bucks, which is incredibly useful early in the game!&lt;br /&gt;
&lt;br /&gt;
=A whole new world to explore!=&lt;br /&gt;
Look at you! All geared up and full of knowledge to explore the world! I&#039;m so proud of you!&lt;br /&gt;
Here, sweetie, don&#039;t forget your map! And your cartographer! Let me explain how to use them:&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;map&amp;lt;/code&amp;gt; – This is a simple command that will list the nearby exits.&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;cart&amp;lt;/code&amp;gt; – Now this baby is a lot more useful. It will show you your current room (marked with an X, somewhere in the middle) and all the nearby rooms AND their exits, labeling them! Do note that you will need a monospaced font (all characters having the same spacing, like Courier New or Liberation Mono) to get a proper map.&lt;br /&gt;
==Hey, this direction is colored differently!==&lt;br /&gt;
While out there exploring, you will notice some directions in yellow, gray, white or purple color. &lt;br /&gt;
*&amp;lt;span style=&amp;quot;background:yellow&amp;quot;&amp;gt;Yellow&amp;lt;/span&amp;gt; colored directions mean that you&#039;re about to enter a safe place. No enemies to be found, you can rest and catch your breath here without a problem.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;background:silver&amp;quot;&amp;gt;Gray&amp;lt;/span&amp;gt; colored directions indicate that you&#039;re entering a place with enemies, but you&#039;re too strong for whatever they are, and thus you will not be ambushed.&lt;br /&gt;
*White colored directions means you&#039;re going into a place where enemies are about your level.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;background:magenta&amp;quot;&amp;gt;Magenta (light purple, pink)&amp;lt;/span&amp;gt; colored directions are the worst. It means that place is a high level area, and chances are you&#039;ll be beaten pretty quick if you dare step there.&lt;br /&gt;
&lt;br /&gt;
==Finding, knowing and avoiding enemies==&lt;br /&gt;
&#039;&#039;Important notice: The game received an update around December 31 2016 where it did away with random combat. The only way to get into a fight is by &#039;&#039;&#039;manually&#039;&#039;&#039; using the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;search&amp;lt;/code&amp;gt; command!&#039;&#039;&lt;br /&gt;
[[File:Hazsample.png|300px|thumb|left|An example of the output provided by the +haz command. Notice that the &#039;&#039;Overlevel&#039;&#039; under Spawning means the character&#039;s level is too high to find any enemies.]]&lt;br /&gt;
If you&#039;ve already stepped outside a bit, you may have noticed the message &#039;&#039;&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;(Your hazard monitor emits a &amp;lt;sound&amp;gt;&amp;lt;/code&amp;gt;&#039;&#039;. If you type +haz, you&#039;ll know whether the area has any enemies and the levels they may spawn.&lt;br /&gt;
If you&#039;re not sure what you may encounter on the next room, you can also type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+haz direction&amp;lt;/code&amp;gt;, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+haz e&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+haz n&amp;lt;/code&amp;gt;. That is a very useful trick to avoid bad times with overpowered enemies!&lt;br /&gt;
On the lower end of the window you will notice two acronyms, DN and PH, probably DN-0 and PH-0. These are the difficulty settings you currently have. Here is the explanation of what they mean and the three ways to change them.&lt;br /&gt;
*DN, Danger Rating – This means how hard the enemies you encounter will be. Can be changed in game with the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #difficultylevel [-1 to 4]&amp;lt;/code&amp;gt;, for instance, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #difficultylevel -1&amp;lt;/code&amp;gt; for the easiest level.&lt;br /&gt;
*PH, Pheromones – Enemy quantity, how many extra enemies you may find during each combat. Can be changed in game with the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #difficultyquantity [-1 to 4]&amp;lt;/code&amp;gt;&lt;br /&gt;
You can also find Danger and Pheromone technician npcs over the 1st floor above either Zephyr or RSX lobbies. Talking to them will allow you to change the levels.&lt;br /&gt;
Last but not least, you can change the difficulties anytime with the web interface. Look on the right, under your Level and EXP, you&#039;ll see two sliding bars: Enemy Level and Enemy Quantity.&lt;br /&gt;
[[File:Hazsample2.png|300px|thumb|left|This is what +haz shows whenever you&#039;re in an area without enemies.]] &lt;br /&gt;
On the RSX and Zephyr upper floor, you will also notice a Terminal. This is one of the most useful things in the game. Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;terminal&amp;lt;/code&amp;gt; and you will get a list of all the places that are more or less suitable to your current level! If you type terminal form name, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;terminal shadow dragon&amp;lt;/code&amp;gt;, the terminal will list all the places that shadow dragons appear as ferals that you can fight!&lt;br /&gt;
===Mentor - When you&#039;re too strong===&lt;br /&gt;
Enemies won&#039;t appear at all if you are too strong for them to handle! In game terms, this means that if you are more than 3 levels above the maximum of the area, you&#039;ll find no enemies, no matter how many times you search. For instance, if an area&#039;s max level is 10, enemies will still appear up to level 12, but if the character searching is level 13, he or she will find nothing. To see the maximum level of the area, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+haz&amp;lt;/code&amp;gt;, it&#039;ll show up after RECOMMENDED TRAINING LEVEL: minlvl - maxlvl. &lt;br /&gt;
&lt;br /&gt;
But fret not! There is one command to help you out with this, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mentor&amp;lt;/code&amp;gt;. Typing mentor followed by a number will set your level to that number, so long as it&#039;s under your current real level. Say you&#039;re level 28, you can &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mentor&amp;lt;/code&amp;gt; to any level up to 28. If you type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mentor -1&amp;lt;/code&amp;gt;, you&#039;ll be brought back to your real level!&lt;br /&gt;
&lt;br /&gt;
==How do I get to this place?==&lt;br /&gt;
There are another two very useful commands for exploration:&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;atrace&amp;lt;/code&amp;gt; – Area tracing, the name that appears in [brackets] when you look at a room. Say you need to find your way to The Mall. You simply type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;atrace the mall&amp;lt;/code&amp;gt; and wait for the results. If you&#039;re not getting any results, check for typos.&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;rtrace&amp;lt;/code&amp;gt; – Room tracing, the use is similar to atrace, but it looks for a room instead of an area, the name after the [brackets]. Say the room you need to find is named bathroom, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;rtrace bathroom&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Combat Fighting – HYYAAA!=&lt;br /&gt;
So out exploring you went and you suddenly got ambushed! Woe is upon you! Actually, woe is upon your enemies, for you are a player! And they&#039;re nothing but computer generated enemies! Time to draw some blood (not yours, theirs, of course).&lt;br /&gt;
&lt;br /&gt;
[[Combat Guide|IMPORTANT – There is an in-depth guide to combat, much better than this section! Check it by clicking anywhere in this line!]]&lt;br /&gt;
You can even skip this section and just read that guide instead!&lt;br /&gt;
&lt;br /&gt;
==Starting Combat==&lt;br /&gt;
If you&#039;re looking to pick a fight with some enemies, you may want to go check the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;terminal&amp;lt;/code&amp;gt; for a list of areas around your level range. You can check it for free on the second floor hub of the Zephyr and RSX lobbies.&lt;br /&gt;
&lt;br /&gt;
Use &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;atrace&amp;lt;/code&amp;gt; to get directions to that area. Once you&#039;re there, you should see a message something like &amp;quot;Your hazard monitor emits a cautionary &amp;lt;span style=&amp;quot;color: gold&amp;quot;&amp;gt;chirp&amp;lt;/span&amp;gt;. (+haz)&amp;quot; Use the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;search&amp;lt;/code&amp;gt; to spend one patrol point and get fighting!&lt;br /&gt;
&lt;br /&gt;
Do keep in mind that you have to be in the level range to keep summoning mobs: you can use the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;mentor (number)&amp;lt;/code&amp;gt; to temporarily lower your level.&lt;br /&gt;
&lt;br /&gt;
NOTE: Certain level ranges mean different things for the area alert.&lt;br /&gt;
&lt;br /&gt;
A cautionary &amp;lt;span style=&amp;quot;color: gold&amp;quot;&amp;gt;chirp&amp;lt;/span&amp;gt; means you&#039;re in the level range for that area.&lt;br /&gt;
&lt;br /&gt;
A soothing &amp;lt;span style=&amp;quot;color: green&amp;quot;&amp;gt;ding&amp;lt;/span&amp;gt; means that area does not spawn any mobs.&lt;br /&gt;
&lt;br /&gt;
An alarming &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;buzz&amp;lt;/span&amp;gt; means you&#039;re too low level for this area.&lt;br /&gt;
&lt;br /&gt;
==DebuffMag? HPBuffer? What the hell do all those things even mean???==&lt;br /&gt;
Luckily, there&#039;s a page that already explains a good deal of those jumbled words.&lt;br /&gt;
http://wiki.flexiblesurvival.com/w/Statuses&lt;br /&gt;
==ATB – Understading how the hell things work==&lt;br /&gt;
The game&#039;s combat works more or less based on turns. Every power has a Charge time and a Cooldown time, measured in rounds. Every 1000 points means a full round, so you&#039;ll often see values like 5200, 6700, etc. Some powers have a charge of 0 or a negative number, like -100. This means the power fires instantly. Actions with a charge of -750 or lower will not take a turn and allow you to use another power afterwards!&lt;br /&gt;
Once you&#039;ve selected to use a power, the game will process stuff until your power acts out, usually being your turn again afterwards. Shorter charges tend to mean that you act more often in combat.&lt;br /&gt;
&lt;br /&gt;
==Health and Energy==&lt;br /&gt;
Health is self explanatory. If it reaches 0, you are defeated. Game over, make another character (not really).&lt;br /&gt;
&lt;br /&gt;
Energy is what you use to active most items and powers. You automatically recover a bit every turn, usually 1. Unlike health, it does not increase as you level up. There is one perk and some class abilities that increase it.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
There are a lot of different powers, first thing you should know is the difference between passive powers, toggled and normal ones.&lt;br /&gt;
Passives are powers that you always benefit from. Static bonuses that stay with your character in and out of combat.&lt;br /&gt;
Toggled powers have an energy cost. This cost, however, deducts from your maximum energy. The power Juggernaut, for instance, costs 1 energy. If you have a maximum of 100 energy and activate the power, while the power is active, your maximum energy will be 99. These powers can be (de)activated outside of combat too, but that will trigger their cooldown.&lt;br /&gt;
Normal powers are powers that you use and wait for the result to play out, dealing damage, healing damage, etc.&lt;br /&gt;
If you type rpinfo name of the power, you will get a window showing all the power does and even what you can upgrade!&lt;br /&gt;
&lt;br /&gt;
===Power Upgrades===&lt;br /&gt;
An August update in the game made powers more flexible (ha!), allowing players to upgrade them much like one upgrades items. Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;upgrade&amp;lt;/code&amp;gt; to get a list of commands and how to properly upgrade your powers. But here&#039;s a quick rundown:&lt;br /&gt;
* To get upgrades, you have to visit the Dojo in New Dawn. The fastest way is by typing &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;upgrade dojo&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Once you get an upgrade, to slot it in a power, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;upgrade powername=full name of the upgrade&amp;lt;/code&amp;gt;. For instance, if you&#039;re upgrading [[Jellied Hide]] with extra regen, you&#039;ll type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;upgrade jellied hide=regen status enhancement&amp;lt;/code&amp;gt;&lt;br /&gt;
* Simply typing upgrade will show all your mastered powers and any upgrades they have installed, if any.&lt;br /&gt;
&lt;br /&gt;
==Alright alright, but what powers should I have?==&lt;br /&gt;
Once again, do take a look at [[Combat Guide|this guide]] for real in-depth combat information.&lt;br /&gt;
&lt;br /&gt;
For starters, you DEFINETELY should master either Lactaid or Deep Healing. They are mutually exclusive, so you can only have either, but they both act the same: instant healing.&lt;br /&gt;
During earlier levels, you will probably fight lone most of the time, so having Raking Claws, Rending Claws and Flamethrower can help you dish some damage by yourself. Do note that these powers are Damage Over Time, DOT, they will keep causing damage for some rounds after you use them.&lt;br /&gt;
As you gain access to more areas and more transformations, you will also start to see different powers. Always check them with rpinfo, see which ones interest you most and master the ones that work best with you!&lt;br /&gt;
==Round 1 – FIGHT!==&lt;br /&gt;
Okay, onto combat proper now! Once it&#039;s your turn, the game&#039;ll show you:&lt;br /&gt;
*Your enemies&#039; health&lt;br /&gt;
*Your health&lt;br /&gt;
*Your energy&lt;br /&gt;
*Your powers/items&lt;br /&gt;
Your powers appear in white. If any power appears in gray, they&#039;ll also have a number in (parenthesis). This means the power is on cooldown and it will take that many rounds until you can use it again.&lt;br /&gt;
To use a power, you can either type use power name on x, power name, or the first letters of the power. Here are some examples:&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;&lt;br /&gt;
use flamethrower on 1&lt;br /&gt;
&lt;br /&gt;
flamethrower&lt;br /&gt;
&lt;br /&gt;
flam on 1&lt;br /&gt;
&lt;br /&gt;
flam&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In any of the above examples, your character will attempt to use the Flamethrower power. Notice that on two examples there was an extra on 1. This was the target. Most of the time, enemies are numbered to make it easier to target them, since it&#039;s common to fight more than one enemy with the same name.&lt;br /&gt;
You can also set a target with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;target enemy&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;target 1&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;target prime&amp;lt;/code&amp;gt;. This way, whenever you use a power, you will automatically target that enemy, unless you override it with &#039;&#039;&#039;use power on target&#039;&#039;&#039;. Once it dies, you won&#039;t automatically select a new target, so your powers will randomly target enemies.&lt;br /&gt;
If you try to use a power that is on cooldown, the game will force you to wait until it&#039;s ready to use and then use. In battles where you&#039;re just trying to get infected and need to spend most of your rounds doing nothing, this is useful. When you actually need to beat the enemy, this can end up being the reason you get defeated, so pay attention!&lt;br /&gt;
===Can&#039;t I just leave it doing stuff for me?===&lt;br /&gt;
If you&#039;re too bored to keep your eyes in combat, you can also use the auto command to let the game take actions in your stead. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;Auto on&amp;lt;/code&amp;gt; will turn it on, and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;auto off&amp;lt;/code&amp;gt; will turn it off. Simple and straightforward!&lt;br /&gt;
&lt;br /&gt;
==Oh my god, I keep getting my ass handed! I suck at combat!==&lt;br /&gt;
This is common occurrence, but fret not! Try changing powers, mastering different ones with different modifiers. Maybe you were relying too much on a power that nobody uses, because it is too weak. Maybe you are forgetting to use some of your equipment. Maybe you&#039;re fighting more than what you can take, who knows!&lt;br /&gt;
Combat is part of the game, but not the only way to get exp or creds!&lt;br /&gt;
&lt;br /&gt;
==Losing is FUN!==&lt;br /&gt;
No, it isn&#039;t. But not all is lost! When you lose, you have two options:&lt;br /&gt;
# Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;respawn&amp;lt;/code&amp;gt; and be sent back to your bonded place (if you haven&#039;t set one, it&#039;ll be your starting place).&lt;br /&gt;
# Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;hero revive&amp;lt;/code&amp;gt; to get full health and energy back and get ready to kick the ass of whoever just kicked yours! You have a limit to how many times you can revive this way (4 per day, 5 with a perk).&lt;br /&gt;
Do note that every time you fall in combat, you will suffer temporary wounds. These reduce your maximum health, but they go away with time, so long as you&#039;re out of combat. You can also spend mako to get rid of them instantly!&lt;br /&gt;
==My items suck! Where can I get better stuff?==&lt;br /&gt;
Crafting. Seriously, the only way to get better combat items is by crafting. Ask around the &amp;lt;code style=&amp;quot;background:yellowgreen&amp;quot;&amp;gt;Science&amp;lt;/code&amp;gt; channel for good weapon/modifier combinations. Do notice that the very best things are very expensive!&lt;br /&gt;
&lt;br /&gt;
==Partying with a PARTY!==&lt;br /&gt;
There is a good thing about being part of a party while fighting in the game, that being that EXP and Freecred rewards are not divided. Here&#039;s an example:&lt;br /&gt;
:Your character is at level 25 and is fighting a level 25 feral;&lt;br /&gt;
:Fighting alone, you get 100 exp and 100 creds per feral beaten;&lt;br /&gt;
:You join a group, all of you are level 25 and fight that same level 25 feral;&lt;br /&gt;
:&#039;&#039;&#039;EACH&#039;&#039;&#039; character will receive 100 exp and 100 creds after beating it.&lt;br /&gt;
See the advantage? The same feral is worth more if there is more people around. Not only that, fighting is significantly easier with more people and tend to be shorter.&lt;br /&gt;
&lt;br /&gt;
Finding a party can be easy, you just need to announce what you&#039;re looking for in the LFG channel. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;lfg I&#039;m looking for a group to help me at area XYZ&amp;lt;/code&amp;gt; will print that message on the channel and people may either page you or ask for more info on the channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do note, however, that even if you somehow manage to party with an alt, neither character will earn rewards.&#039;&#039;&#039; - So no lone wolfing there, get social!&lt;br /&gt;
&lt;br /&gt;
===I got into a party! Now what?===&lt;br /&gt;
First, it&#039;s good to understand some commands and what they do.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pjoin player&amp;lt;/code&amp;gt; - Will join the player&#039;s party. You will immediately teleport to the other player&#039;s location.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pmode open/invite/closed&amp;lt;/code&amp;gt; - Sets the mode to join the party. When open, anyone that pjoins you will immediately join your party.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pleave&amp;lt;/code&amp;gt; - Makes you leave the party. You won&#039;t be teleported anywhere.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pkick&amp;lt;/code&amp;gt; - Kicks a player out of the party.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pleader playername&amp;lt;/code&amp;gt; - Sets another player as the leader of the party. This can be used by any party member. This is mostly used to avoid leaving the party motionless in situations where the leader left for some reason.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;partymentor #&amp;lt;/code&amp;gt; - where # is a number. This will mentor (set the level) of the entire party to #. This number can only go as high as the member with the highest level. Players that are not that high will be set to 2 levels under. &lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pauto&amp;lt;/code&amp;gt; - Sets every player to auto combat. Useful when someone goes AFK while it&#039;s their turn.&lt;br /&gt;
&lt;br /&gt;
=Professions and Duties, because even after the apocalypse, shit needs to work=&lt;br /&gt;
The nanite apocalypse happened and all the shelters turned out to be a carefully controlled- wait, scratch that, wrong game!&lt;br /&gt;
Just because everything went to shit doesn&#039;t mean your only hopes of money and experience are stuck to murdering your enemies and pillaging their corpses. You can also do work that helps others!&lt;br /&gt;
&lt;br /&gt;
In some specific places, like [[Eureka Jobs|Eureka]], [[Haretown Jobs|Haretown]], Cat Town and [[Clairmont jobs|Clairmont]] &#039;&#039;(those red links should be blue, the pages exist)&#039;&#039;, you can find rooms that have a green text, X job available. Each job uses one or more different [[proficiencies]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actually learning a [[profession]]==&lt;br /&gt;
You can pick up to 6 professions right from the start, but do note that you have to spend mako to get rid of them!&lt;br /&gt;
&lt;br /&gt;
To learn a profession, simply type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;buy full profession name&amp;lt;/code&amp;gt; in any room without a shop. For instance, say you want to get Field Archaeologist, you type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;buy Field Archaeologist&amp;lt;/code&amp;gt; (&#039;&#039;case insensitive&#039;&#039;). Getting a profession will increase its listed proficiencies by 10 points, up to a maximum of 36. Do take a look at what each [[proficiency]] does to help you plan better what you&#039;ll want to start off with!&lt;br /&gt;
&lt;br /&gt;
The message that there are available jobs only appears of you have at least 1 point trained in the proficiency. The best way to get a head start is by choosing your [[professions]]. &lt;br /&gt;
&lt;br /&gt;
==Wait, where and how  can I work again?==&lt;br /&gt;
Once you are in the proper room &#039;&#039;&#039;AND&#039;&#039;&#039; you have at least one point in the used proficiency, you&#039;ll see a green message like X Job Available. Type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;sa list&amp;lt;/code&amp;gt; to get the full list of jobs available there.&lt;br /&gt;
&lt;br /&gt;
To actually do it, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;sa full name of the job&amp;lt;/code&amp;gt;. And by full name, it really is the full name as it appear, case insensitive. Say the job name is &#039;&#039;The Art of Massage&#039;&#039;. You&#039;ll have to type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;sa the art of massage&amp;lt;/code&amp;gt; to do it!&lt;br /&gt;
&lt;br /&gt;
This will spend a number of patrol points and instantly net you experience and freecreds!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2017 JULY UPDATE&#039;&#039;&#039; - Now you can also do social actions via the web page! Just check the Social Actions link in the left corner. Keep in mind that you still need direct connection to train up your jobs.&lt;br /&gt;
&lt;br /&gt;
==PROMOTIONS!!!==&lt;br /&gt;
After you&#039;ve worked enough on a particular job, you can train to level it up! Type SA train, the type the name of the job. If you don&#039;t have enough job experience (unrelated to your normal experience), the game will tell you how much you still need to get before leveling the job.&lt;br /&gt;
&lt;br /&gt;
When you level up a job, you open up new social actions which usually require you to spend more patrol points, but also give out better rewards on a per point basis!&lt;br /&gt;
&lt;br /&gt;
==Duties==&lt;br /&gt;
At any time, you can type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;duty&amp;lt;/code&amp;gt; to bring up a number of duties that your character can undertake. Do note that taking one reduces your maximum patrol points while active, from 60 to 48.&lt;br /&gt;
&lt;br /&gt;
Unlike professions, these only roll once per day, no matter where you are. Also, unlike professions, these actually make a small difference to the game world, being a plot point for judged Roleplaying scenes. They also get easier as they come closer to 100% maintenance. While the freecred reward is high, one shouldn&#039;t try going for a duty with high difficulty (DC).&lt;br /&gt;
&lt;br /&gt;
=Roleplaying – Time to put on your robes and wizard hat!=&lt;br /&gt;
You&#039;ve killed your fair share of ferals, you&#039;ve worked yourself to the bone, now you need to find a nice place and some company!&lt;br /&gt;
==Letting people know about your kinks==&lt;br /&gt;
There are two ways of doing this, and you can do both at your leisure:&lt;br /&gt;
WI and Kinks.&lt;br /&gt;
&lt;br /&gt;
Managing your kinks is easier via the web, and you can find the link under the [https://flexiblesurvival.com/index?kinks Character section]. If you want to check someone else&#039;s kinks, just use the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;kinks playername&amp;lt;/code&amp;gt;, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;kinks bob&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===WI, or What Is===&lt;br /&gt;
The game has this very neat thing called a &#039;&#039;wi profile&#039;&#039;. As soon as you start the game with direct connection you&#039;ll be bugged to define yours nearly every minute. You can get the rid of the message adding a single thing before taking your time.&lt;br /&gt;
[[File:Wi -flags.png|thumb|left|List of flags as shown by typing wi #flags]]&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #flags&amp;lt;/code&amp;gt; Will give you a list of all the available flags that you can add to your profile. If you want to know what each of them means, you can either type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #whatis flag&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #whatisall&amp;lt;/code&amp;gt;, this second command will list all flags and what they mean.&lt;br /&gt;
&lt;br /&gt;
Now that you got an idea of the flags, you can either #set or #add them. Do not that #set erases whatever you had before and overwrites with the new flags. You will probably want to use #add and #rmm instead.&lt;br /&gt;
* To add a flag, simply type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add flag&amp;lt;/code&amp;gt;. Do note that you need to use the short name. So, if you want to add Submissive, you use &#039;&#039;sub&#039;&#039;. Hypnosis is &#039;&#039;hns&#039;&#039; and so on. You can add more than one by separating them with commas, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add dom, fb, vag, lat&amp;lt;/code&amp;gt;&lt;br /&gt;
* If you want to state that you&#039;re &#039;&#039;not&#039;&#039; into something, you can use !, as in &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add !vhd&amp;lt;/code&amp;gt;. This will add a not-vore (hard) flag to your profile, for instance.&lt;br /&gt;
* Don&#039;t want a flag anymore? &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #rmm flag&amp;lt;/code&amp;gt;! The same rules for #add apply.&lt;br /&gt;
&lt;br /&gt;
You can see other players&#039; wi profile by typing &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi playername&amp;lt;/code&amp;gt;, even if they are offline. If you type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi&amp;lt;/code&amp;gt; alone, it&#039;ll list the profiles of all the players in the room.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to add or remove more than one tag with a single line of command. Just put a space between the flags. Like this: &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add fur fea sp kem sp&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
===Custom tags===&lt;br /&gt;
It&#039;s possible to add custom tags at the end of your wi profile. Do note that there is a limit of 30 characters you can use. This custom tag also cannot be searched for. To do it, type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #custom The thing you want to add&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Top and bottom===&lt;br /&gt;
Unlike most other places, regarding the game flags, &#039;&#039;&#039;top&#039;&#039;&#039; denominates who is the giving partner and &#039;&#039;&#039;bottom&#039;&#039;&#039; is the receiving. One can be the dominant partner and also be the one on the receiving end. Dom/sub, Master/slave still apply normally, do check each flag description to be sure!&lt;br /&gt;
&lt;br /&gt;
===Adding more depth===&lt;br /&gt;
Notice how some players&#039; wi have a [D]? That means they have a detailed profile. You can check it with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #detail playername&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
A detailed profiled allows you to rank the flags from 5 (highest, love) to 1 (lowest, never). Adding and removing detailed flags is very similar to the simple ones. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add level=flag&amp;lt;/code&amp;gt;. The levels are:&lt;br /&gt;
# Hate / Never doing it&lt;br /&gt;
# Dislike&lt;br /&gt;
# Neutral&lt;br /&gt;
# Like&lt;br /&gt;
# Love&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add 4=vag&amp;lt;/code&amp;gt; will add the vaginal flag under the Like. Note that you can add the same flag to different levels, the game will list it under both. Say you &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add 5=vag&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add 4=vag&amp;lt;/code&amp;gt;, it&#039;ll show on both Love and Like levels. To remove a flag from a level, just use &#039;&#039;&#039;#rmm&#039;&#039;&#039; instead of #add.&lt;br /&gt;
&lt;br /&gt;
Just like the normal flags, you can also add or remove various flags in a single level by separating them with spaces. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #add 5=mic mac sp sex&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Where can I find people?==&lt;br /&gt;
If you&#039;re looking for something specific, you have two options:&lt;br /&gt;
# Make a call for it in the &#039;&#039;&#039;Pickup&#039;&#039;&#039; channel. It could be either a short message like &#039;&#039;&amp;quot;I&#039;m a sub looking for someone to dominate me.&amp;quot;&#039;&#039; or something more elaborate, &#039;&#039;&amp;quot;Big bad wolf wants to devour innocent bystanders, page for info!&amp;quot;&#039;&#039;. Really, your imagination is the limit on how you decide to advertise it.&lt;br /&gt;
# &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #find flags&amp;lt;/code&amp;gt; To look for players with specific flags. Say you want to find another player that has both Dominant and Master flags, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;wi #find dom, mst&amp;lt;/code&amp;gt;. It will give you a list of all currently online players that have those flags. You can then &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page&amp;lt;/code&amp;gt; them and see if they&#039;d like something.&lt;br /&gt;
Other players may not always be up for or comfortable with what you are. You will get some No&#039;s, just like in real life, and that is okay, cheer up! Just behave and treat others well, be understanding! Always remember proper roleplaying etiquette (&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;help etiquette&amp;lt;/code&amp;gt;)!&lt;br /&gt;
&lt;br /&gt;
==But where does roleplay actually happens?==&lt;br /&gt;
Roleplay, by default, is what happens in a room with two or more characters. It can be any room of the game. Every 15 minutes, the game will check for roleplay activity and reward active players with Freecreds, EXP and salvage if the room has a source! Every interaction there that is not OOC (&#039;&#039;&#039;O&#039;&#039;&#039;ut &#039;&#039;&#039;O&#039;&#039;&#039;f &#039;&#039;&#039;C&#039;&#039;&#039;haracter) happens IC (&#039;&#039;&#039;I&#039;&#039;&#039;n &#039;&#039;&#039;C&#039;&#039;&#039;haracter), which are the &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;say&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pose&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;spoof&amp;lt;/code&amp;gt; commands, more about them below.&lt;br /&gt;
&lt;br /&gt;
You can also roleplay via &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page&amp;lt;/code&amp;gt;s, though this will net you no mechanical rewards. You can page-pose with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page playername=:pose action&amp;lt;/code&amp;gt;. Since pages are also the way to send private messages to other players, most don&#039;t usually take these interactions as &#039;canon&#039;, but it&#039;s up to each to determine that!&lt;br /&gt;
&lt;br /&gt;
==Hot Spots?==&lt;br /&gt;
You may notice that every midnight, server time, the Market channel announces a new RP Hotspot. This is an area where the rewards for roleplaying (xp, creds and tokens) are increased.&lt;br /&gt;
&lt;br /&gt;
To see the current area, use the command &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+bounty&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Role out!==&lt;br /&gt;
So you find a partner or two, found a nice place to roleplay, now it&#039;s time for the real action! Here are the commands you&#039;ll need to use and what they&#039;ll show on game. For the purposes of this section, assume your character is named John.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Command&lt;br /&gt;
! What you type&lt;br /&gt;
! What appears on screen&lt;br /&gt;
|-&lt;br /&gt;
| say|| say It&#039;s hot in here! || John says, &amp;quot;It&#039;s hot in here!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| pose || pose looked back and sighed. || John looked back and sighed.&lt;br /&gt;
|-&lt;br /&gt;
| spoof || spoof Things were getting chilly between the wolf and the ferals || Things were getting chilly between the wolf and the ferals.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And remember to check &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;help etiquette&amp;lt;/code&amp;gt;, it teaches this and also gives some useful info regarding when to pose.&lt;br /&gt;
&lt;br /&gt;
Missed something another person said? Need a reminder? Worry not! Just type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pot&amp;lt;/code&amp;gt; and you will get the last actions that happened on that room! There is a limit of 100 poses that get logged, and every pose that happened over 12 hours ago will be erased.&lt;br /&gt;
&lt;br /&gt;
Every 15 minutes, the game will tick and check for RP activity, rewarding players with experience and freecreds. If the players are in a room with a salvage source, they&#039;ll also receive a number of said salvage.&lt;br /&gt;
&lt;br /&gt;
==How about some very private stuff?==&lt;br /&gt;
Feeling the need to make things get really private, just you and someone else? Don&#039;t want inteprid explorers finding the room you were in and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pot&amp;lt;/code&amp;gt;ting your deeds? Don&#039;t want to leave a trace over your rented room? Well, luckily, there is one thing that exists to help you on that!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+room name of the room&amp;lt;/code&amp;gt;! You can type that over any place and you will immediately create a separate room that can only be accessed by &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;msummon&amp;lt;/code&amp;gt;ing people or people in your party! The room will &#039;&#039;&#039;disappear&#039;&#039;&#039; as soon as &#039;&#039;the creator&#039;&#039; leaves it.&lt;br /&gt;
&lt;br /&gt;
=DING, LEVEL UP!=&lt;br /&gt;
Like any good RPG, you will eventually level up once you get enough experience! However, to level up here, you also need to &#039;&#039;&#039;spend&#039;&#039;&#039; freecreds. Bummer, but that&#039;s the price for training.&lt;br /&gt;
&lt;br /&gt;
There are three ways to level up:&lt;br /&gt;
* Up to level 30, by default, you will level up as soon as you hit 150% exp and have enough creds to pay for the level up.&lt;br /&gt;
* On the web, once you have enough exp, you can click on the Level Up button on the right side.&lt;br /&gt;
* Through direct connection, you can &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;train level&amp;lt;/code&amp;gt; on the Zephyr and RSX lobbies. &lt;br /&gt;
&lt;br /&gt;
Once you level up, a lot of other training costs will increase as well. On the other hand, you will also earn more exp and freecreds from social actions and roleplaying!&lt;br /&gt;
&lt;br /&gt;
==Leveling past 30==&lt;br /&gt;
Once you reach level 30, you&#039;ll notice something new on the web, where you see your level, and also on your &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;sheet&amp;lt;/code&amp;gt;. These vials that you need to drink are Boss Infection Vials. You get these vials on so called &#039;&#039;Prime hunts&#039;&#039;, which is usually a group (the bigger, the better) fighting the prime ferals.&lt;br /&gt;
&lt;br /&gt;
For these, having the [[Prime Collector]] perk is a godsend, as it gives you an extra boss vial.&lt;br /&gt;
&lt;br /&gt;
From the game, how start a Prime fight (you can check that anytime with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;help prime&amp;lt;/code&amp;gt;. Also, modified to better reflect reality):&lt;br /&gt;
# &amp;lt;s&amp;gt;Take a PSAS from the elite shop and set it up in the area you want to hunt. If the area already has a PSAS(Look at a terminal), you can skip this step.&amp;lt;/s&amp;gt; Pretty much every area already has one installed. No need to bother with this step.&lt;br /&gt;
# Secure a Prime Specimen Primer from the requisition shop (Token Store).&lt;br /&gt;
# Make sure you have 12 infection vials of the beast you want to hunt.&lt;br /&gt;
# Go to the area.&lt;br /&gt;
# Use the primer, it will prompt you for what monster in the area you want to challenge, and take your 12 vials and &amp;lt;s&amp;gt;a fuckton of&amp;lt;/s&amp;gt; some freecred.&lt;br /&gt;
## An alternative is using the command primer: &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;primer infection name&amp;lt;/code&amp;gt;, the infection name is as shown on &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+haz&amp;lt;/code&amp;gt;. So, if the area has Perfect soldiers (genetically superior human infection), &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;primer perfect soldier&amp;lt;/code&amp;gt; is how to do it. It&#039;ll skip all the prompts and summon the boss right away.&lt;br /&gt;
# &amp;lt;s&amp;gt;Survive the fight!&amp;lt;/s&amp;gt; Beat the shit out of the prime and run away from the rest!&lt;br /&gt;
# Enjoy your boss infection vial, creds, bonus-xp, and a shiny new badge!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick FAQ for Prime Hunting and Boss Vials===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Question&lt;br /&gt;
! Answer&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| At what levels do I need to drink the vials? || You only need to drink vials at levels 30, 35, 40, 45, 50 and 55&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| What does filtering a vial do? || It turns the boss vial into a generic one, also setting its level to the closest multiple of 5. A lvl 48 vial will be set to 50, a lvl 51 will be set to 50.&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| What are Generic Boss Vials? || These are boss vials that have been filtered. They won&#039;t infect you with any form, but still count for leveling up.&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Do I need to filter a vial before drinking it? || No. You can drink an unfiltered vial (Boss Infection Vial: Feral name) and it will count, so long as it is within the proper level.&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| What use is there for an unfiltered boss vial? || You can use it to immediately master the form it carries. You can also use it to Epic a power, if the form has said power.&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| What level the vial needs to be to be effective? || For leveling purposes, the vial needs to be within 5 levels of yours. At level 30, a level 25 boss vial will work just as well as a lvl 35 vial.&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| Drinking vials before the proper levels does anything? || No. Using a boss vial when you&#039;re not in the proper level (a multiple of 5) is a total waste.&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Where should I go to hunt primes? || Check the terminal at Zephyr or RSX&#039;s first upper floor (it&#039;s listed among the things in the room). The primes will &#039;&#039;&#039;always&#039;&#039;&#039; be summoned at the highest level of the area. Summoning a prime at Nightclub (10-28), for instance, will summon a lvl 28 prime.&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| Is there a minimum number of people required to summon a prime? || No. But it&#039;s highly recommended to fight with a large group, both to make it easier and to have more people gaining the vials!&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| The Non-Violent Progress perk gives me a vial when it procs? || No. It gives the effect of drinking a generic vial of the appropriate level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==But I want to be a pacifist! What do?==&lt;br /&gt;
Luckily, there are two ways to acquire those vials without (direct) bloodshed.&lt;br /&gt;
* Buy from other players, usually 2 reward tokens per vial. Try the Auction channel;&lt;br /&gt;
* Have the &#039;&#039;&#039;Non-Violent Progress&#039;&#039;&#039; perk and roleplay as usual.&lt;br /&gt;
&lt;br /&gt;
Do note that, on the Non-Violent Progress, there is a &#039;&#039;chance&#039;&#039; that you will get the effect of having used a boss vial (or 2, if you&#039;re really lucky). According to the dev, that chance is initially 1 in 20, or 5% per RP tick. After a few &#039;&#039;&#039;remorts&#039;&#039;&#039; (read below), you can buy an [[edge]], [[Advanced Peace]], that doubles the effects of these lucky ticks.&lt;br /&gt;
&lt;br /&gt;
==After you reach the cap==&lt;br /&gt;
Hitting level 60 means you&#039;re at the top! Still, even a mountain top could use a stair to make it higher, right? In any case, you can opt to remort. What is that? You get back to level 1, receive 100 + (remort number * 10) reward tokens (which is 110 tokens on the first remort) and gain 1% bonus to all attributes (which is mostly attack and health). This point can also be used to buy [[Edge|edges]]. Note that this bonus only stacks as high as 25%. You can spend points buying edges and still get that high bonus, though it will take time.&lt;br /&gt;
&lt;br /&gt;
=Reward Tokens=&lt;br /&gt;
By now, you probably noticed that the game has more than just creds, common money, being used. Reward tokens are the second most used and useful currency. You need these for things like:&lt;br /&gt;
* Leveling up proficiencies past 11&lt;br /&gt;
* Buying Prime Specimen Primers and other useful stuff&lt;br /&gt;
&lt;br /&gt;
So, how do you get some? Other than remorting, this is how you can get some tokens:&lt;br /&gt;
* Completing Daily missions. These are &amp;quot;Go to area X and beat 100 ferals&amp;quot;, to put it bluntly. When you type &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;quest&amp;lt;/code&amp;gt;, you will see how much % &#039;&#039;reward&#039;&#039; you&#039;ll get once you finish the mission. The base reward, 0%, is 4 tokens, and it can go as high as 400%, 20 tokens. &lt;br /&gt;
* Completing Scavenging web missions. There is a button on the right panel that reads &amp;quot;Scavenging Mission&amp;quot;. It&#039;s very similar to the daily mission, but doing web combat advances it faster than direct connection combat. The reward is random 3-6 tokens.&lt;br /&gt;
* Crafting Bounty. The very last thingy on the right panel is this. You need to craft (or comission) said item with said modifiers. Once you have it in your inventory, just click Claim Bounty. You&#039;ll get 3 reward tokens plus the amount of freecreds stated. You can only turn in &#039;&#039;&#039;ONCE&#039;&#039;&#039; per bounty. While you only get the tokens every 18 hours, you can still claim the bounty for every &#039;&#039;&#039;different&#039;&#039;&#039; craft it asks and receive the freecred prize.&lt;br /&gt;
&lt;br /&gt;
=Channels: Where to talk what=&lt;br /&gt;
You can get the full list of channels by simply typing &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;channels&amp;lt;/code&amp;gt;. You can also check the last sent messages by typing &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;channelname #last&amp;lt;/code&amp;gt;, like &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pub #last&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pick #last 30&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
You can also turn a channel #on and #off, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pub #off&amp;lt;/code&amp;gt;, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;pickup #on&amp;lt;/code&amp;gt;. Here&#039;s a quick rundown of the most used ones:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Channel&lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| Public || General chat&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Newbie || Most game related questions should be asked here&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| LFG || Looking for Group, when you need to find more players for combat stuff&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Pickup || This is where you look for people to roleplay with! Advertise what you&#039;re looking for or what you offer! The worst that can happen is dead silence!&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| Science || The place to discuss game mechanics and find the best builds&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Naughty || Sexy chats and scenes, where you show off your sexy abilities!&lt;br /&gt;
|- style=&amp;quot;background: #DADADA;&amp;quot;&lt;br /&gt;
| Auction || Stuff for sale, make bids! This is the general Trading channel.&lt;br /&gt;
|- style=&amp;quot;background: #FFFFFF;&amp;quot;&lt;br /&gt;
| Links || All links go here. Just point people in other channels there if need be.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following channels are used to broadcast events. Players can&#039;t send messages there:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Channel&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Update || Whenever the game gets an update, it gets broadcast here.&lt;br /&gt;
|-&lt;br /&gt;
|RP|| This channel is used to broadcast Judged roleplay scenes, it is &#039;&#039;&#039;NOT&#039;&#039;&#039; used to find people to RP with (that&#039;s pickup)!&lt;br /&gt;
|-&lt;br /&gt;
|Market||Crafting bounties and combat bounties are posted here.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Recap of some incredibly useful commands=&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #difficultylevel [-1 to 4]&amp;lt;/code&amp;gt; and &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #difficultyquantity [-1 to 4]&amp;lt;/code&amp;gt; - To change the difficulty of ferals and how many each combat will find, respectively.&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;web #help&amp;lt;/code&amp;gt; – will give you a list of other web commands that you can do while in direct control. Web #mission can let you do the missions without opening the site!&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;size, groin, breast&amp;lt;/code&amp;gt; – Checks your own size if used alone, can also check for a target&#039;s body size, player or not. Discreet, nobody will ever know when you use it!&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;look, l&amp;lt;/code&amp;gt; – Can be used to look at yourself with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;me&amp;lt;/code&amp;gt;. Alone, will look at the room. Can also look at some objects and players, though looking at a player will let them know you&#039;re looking at them!&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i, inv, inventory&amp;lt;/code&amp;gt; – Your inventory, backpack, bag of holding. Your non-equipped items go here. You can sort (&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;i sort&amp;lt;/code&amp;gt;) it and also use a number to see the description of the item.&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;eq, +gear&amp;lt;/code&amp;gt; – Your currently equipped items, how much loadout and upkeep each costs and what you have left. Coupling the command with a number will attempt to equip the item from your inventory!&lt;br /&gt;
*&amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;Load&amp;lt;/code&amp;gt; – this command allows you to view the description of your equipped items. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;load 1, load 2, load 3&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;ooc&amp;lt;/code&amp;gt; – Use this to speak out of character&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page&amp;lt;/code&amp;gt; – Page is how you send private messages to other players. Here&#039;s how you use it: &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page playername=Hello there&amp;lt;/code&amp;gt;. You can also use : right after the = to make it a page-pose. You will also want to set a different color to your page messages to make them out easier in the middle of all the text, use &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;page #color colorname&amp;lt;/code&amp;gt; (red, blue, green, cyan, yellow, gray, white)&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;help&amp;lt;/code&amp;gt; – Sometimes you just need some immediate help right on the game.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+vote&amp;lt;/code&amp;gt; – Liked roleplaying with someone? +vote playername!&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;info&amp;lt;/code&amp;gt; – This is what you use to get all the information of a power, proficiency, skill or item! &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;info thingname&amp;lt;/code&amp;gt;. Do note that not all items have their rpinfo.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+retire&amp;lt;/code&amp;gt; – Deletes your current character. It will ask for confirmation before actually doing it. If the char is still low level, once confirmed, it will be immediately deleted. Higher level chars will require you to +retire again after 24h to delete for good.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;tport&amp;lt;/code&amp;gt; – Instant teleport! You can get a list of places to teleport to with &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;tport #public&amp;lt;/code&amp;gt;.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;home&amp;lt;/code&amp;gt; – This will immediately teleport you back to your home/spawning point.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;nanite&amp;lt;/code&amp;gt; – Shows a list of possible uses of your [[builder nanites]].&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;salvage&amp;lt;/code&amp;gt; – Shows your current stock of salvage.&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;drop&amp;lt;/code&amp;gt; – Use this to drop, discard, delete, get rid of, do away with inventory items. It will prompt with Y or N if you want to trash the item. &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;drop 1; drop 22; drop 53&amp;lt;/code&amp;gt;&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;sheet&amp;lt;/code&amp;gt; or &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;score&amp;lt;/code&amp;gt; – This will show the complete character sheet. Includes health, energy, exp, creds, class, tokens, mako, hero points, patrol points, wounds, proficiencies, skills, powers and professions (to only see the top part, add #top to the command)&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;test item=modifier #makers&amp;lt;/code&amp;gt; – This is useful when you&#039;re looking for which characters can craft what. Bounties change every 3 hours and finding who can make a Quick Nanite Entangler can be time consuming. Instead, just use the command with #maker at the end. In this example, &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;test nanite entangler=quick #makers&amp;lt;/code&amp;gt; will list everyone you can comission to craft one!&lt;br /&gt;
* &amp;lt;code style=&amp;quot;background:silver&amp;quot;&amp;gt;+bounty&amp;lt;/code&amp;gt; - Check the current market bounties (crafting and special feral) as well as the current RP hotspot.&lt;br /&gt;
&lt;br /&gt;
=Random bits and bobs=&lt;br /&gt;
* Sarah the Husky asked you to find a non alpha male husky? -&amp;gt; rtrace 2nd street 3500&lt;br /&gt;
* Need a basic nanite collector? -&amp;gt; list items ; buy basic nanite collector&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Controlled_Bleed/Extra_Notes&amp;diff=936055</id>
		<title>Controlled Bleed/Extra Notes</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Controlled_Bleed/Extra_Notes&amp;diff=936055"/>
		<updated>2018-10-13T15:20:03Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;This is a note that a player wrote that will not be overwritten by naughty bots.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a note that a player wrote that will not be overwritten by naughty bots.&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=878850</id>
		<title>Statuses</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=878850"/>
		<updated>2018-07-13T11:48:40Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Statuses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a page wherein all coded statuses are listed for reference. &lt;br /&gt;
&lt;br /&gt;
Remember that just about every status can be reversed with &#039;Debuff&#039; added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Accuracy &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases accuracy by Magnitude, proportional to the power&#039;s base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Aggro &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases automated NPC hate by Magnitude percentage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AoEMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Grants +1 target to all not-NoAoE powers.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AreaBlock &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Attack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cascading&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cascading is a (mag)% damage increase for repeat attacks (does not affect the initial, direct hit). It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Confused&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead). &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Charge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cover &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker&#039;s Concentrated skill level, at 90/80/70% of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Critical Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Ignores everything except Juggernaut-style DamageResist.  Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Stacked(Y)(X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageBuff &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageImmunity&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffClear &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Destroys negative statuses, magnitude against magnitude. If it can&#039;t destroy, it will weaken. Does not persist, has immediate effect then fades.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces incoming debuffs(Anything with &#039;debuff&#039; at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Defense &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker&#039;s Accuracy. Has diminishing returns, following the equation listed under Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delay&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delaydebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the base 1000 ATB turn delay by +25 atb per point.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyBreak &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of damage taken, as above, but as energy damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives mag energy at the start of each round for duration rounds.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Fertility &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Not a combat stat, but increases chances of successful breeding.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | FleeRate &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases chance to flee by magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Haste &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Deprecated status. Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Healing &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealEnergyResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealGain &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HeatResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HPBuffer &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script&amp;amp;nbsp; damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills [[Damage]], [[Accuracy]] and [[Penetration]] can allow you to pierce HPbuffer up to a maximum of 70%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InHeat&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the player to appear to be in heat, whether or not they actually are fertile.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldown&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldownDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Knockdown &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | KnockdownResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Lowers the magnitude of Knockdown by its own magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | MaxHP &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Meek&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Opposite of Menace.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Menace &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Penetration &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (&amp;amp;nbsp;Aggro Note) &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | &lt;br /&gt;
At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PhysicalDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PowerArmor &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Recharge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Regen &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Regenerate health every 200 ATB based on the formula: Mag/(Mag  + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | RepeatAttack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note:&amp;amp;nbsp;No statuses are refreshed by repeats.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Rut&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Adjusts the player Rut level by the magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging all types of salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging (X) type salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Size&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your bodysize by the magnitude. Max size is 60, minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | StatusBoost&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Subtelty&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Opposite of Aggro.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Taunt &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the victim to target the caster while active.&amp;amp;nbsp;Latest taunt overrides all others.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Technical &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Every point gives +0.5% damage and +0.25% status mag for equipped items.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Vampiric &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | WaterAdaption &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area&#039;s AQ rating on +haz, you will suffer severe penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Statuses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain statuses may also create an additional Binary status on its target. This extra status has a flat effect unaffected by magnitude enhancers, debuffClear, rankmods, etc. If a Binary status has an Inverse counterpart, then both effects will be suppressed for so long as both statuses remain on the target. Binary statuses have a fixed duration based on the duration of the source status: Under 3: 0 rounds 3-4.9: 1 round  5-9.9: 2 rounds. 10-19.9: 3 rounds 20+: 4 rounds&lt;br /&gt;
Lingering Kindness/Enduring Malice (as relevant) increases this by +0.5 rounds per point.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Source &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | LockedOn&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Accuracy&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of ignoring all dodge (0% deflection) for every target of every hostile effect. Inverse of Shaken.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Shaken&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | AccuracyDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of completely missing (100% deflection) for every target of every hostile effect. Inverse of LockedOn.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Energetic&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Charge&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the amount of power charge gained per tick by 20%. Inverse of Lethargic.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Lethargic&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | ChargeDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases the amount of power charge gained per tick by 20%. Inverse of Energetic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=877590</id>
		<title>Statuses</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=877590"/>
		<updated>2018-07-12T23:04:15Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Statuses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a page wherein all coded statuses are listed for reference. &lt;br /&gt;
&lt;br /&gt;
Remember that just about every status can be reversed with &#039;Debuff&#039; added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Accuracy &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases accuracy by Magnitude, proportional to the power&#039;s base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Aggro &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases automated NPC hate by Magnitude percentage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AoEMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Grants +1 target to all not-NoAoE powers.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AreaBlock &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Attack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cascading&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cascading is a (mag)% damage increase for repeat attacks (does not affect the initial, direct hit). It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Confused&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead). &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Charge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cover &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker&#039;s Concentrated skill level, at 90/80/70% of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Critical Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Ignores everything except Juggernaut-style DamageResist.  Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Stacked(Y)(X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageBuff &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageImmunity&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffClear &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Destroys negative statuses, magnitude against magnitude. If it can&#039;t destroy, it will weaken. Does not persist, has immediate effect then fades.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces incoming debuffs(Anything with &#039;debuff&#039; at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Defense &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker&#039;s Accuracy. Has diminishing returns, following the equation listed under Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delay&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delaydebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the base 1000 ATB turn delay by +25 atb per point.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyBreak &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of damage taken, as above, but as energy damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives mag energy at the start of each round for duration rounds.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Fertility &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Not a combat stat, but increases chances of successful breeding.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | FleeRate &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases chance to flee by magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Haste &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Deprecated status. Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Healing &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealEnergyResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealGain &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HeatResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HPBuffer &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script&amp;amp;nbsp; damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills [[Damage]], [[Accuracy]] and [[Penetration]] can allow you to pierce HPbuffer up to a maximum of 70%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InHeat&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the player to appear to be in heat, whether or not they actually are fertile.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldown&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldownDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Knockdown &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | KnockdownResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Lowers the magnitude of Knockdown by its own magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | MaxHP &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Menace &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Penetration &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (&amp;amp;nbsp;Aggro Note) &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | &lt;br /&gt;
At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PhysicalDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PowerArmor &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Recharge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Regen &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Regenerate health every 200 ATB based on the formula: Mag/(Mag  + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | RepeatAttack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note:&amp;amp;nbsp;No statuses are refreshed by repeats.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Rut&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Adjusts the player Rut level by the magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging all types of salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging (X) type salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Size&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your bodysize by the magnitude. Max size is 60, minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | StatusBoost&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Taunt &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the victim to target the caster while active.&amp;amp;nbsp;Latest taunt overrides all others.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Technical &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Every point gives +0.5% damage and +0.25% status mag for equipped items.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Vampiric &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | WaterAdaption &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area&#039;s AQ rating on +haz, you will suffer severe penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Binary Statuses ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain statuses may also create an additional Binary status on its target. This extra status has a flat effect unaffected by magnitude enhancers, debuffClear, rankmods, etc. If a Binary status has an Inverse counterpart, then both effects will be suppressed for so long as both statuses remain on the target. Binary statuses have a fixed duration based on the duration of the source status: Under 3: 0 rounds 3-4.9: 1 round  5-9.9: 2 rounds. 10-19.9: 3 rounds 20+: 4 rounds&lt;br /&gt;
Lingering Kindness/Enduring Malice (as relevant) increases this by +0.5 rounds per point.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Source &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Binary Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | LockedOn&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Accuracy&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of ignoring all dodge (0% deflection) for every target of every hostile effect. Inverse of Shaken.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Shaken&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | AccuracyDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of completely missing (100% deflection) for every target of every hostile effect. Inverse of LockedOn.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Energetic&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Charge&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the amount of power charge gained per tick by 20%. Inverse of Lethargic.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Lethargic&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | ChargeDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases the amount of power charge gained per tick by 20%. Inverse of Energetic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=846977</id>
		<title>Statuses</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=846977"/>
		<updated>2018-06-18T21:30:01Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page wherein all coded statuses are listed for reference. &lt;br /&gt;
&lt;br /&gt;
Remember that just about every status can be reversed with &#039;Debuff&#039; added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Accuracy &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases accuracy by Magnitude, proportional to the power&#039;s base Accuracy after being compared against Defense. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+100).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Aggro &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases automated NPC hate by Magnitude percentage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AoEMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a scaling chance to hit an additional target. Rate of chance is AoEmod/AoEmod+1&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AreaBlock &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Attack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cascading&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cascading is a (mag)% damage increase for repeat attacks (does not affect the initial, direct hit). It soft caps by / 2 at 10, 20, 25, and 35. It hardcaps at 40.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Confused&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Has magnitude chance of causing AoEs to strike a random friendly target, and increases the final deflection percent (after reduction from combat skills) on AoEs by its magnitude to a maximum final deflection of 50% (unless they rolled a 75%, in which case that is used instead). &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Charge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the rate at which powers charge by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 150% along the following equation: 150*(Mag)/(Mag+75). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cover &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Take magnitude percent of damage meant for the target. Resistances still apply. Capped in effectiveness by the attacker&#039;s Concentrated skill level, at 90/80/70% of incoming damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Critical Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Ignores everything except Juggernaut-style DamageResist.  Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Stacked(Y)(X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes (x) element damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack. Stacks from different players are kept separate.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageBuff &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage by Magnitude percent when attacking. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageImmunity&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces X damage taken by magnitude percent, up to 100% (completely immune). If no specified type, resists all damage. These are a % of damage outright negated after resistances are calculated. So if you were taking 500 damage post resist, and you have 20 DamageImmunity, you will only take 400 damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffClear &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Destroys negative statuses, magnitude against magnitude. If it can&#039;t destroy, it will weaken. Does not persist, has immediate effect then fades.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces incoming debuffs(Anything with &#039;debuff&#039; at the end, as well as certain other statuses such as Confused) by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100% along the following equation: 100*(Mag)/(Mag+100). When negative, use 25*(Mag)/(Mag+25) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Defense &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the odds of partially deflecting an attack by Magnitude, directly opposing the attacker&#039;s Accuracy. Has diminishing returns, following the equation listed under Accuracy.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delay&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Resists the magnitude of Delaydebuff point per point. 1 Delay + 1 Delaydebuff = No debuff. 1 Delay + 2 Delaydebuff = 1 Delaydebuff&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Delaydebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the base 1000 ATB turn delay by +25 atb per point.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyBreak &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of damage taken, as above, but as energy damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives mag energy at the start of each round for duration rounds.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Fertility &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Not a combat stat, but increases chances of successful breeding.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | FleeRate &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases chance to flee by magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Haste &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Deprecated status. Do not use and file a request if you see it as a status anywhere. Currently does the same as Charge, and was phased out.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Healing &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases healing done by Magnitude percent. Has diminishing returns, gradually leveling off before reaching 100 along the following equation: 100*(Mag+5)/(Mag+100). If negative, it instead follows -33*(Mag)/(Mag+5).&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealEnergyResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealGain &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be increased by magnitude, with soft caps at 25% and 50% more healing, hard cap at 75%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects that are incoming to be diminished by magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HeatResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces the effect from a heat environment. If your HeatResist is at or above the environments heat effect, then you receive no penalty.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HPBuffer &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script&amp;amp;nbsp; damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. The combat skills [[Damage]], [[Accuracy]] and [[Penetration]] can allow you to pierce HPbuffer up to a maximum of 70%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InHeat&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the player to appear to be in heat, whether or not they actually are fertile.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldown&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldownDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the power with the longest remaining cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this, has effect once and goes away.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Knockdown &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | KnockdownResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Lowers the magnitude of Knockdown by its own magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | LockedOn&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of ignoring all dodge on a target for every target of every hostile effect. Invalidated if Shaken is also present.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | MaxHP &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases maximum health by magnitude percent. Has diminishing returns, gradually leveling off before reaching 50% along the following equation: 50*(Mag)/(Mag+25). When negative, use 25*(Mag)/(Mag+10) instead.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Menace &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Penetration &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to penetrate X type of damage resistance. 10 points of status is the same as one point of Penetration combat skill. Soft caps are at 40, 60 and 80. If no damage type is specified, will apply to all damage types. Penetration status will work on energy/physical/critical damage (and dots) where any other damage types (poison, skunk, etc) will need a specific penetration eg: PoisonPenetration&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (&amp;amp;nbsp;Aggro Note) &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | &lt;br /&gt;
At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PhysicalDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of all damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PowerArmor &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Having this status means you can use the power Activated Armor, which increases health by 10%, accuracy and status resists by 5% and consumes 1 chemical and 1 energy salvage per combat round, or less, with a higher armor skill.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Recharge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the speed at which all powers recharge by Magnitude percent. Soft caps at 50, 100, 150, etc, doubling the amount needed to gain one effective point per soft cap and hard caps at 200 effective value.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Regen &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Regenerate health every 200 ATB based on the formula: Mag/(Mag  + 10 - RegenSkill) * ((15 + RegenSkill)/100) * MaxHP/5. (Multiply end result by 5 for health regenerated per round.) Obeys HealResist and Healing at 1/5th value each tick.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | RepeatAttack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note:&amp;amp;nbsp;No statuses are refreshed by repeats.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Rut&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Adjusts the player Rut level by the magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging all types of salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your odds of salvaging (X) type salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Shaken&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Gives a 20% chance of completely missing a target for every target of every hostile effect. Invalidated if Lockedon is also present.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Size&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases or Decreases your bodysize by the magnitude. Max size is 60, minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | StatusBoost&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases magnitude of active power statuses by magnitude percent. Has diminishing returns, gradually leveling off before reaching 35% along the following equation: 35*(Mag)/(Mag+10) for positive values, or approaching -25 at 25*(Mag)/(Mag+10) for negative values or debuffed. Does not work in instantcooldown or itself. Will not work on Passives or Toggles are not effected. Does effect negative aspects of a friendly power and positive aspects of a hostile power (E.g. Howl)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Taunt &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the victim to target the caster while active.&amp;amp;nbsp;Latest taunt overrides all others.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Technical &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Every point gives +0.5% damage and +0.25% status mag for equipped items.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Vampiric &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all attacks to cause a regenerative effect of MAG % of damage dealt. works in conjunction with the combat skill and item/power property of the same name. All combined sources of Vampiric are soft capped at 25 and effective 50 mag, with a hard cap at effective 75 mag, meaning over 25 divide by 2, over 50, divide by 4, and no attack can give more than 75% of hp back from damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | WaterAdaption &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area&#039;s AQ rating on +haz, you will suffer severe penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=670115</id>
		<title>Template:Mutantpower</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=670115"/>
		<updated>2018-01-07T21:59:44Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template for including what a Mutant Power is capable of performing.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Put the following information in the page, filling in the blanks, to make a Mutantpower entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Mutantpower&lt;br /&gt;
|name=&lt;br /&gt;
|desc=&lt;br /&gt;
|basepower=&lt;br /&gt;
|powertype=&lt;br /&gt;
|target=&lt;br /&gt;
|slot=&lt;br /&gt;
|energy=&lt;br /&gt;
|charge=&lt;br /&gt;
|cooldown=&lt;br /&gt;
|accuracy=&lt;br /&gt;
|damageamount=&lt;br /&gt;
|damagetype=&lt;br /&gt;
|Status=&lt;br /&gt;
|seconddamageamount=&lt;br /&gt;
|seconddamagetype=&lt;br /&gt;
|secondtarget=&lt;br /&gt;
|secondStatus=}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: center;Float:right;border-radius:5px;border-collapse:collapse&amp;quot;&lt;br /&gt;
|+{{{name}}} stats&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|{{{powertype}}}&lt;br /&gt;
!Target&lt;br /&gt;
|{{{target}}}&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Based on [[{{{basepower}}}]]&lt;br /&gt;
|Slot: {{{slot|Not Slotted}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cooldown]]&lt;br /&gt;
|{{{cooldown}}}&lt;br /&gt;
!Charge time&lt;br /&gt;
|{{{charge}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Energy]]&lt;br /&gt;
|{{{energy}}}&lt;br /&gt;
![[Accuracy]]&lt;br /&gt;
|{{{accuracy}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Damage (Powers)|Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{damageamount}}} {{{damagetype}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|[[Statuses]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Status|No Statuses}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Effects&lt;br /&gt;
|-&lt;br /&gt;
![[Secondary Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{seconddamageamount|No}}} {{{seconddamagetype|damage}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!Secondary Type&lt;br /&gt;
|{{{secondpowertype|None}}}&lt;br /&gt;
!Secondary Target&lt;br /&gt;
|{{{secondtarget|None}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Statuses&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{secondStatus|No Secondary Statuses}}}&lt;br /&gt;
|}&lt;br /&gt;
{{:{{{name}}}/Extra_Notes}}&lt;br /&gt;
[{{fullurl:{{{name}}}/Extra_Notes|action=edit}} Edit notes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutant powers]][[Category:{{{slot|Not}}} Slotted Powers]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=670102</id>
		<title>Template:Mutantpower</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=670102"/>
		<updated>2018-01-07T03:32:27Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template for including what a Mutant Power is capable of performing.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Put the following information in the page, filling in the blanks, to make a Mutantpower entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Mutantpower&lt;br /&gt;
|name=&lt;br /&gt;
|desc=&lt;br /&gt;
|basepower=&lt;br /&gt;
|powertype=&lt;br /&gt;
|target=&lt;br /&gt;
|slot=&lt;br /&gt;
|energy=&lt;br /&gt;
|charge=&lt;br /&gt;
|cooldown=&lt;br /&gt;
|accuracy=&lt;br /&gt;
|damageamount=&lt;br /&gt;
|damagetype=&lt;br /&gt;
|Status=&lt;br /&gt;
|seconddamageamount=&lt;br /&gt;
|seconddamagetype=&lt;br /&gt;
|secondtarget=&lt;br /&gt;
|secondStatus=}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: center;Float:right;border-radius:5px;border-collapse:collapse&amp;quot;&lt;br /&gt;
|+{{{name}}} stats&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|{{{powertype}}}&lt;br /&gt;
!Target&lt;br /&gt;
|{{{target}}}&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Based on [[{{{basepower}}}]]&lt;br /&gt;
|Slot: {{{slot|Not Slotted}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cooldown]]&lt;br /&gt;
|{{{cooldown}}}&lt;br /&gt;
!Charge time&lt;br /&gt;
|{{{charge}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Energy]]&lt;br /&gt;
|{{{energy}}}&lt;br /&gt;
![[Accuracy]]&lt;br /&gt;
|{{{accuracy}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Damage (Powers)|Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{damageamount}}} {{{damagetype}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|[[Statuses]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Status|No Statuses}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Effects&lt;br /&gt;
|-&lt;br /&gt;
![[Secondary Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{seconddamageamount|No}}} {{{seconddamagetype|damage}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!Secondary Type&lt;br /&gt;
|{{{secondpowertype|None}}}&lt;br /&gt;
!Secondary Target&lt;br /&gt;
|{{{secondtarget|None}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Statuses&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{secondStatus|No Secondary Statuses}}}&lt;br /&gt;
|}&lt;br /&gt;
{{:{{{name}}}/Extra_Notes}}&lt;br /&gt;
[{{fullurl:{{{name}}}/Extra_Notes|action=edit}} Edit notes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutant powers]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=628538</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=628538"/>
		<updated>2017-10-01T18:08:08Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUCK]]&lt;br /&gt;
Flexible Survival Wiki is a supporting Wiki for the text-based Flexible Survival MUCK created by Nuku Valente.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat, supporting both a web interface as well as a standard MU* telnet client.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki is set up to be edited by any registered user, but to be registered, a user must go into the game&#039;s MUCK, described below. After creating a character, use the command +wiki/create to start the process toward being a registered user!&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://flexiblesurvival.com Flexible Survival Main Page]&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
* [http://wiki.flexiblesurvival.com/w/Newbie_Guide_2017 2017 Newbie Guide]&lt;br /&gt;
&lt;br /&gt;
== Getting Started with Flexible Survival Multiplayer  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUCK: &lt;br /&gt;
&lt;br /&gt;
# Download a MU* client. A list of clients can be found [[MU*_Clients|here]]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the mosh pit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://flexiblesurvival.com/index?Telnet here] for the version on our website (requires Flash Player)&lt;br /&gt;
&lt;br /&gt;
Know a few nice tricks about MU* clients? Or need a few tips yourself? Check out the [[:Category:UI Guides|UI Guides]]! Browse useful things others have found, or make one of your own and share you knowledge!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[New_Newbie_Guide|Newbie Guide]] &lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
*[[Newbie_Guide_2017|Are you a total newcomer? Check this guide, updated as of &amp;lt;s&amp;gt;June&amp;lt;/s&amp;gt; September 2017!]]&lt;br /&gt;
&lt;br /&gt;
=== The World ===&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[NPCs_(Multiplayer)|NPCs]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
|-&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
| [[:Category:Theme|Theme, Lore, and Setting]]&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Game Mechanics ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Token Items|Items, Tokens]]&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Crafting Recipes]]&lt;br /&gt;
| [[Proficiencies]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Monster Templates|Monster Templates]]&lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
| [[Writing Bounties|Writing Bounties]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
Players new to the game should read the [[Overall Gameplay]] article, which contains no spoilers and explains the core concepts of the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Flexible Survival is, ultimately, a game of exploration. It is intended that players discover content on their own, with the idea that they will gain the most enjoyment from the game in this way. The articles listed in the table below generally contain spoilers for the game in one fashion or another. New and less experienced players are warned that viewing these articles may affect your ultimate enjoyment of the game (if even in only a small way). Proceed at your own discretion.&lt;br /&gt;
&lt;br /&gt;
Listed below are a number of articles which contain the details of the game, laid bare for all to see. It is a reference for veteran players and a source newer players may consult to find solutions and answers that are not readily apparent to them through the course of the game.&lt;br /&gt;
&lt;br /&gt;
===Gameplay-Centric Information===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Feats]] &lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Game Mechanics===&lt;br /&gt;
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|-&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| [[Bound States]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=An_Adventure_in_Commerce_-_RPLOG&amp;diff=618478</id>
		<title>An Adventure in Commerce - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=An_Adventure_in_Commerce_-_RPLOG&amp;diff=618478"/>
		<updated>2017-09-06T02:19:47Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The location is simple. One of the many agents saw it while shopping. It seems that Hank, located outside of any bubble, has come into possession of needed suits. Perhaps he can be bartered or otherwise reasoned with? That is the hope that has the group setting out today.&lt;br /&gt;
&lt;br /&gt;
Renaria would have turned into her jaguar form after seriously exhausting herself in her larger dragon form. The feline is matted with sweat from her earlier exertions, and her jumpsuit, while covering her modesty, does not do much for the heat. She has a couple drones flying low overhead scanning the area for any threats. &lt;br /&gt;
&lt;br /&gt;
Cerl heads out for Hank&#039;s shop, keeping an eye out all around her as usual even though she is traveling under her usual cloak of invisibility for safety.  Once she arrives at the store, she drops the invisibility, her dedication to Loki permitting her to use it even when outside the bubble, and then heads on in.&lt;br /&gt;
&lt;br /&gt;
Sublime trudged to the shop, she felt heavy out of bubble. It was good to see another agent outside the shop, it meant that she didn&#039;t have to go much further. &lt;br /&gt;
&lt;br /&gt;
She walked up to the shadow fox and greeted her. &lt;br /&gt;
&lt;br /&gt;
Renaria would have turned into her jaguar form after seriously exhausting herself in her larger dragon form. The feline is matted with sweat from her earlier exertions, and her jumpsuit, while covering her modesty, does not do much for the heat. She has a couple drones flying low overhead scanning the area for any threats. Though she had never been out of bubble before, the nature of the material being looked for somewhat within her realm of knowledge. She looks at the shop, not really taking it to be some place suspicious, and thusly not hiding herself. Seeing the other agents answering the same call as her she gives a pant before adopting a relieved smile&lt;br /&gt;
&lt;br /&gt;
Looking up from what he had been working up, the sparks abating from behind the clear barrier between him and his potential customers, Hank gives a big smile with a missing tooth or two. &amp;quot;Well lookie here, a whole mess of ya all at once now. This ain&#039;t a raid is it? Ah got defenses, practically all I got these days.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cerl waves and smiles.  &amp;quot;Howdy Hank.  Got any new toys for me to tell Otto about?  He&#039;s still raving over all the stuff he got from you the last couple visits here.&amp;quot;  She starts looking around the store, checking out the various items he has for sale.&lt;br /&gt;
&lt;br /&gt;
Sublime smiles at hank, thankful for being out of the sun, &amp;quot;We&#039;ve heard that you have come into posession of several old space suits. We&#039;d prefer to buy them. I&#039;d prefer to inspect them before that, if you don&#039;t mind.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Calistan couldn&#039;t even focus on what he would need. Having hardly had any experience out of the bubble he saw many different people shifting to something more easily fascilitated... Though having no clue what kind of research he could help with.. he&#039;d just work to balance himself out. &amp;quot;I&#039;m fresh off of the team and learning what I can.  I couldn&#039;t miss an opportunity to get more insight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renaria would be a bit surprised by the introduction rendered by the store owner, not quite sure if its hospitality or just good business sense. Either way she supposes she&#039;s glad she isn&#039;t blown away &amp;quot;Not a raid, just an overconcious newbie...&amp;quot; she says, blushing in such a way that did not compliment her already flushed face, and just nod and agree a &amp;quot;yeah, what he said... also some water...&amp;quot;&lt;br /&gt;
Hank frowns sharply before it turns to a more calculating look. &amp;quot;I see, well... if there&#039;s demand, ya came to the right place.&amp;quot; He points across the way. &amp;quot;Right there, second aisle, bottles up tight so them naners don&#039;t get in and wreck &#039;em up. Go on, take a gander.&amp;quot;&lt;br /&gt;
The suits look like they were part of a set, even marked for an identical mission by the patches on their shoulder. A mission that was fated to never be...&lt;br /&gt;
Renaria would nod and enter, the mutant once an air force pilot in a past life. Though she knew flight suits, pressurized space suits were a bit beyond her knowledge. She would at least be able to check if they had proper seals on them &amp;quot;Where did you find it anyways?&amp;quot;&lt;br /&gt;
Calistan would nod and enter a moment before blinking twice at the new mixture of suits to start taking in the features of the designs. &lt;br /&gt;
Cerl sighs at the blunt &amp;quot;negotiating&amp;quot; tactics employed by some of her fellow agents, but shrugs and follows Hank&#039;s directions to the suits.  Looking the suits over carefully, she shrugs.  &amp;quot;Looks like everything is here, but they would need work to be useable.&amp;quot;  She heads back to the counter, and Hank.  &amp;quot;Let&#039;s talk price, Hank.  How much are you asking for the suits?&amp;quot;&lt;br /&gt;
&amp;quot;Some damn mutants figured they were armor.&amp;quot; Hank spits to the side. &amp;quot;Came in here, trying to hold me up, said &#039;no thanks&#039;, reminded them that kinda thing tends to be radioactivated and they didn&#039;t want them so bad no more, so I bought it off them, which brings us to that price, yeah. See, I need to make a profit. Fair&#039;s fair...&amp;quot; He brings his hands together, giving them a bit of a greedy rub. &amp;quot;Now, see, these are beauts! You obviously agree, look at your faces. You&#039;re practically eatin&#039; em up with your eyes. Say... 140k a pop. Just tap your comm thingie up here.&amp;quot; He points to a console on the other side of the clear plexiglass. &amp;quot;I&#039;ll handle the rest.&amp;quot;&lt;br /&gt;
Sublime sighs. &amp;quot;I&#039;d want them for a lower price, but these are serious antiques, useful, and about as rare as things come. We&#039;ll take the lot.&amp;quot; &lt;br /&gt;
 She taps her com thingie up there.&lt;br /&gt;
Renaria shrugs and goes to the console, the former dragoness not the most shrewd negotiator &amp;quot;Guess fair&#039;s fair.&amp;quot; she says, pulling out her comm without any hint of haggling &amp;quot;But you have to throw in a jug of water... been killer outside...&amp;quot;&lt;br /&gt;
Sublime spends 420000 Freecred for RP reasons.&lt;br /&gt;
Renaria would feel a bit bad for her fellow agent &amp;quot;Want me to cover one of them, thats a bit of freecred, figured I could go bug zephyr to call it a business expense.&amp;quot;&lt;br /&gt;
Hank whistles appreciatively. &amp;quot;Well, shoot, always love me a customer that knows an honest price. Yer alright in mah book!&amp;quot; He presses a button and the case that holds the suits cracks open, allowing access. &amp;quot;Pleasure doin&#039; business!&amp;quot;&lt;br /&gt;
Calistan was about to work his way over to join in with Cerl&#039;s negotiation waiting for the conclusion of the agreement to pitch in only to blink twice as the credits went sweeping out.  &amp;quot;Woah.&amp;quot;&lt;br /&gt;
Cerl shrugs.  If her fellow agents wanted to just throw credits at Hank that was fine by her.  She had been planning to offer up a rare bit of salvage worth that much or even more, but there was no point to doing that now.  She moves back over to the suits and tries to move one, carefully, just to gauge it&#039;s weight.&lt;br /&gt;
Calistan looked over the selection and had absolutely no clue of what he could get into and what would be useful at the time.  Though he&#039;d look back between Cerl and Renaria a moment before tilting his head slightly and praying to get something else in the set. &amp;quot;Got another one?&amp;quot;&lt;br /&gt;
&amp;quot;Shit man. If I had another one, I&#039;d already wheel it out! I don&#039;t hold out on paying customers.&amp;quot; Hank settles back in his seat. &amp;quot;I&#039;ll pass the word on if I run into another one, promise.&amp;quot;&lt;br /&gt;
Renaria hums in her thinking &amp;quot;Mind if I loiter a few before heading back out?&amp;quot; she asks, still winded.&lt;br /&gt;
Sublime commands, &amp;quot;Uh, Hank, I don&#039;t suppose you have a dolly or a pallet or something we could use to carry these back with us, do you?&amp;quot;&lt;br /&gt;
&amp;quot;Too heavy for ya? Don&#039;t blame you. Shoulda heard the curses I made up getting them into the display.&amp;quot; He stands up and points to the side, where a small dolley rests. &amp;quot;You could borrow that, fer a price. 25k.&amp;quot;&lt;br /&gt;
Cerl walks back over to the counter.  &amp;quot;Got anything that would let us transport all three suits at the same time, like a wagon I could hitch up to, or perhaps we could hire them to be delivered?&amp;quot;&lt;br /&gt;
He taps his chin. &amp;quot;Well, could buy two riot shields and the dolly, and I&#039;ll weld &#039;em all together fer ya, no extra charge.&amp;quot;&lt;br /&gt;
Calistan blinks before tilting his head in thought and sighing at the point.  Though he&#039;d look between the group and mused over what they had that was useful.  Though he&#039;d double back in thought, before shaking his head and settling down a moment in the new hoisting tension.  He&#039;d wait a second before shifting over to Cerl. &amp;quot;I can help with the backing.  Doubt I&#039;d be strong enough for hoisting all this stuff without a little difference in strength.  But Let me know what I can do.&amp;quot;&lt;br /&gt;
Renaria hums &amp;quot;No sheet metal or lumber hank, come on?&amp;quot; she says with a bit of a smirk on her face &amp;quot;Wouldnt want to waste good shield.&amp;quot;&lt;br /&gt;
Cerl holds out a paw, an illusion of a chemical container hovering in the air above...a container of a rare and valuable chemical.  &amp;quot;I have a source of these chemicals here, Hank.  Pay me that 420k we spent on the suits, and throw in those riot shields and dolly, and I&#039;ll have the container delivered to you right away.   The value of that is worth more than all of that put together.&amp;quot;&lt;br /&gt;
He rubs his chin thoughtfully. &amp;quot;Now, see, yer asking a man to give up money he done already got for stuff he aint got and won&#039;t get till later. C&#039;mon, ya gotta see where that don&#039;t rub right, right?&amp;quot;&lt;br /&gt;
Renaria would just wait for a bit, catching her breath as she listens in, her financial assets not being put to use today&lt;br /&gt;
Calistan blinks at the point. &amp;quot;I&#039;ll be glad to get it for you to cut that rub into a glide. Just let me know where to go to make it work. I&#039;ll bring it right back for you.&amp;quot;&lt;br /&gt;
Cerl nods.  &amp;quot;Yes, I can see where that could be a sticking point.  Perhaps half the credits now, and the other half once the salvage is delivered to you?  I would also be willing to consider half the credits and a significant discount the next time Otto and I come shopping, if you prefer.  That way we&#039;re both waiting to receive stuff we ain&#039;t got yet.  Otto is one of your best customers, so you know we&#039;ll be back.  It would make no sense for me to try and stiff you when we do business with you so often.&amp;quot;&lt;br /&gt;
&amp;quot;Hell and fire, fine. I must be going soft. Here&#039;s half, don&#039;t make me regret showing some trust, alright? Not like you can go to someone else fer what ah got.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=An_Adventure_in_Commerce_-_RPLOG&amp;diff=618477</id>
		<title>An Adventure in Commerce - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=An_Adventure_in_Commerce_-_RPLOG&amp;diff=618477"/>
		<updated>2017-09-06T02:18:13Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;The location is simple. One of the many agents saw it while shopping. It seems that Hank, located outside of any bubble, has come into possession of needed suits. Perhaps he c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The location is simple. One of the many agents saw it while shopping. It seems that Hank, located outside of any bubble, has come into possession of needed suits. Perhaps he can be bartered or otherwise reasoned with? That is the hope that has the group setting out today.&lt;br /&gt;
Renaria would have turned into her jaguar form after seriously exhausting herself in her larger dragon form. The feline is matted with sweat from her earlier exertions, and her jumpsuit, while covering her modesty, does not do much for the heat. She has a couple drones flying low overhead scanning the area for any threats. &lt;br /&gt;
Cerl heads out for Hank&#039;s shop, keeping an eye out all around her as usual even though she is traveling under her usual cloak of invisibility for safety.  Once she arrives at the store, she drops the invisibility, her dedication to Loki permitting her to use it even when outside the bubble, and then heads on in.&lt;br /&gt;
Sublime trudged to the shop, she felt heavy out of bubble. It was good to see another agent outside the shop, it meant that she didn&#039;t have to go much further. &lt;br /&gt;
 She walked up to the shadow fox and greeted her. &lt;br /&gt;
Renaria would have turned into her jaguar form after seriously exhausting herself in her larger dragon form. The feline is matted with sweat from her earlier exertions, and her jumpsuit, while covering her modesty, does not do much for the heat. She has a couple drones flying low overhead scanning the area for any threats. Though she had never been out of bubble before, the nature of the material being looked for somewhat within her realm of knowledge. She looks at the shop, not really taking it to be some place suspicious, and thusly not hiding herself. Seeing the other agents answering the same call as her she gives a pant before adopting a relieved smile&lt;br /&gt;
Looking up from what he had been working up, the sparks abating from behind the clear barrier between him and his potential customers, Hank gives a big smile with a missing tooth or two. &amp;quot;Well lookie here, a whole mess of ya all at once now. This ain&#039;t a raid is it? Ah got defenses, practically all I got these days.&amp;quot;&lt;br /&gt;
Cerl waves and smiles.  &amp;quot;Howdy Hank.  Got any new toys for me to tell Otto about?  He&#039;s still raving over all the stuff he got from you the last couple visits here.&amp;quot;  She starts looking around the store, checking out the various items he has for sale.&lt;br /&gt;
Sublime smiles at hank, thankful for being out of the sun, &amp;quot;We&#039;ve heard that you have come into posession of several old space suits. We&#039;d prefer to buy them. I&#039;d prefer to inspect them before that, if you don&#039;t mind.&amp;quot;&lt;br /&gt;
Calistan couldn&#039;t even focus on what he would need. Having hardly had any experience out of the bubble he saw many different people shifting to something more easily fascilitated... Though having no clue what kind of research he could help with.. he&#039;d just work to balance himself out. &amp;quot;I&#039;m fresh off of the team and learning what I can.  I couldn&#039;t miss an opportunity to get more insight.&amp;quot;&lt;br /&gt;
Renaria would be a bit surprised by the introduction rendered by the store owner, not quite sure if its hospitality or just good business sense. Either way she supposes she&#039;s glad she isn&#039;t blown away &amp;quot;Not a raid, just an overconcious newbie...&amp;quot; she says, blushing in such a way that did not compliment her already flushed face, and just nod and agree a &amp;quot;yeah, what he said... also some water...&amp;quot;&lt;br /&gt;
Hank frowns sharply before it turns to a more calculating look. &amp;quot;I see, well... if there&#039;s demand, ya came to the right place.&amp;quot; He points across the way. &amp;quot;Right there, second aisle, bottles up tight so them naners don&#039;t get in and wreck &#039;em up. Go on, take a gander.&amp;quot;&lt;br /&gt;
The suits look like they were part of a set, even marked for an identical mission by the patches on their shoulder. A mission that was fated to never be...&lt;br /&gt;
Renaria would nod and enter, the mutant once an air force pilot in a past life. Though she knew flight suits, pressurized space suits were a bit beyond her knowledge. She would at least be able to check if they had proper seals on them &amp;quot;Where did you find it anyways?&amp;quot;&lt;br /&gt;
Calistan would nod and enter a moment before blinking twice at the new mixture of suits to start taking in the features of the designs. &lt;br /&gt;
Cerl sighs at the blunt &amp;quot;negotiating&amp;quot; tactics employed by some of her fellow agents, but shrugs and follows Hank&#039;s directions to the suits.  Looking the suits over carefully, she shrugs.  &amp;quot;Looks like everything is here, but they would need work to be useable.&amp;quot;  She heads back to the counter, and Hank.  &amp;quot;Let&#039;s talk price, Hank.  How much are you asking for the suits?&amp;quot;&lt;br /&gt;
&amp;quot;Some damn mutants figured they were armor.&amp;quot; Hank spits to the side. &amp;quot;Came in here, trying to hold me up, said &#039;no thanks&#039;, reminded them that kinda thing tends to be radioactivated and they didn&#039;t want them so bad no more, so I bought it off them, which brings us to that price, yeah. See, I need to make a profit. Fair&#039;s fair...&amp;quot; He brings his hands together, giving them a bit of a greedy rub. &amp;quot;Now, see, these are beauts! You obviously agree, look at your faces. You&#039;re practically eatin&#039; em up with your eyes. Say... 140k a pop. Just tap your comm thingie up here.&amp;quot; He points to a console on the other side of the clear plexiglass. &amp;quot;I&#039;ll handle the rest.&amp;quot;&lt;br /&gt;
Sublime sighs. &amp;quot;I&#039;d want them for a lower price, but these are serious antiques, useful, and about as rare as things come. We&#039;ll take the lot.&amp;quot; &lt;br /&gt;
 She taps her com thingie up there.&lt;br /&gt;
Renaria shrugs and goes to the console, the former dragoness not the most shrewd negotiator &amp;quot;Guess fair&#039;s fair.&amp;quot; she says, pulling out her comm without any hint of haggling &amp;quot;But you have to throw in a jug of water... been killer outside...&amp;quot;&lt;br /&gt;
Sublime spends 420000 Freecred for RP reasons.&lt;br /&gt;
Renaria would feel a bit bad for her fellow agent &amp;quot;Want me to cover one of them, thats a bit of freecred, figured I could go bug zephyr to call it a business expense.&amp;quot;&lt;br /&gt;
Hank whistles appreciatively. &amp;quot;Well, shoot, always love me a customer that knows an honest price. Yer alright in mah book!&amp;quot; He presses a button and the case that holds the suits cracks open, allowing access. &amp;quot;Pleasure doin&#039; business!&amp;quot;&lt;br /&gt;
Calistan was about to work his way over to join in with Cerl&#039;s negotiation waiting for the conclusion of the agreement to pitch in only to blink twice as the credits went sweeping out.  &amp;quot;Woah.&amp;quot;&lt;br /&gt;
Cerl shrugs.  If her fellow agents wanted to just throw credits at Hank that was fine by her.  She had been planning to offer up a rare bit of salvage worth that much or even more, but there was no point to doing that now.  She moves back over to the suits and tries to move one, carefully, just to gauge it&#039;s weight.&lt;br /&gt;
Calistan looked over the selection and had absolutely no clue of what he could get into and what would be useful at the time.  Though he&#039;d look back between Cerl and Renaria a moment before tilting his head slightly and praying to get something else in the set. &amp;quot;Got another one?&amp;quot;&lt;br /&gt;
&amp;quot;Shit man. If I had another one, I&#039;d already wheel it out! I don&#039;t hold out on paying customers.&amp;quot; Hank settles back in his seat. &amp;quot;I&#039;ll pass the word on if I run into another one, promise.&amp;quot;&lt;br /&gt;
Renaria hums in her thinking &amp;quot;Mind if I loiter a few before heading back out?&amp;quot; she asks, still winded.&lt;br /&gt;
Sublime commands, &amp;quot;Uh, Hank, I don&#039;t suppose you have a dolly or a pallet or something we could use to carry these back with us, do you?&amp;quot;&lt;br /&gt;
&amp;quot;Too heavy for ya? Don&#039;t blame you. Shoulda heard the curses I made up getting them into the display.&amp;quot; He stands up and points to the side, where a small dolley rests. &amp;quot;You could borrow that, fer a price. 25k.&amp;quot;&lt;br /&gt;
Cerl walks back over to the counter.  &amp;quot;Got anything that would let us transport all three suits at the same time, like a wagon I could hitch up to, or perhaps we could hire them to be delivered?&amp;quot;&lt;br /&gt;
He taps his chin. &amp;quot;Well, could buy two riot shields and the dolly, and I&#039;ll weld &#039;em all together fer ya, no extra charge.&amp;quot;&lt;br /&gt;
Calistan blinks before tilting his head in thought and sighing at the point.  Though he&#039;d look between the group and mused over what they had that was useful.  Though he&#039;d double back in thought, before shaking his head and settling down a moment in the new hoisting tension.  He&#039;d wait a second before shifting over to Cerl. &amp;quot;I can help with the backing.  Doubt I&#039;d be strong enough for hoisting all this stuff without a little difference in strength.  But Let me know what I can do.&amp;quot;&lt;br /&gt;
Renaria hums &amp;quot;No sheet metal or lumber hank, come on?&amp;quot; she says with a bit of a smirk on her face &amp;quot;Wouldnt want to waste good shield.&amp;quot;&lt;br /&gt;
Cerl holds out a paw, an illusion of a chemical container hovering in the air above...a container of a rare and valuable chemical.  &amp;quot;I have a source of these chemicals here, Hank.  Pay me that 420k we spent on the suits, and throw in those riot shields and dolly, and I&#039;ll have the container delivered to you right away.   The value of that is worth more than all of that put together.&amp;quot;&lt;br /&gt;
He rubs his chin thoughtfully. &amp;quot;Now, see, yer asking a man to give up money he done already got for stuff he aint got and won&#039;t get till later. C&#039;mon, ya gotta see where that don&#039;t rub right, right?&amp;quot;&lt;br /&gt;
Renaria would just wait for a bit, catching her breath as she listens in, her financial assets not being put to use today&lt;br /&gt;
Calistan blinks at the point. &amp;quot;I&#039;ll be glad to get it for you to cut that rub into a glide. Just let me know where to go to make it work. I&#039;ll bring it right back for you.&amp;quot;&lt;br /&gt;
Cerl nods.  &amp;quot;Yes, I can see where that could be a sticking point.  Perhaps half the credits now, and the other half once the salvage is delivered to you?  I would also be willing to consider half the credits and a significant discount the next time Otto and I come shopping, if you prefer.  That way we&#039;re both waiting to receive stuff we ain&#039;t got yet.  Otto is one of your best customers, so you know we&#039;ll be back.  It would make no sense for me to try and stiff you when we do business with you so often.&amp;quot;&lt;br /&gt;
&amp;quot;Hell and fire, fine. I must be going soft. Here&#039;s half, don&#039;t make me regret showing some trust, alright? Not like you can go to someone else fer what ah got.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Meeting_of_Tricksters_-_RPLOG&amp;diff=616393</id>
		<title>Meeting of Tricksters - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Meeting_of_Tricksters_-_RPLOG&amp;diff=616393"/>
		<updated>2017-09-01T01:43:34Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;Standing side by side are two very familiar faces. Both wear fine and immaculate kimonos. Rivals at times, they seem to have put that aside for at least the moment. Kitsune an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Standing side by side are two very familiar faces. Both wear fine and immaculate kimonos. Rivals at times, they seem to have put that aside for at least the moment. Kitsune and Tanuki stand at attention. They are flanked by attendants, fanning them and offering treats, but those are ignored for the time being. Perched on the shrine nearby, Nekomata herself watches the proceeding with an expression that is hard to grasp. The air is tense.&lt;br /&gt;
Oh boy how long has it been since Nekura did something involving her kitsune self? She definitely had a pretty long streak being a fuzzfox after acquiring it from the temple but she&#039;d definitely put a lot more hours into her Adept self after realizing she could get most forms using it anyways. The Nightmare wanders along towards the gathering, not trying to be sneaky in the slightest.&lt;br /&gt;
Emacs enters the shrine first intrigued, then terrified as she sees the assembly in front of her. She did not expect this kind of ceremony.&lt;br /&gt;
     Maya shifts a bit as she makes her way to the shrine. She&#039;s taken a bit to get herself well-groomed, but she&#039;s not been able to get herself a set of formal clothes. Not that most events she&#039;s been to required such. She has taken the time to put her short hair in a needle-held bun. She paces in, curious what the pomp and circumstance is for.&lt;br /&gt;
Though actively dedicated to phoenix, the call from both Tanuki and Kitsune strikes Aranor&#039;s curiosity. She wonders in and looks around, feeling the tense air but but stays quiet and respectful. As respectful as someone with her rather lewd attributes can muster. Thinking on her toes, she forms herself a kimono in similar style to those worn by the hosts to cover her more sexual appearance. &amp;quot;Hello, I am Aranor.  You... called?&amp;quot;&lt;br /&gt;
Ebreus glides along well above the streets of Fairhaven, enjoying watching the movement of Agents and Ferals through the city. It doesn&#039;t take him long to notice some of his aquantances about he begins to fly in a circle checking on them as they aproach. Once it becomes apparent where they&#039;re going he decides he&#039;ll meet them there. The supernaturals have been doing a lot of interesting things of late and so peaks his curiosity. He glides to a landing, the last to arrive, and says, &amp;quot;Hello Aranor. I am Ebreus. Might I ask why people are gathering here?&amp;quot;&lt;br /&gt;
Tanuki coughs into a paw before stepping forward. &amp;quot;Hello.&amp;quot; A brief smile passes over his face, a hint of his usual jovial nature, but it goes away quickly. &amp;quot;We have heard... troubling tales. The land where our kind and yours was closest has... had an unfortunate time.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 Nekomata rolls her slit eyes. &amp;quot;Don&#039;t play coy, coondog. Something happened, tell us what it was. We want all the juicy details.&amp;quot; She runs a rough tongue over the ends of her paws, grooming herself. &amp;quot;Leave nothing out.&amp;quot;&lt;br /&gt;
Emacs remains silent, uncertain as to what is going on.&lt;br /&gt;
Nekura doesn&#039;t really know what the balls is happening so she just kind of decides to watch and wait to see if anybody else does. So many &#039;deities&#039; running around the world makes it awful hard to know what they&#039;re all doing any more.&lt;br /&gt;
     Yep. That&#039;s Oka-sama. Maya thinks to herself. She approaches her Patron and sits comfortably beside her. She&#039;s not trying to be sneaky, but not trying to be super present either. &amp;quot;What happened? I mean, I know it&#039;s your style to open with the ominous words, but, dragging it out is tortuous.&amp;quot; The white-furred nekomata shrugs, looking around. Interesting crowd here. She&#039;ll have to get to know the others later.&lt;br /&gt;
Ebreus hums an inquisitive tone upon hearing the words of Tanuki, then quirks an eyebrow as he wonders if that is in fact Lord Tanuki and not just a dedicant. &amp;quot;You&#039;re reffering to the, potentially nuclear, attack against Japan, right&amp;quot; he says. He stretches idlly then aproaches the Supernatural beings a few paces.. staying in the group of likely-dedicated agents.&lt;br /&gt;
Nekomata reaches for her dedicant without asking, drawing them close to groom over their ears as if they owned them, and perhaps they do in part. &amp;quot;Now we&#039;re getting somewhere... Nuclear, mmm... I remember this. It has touched the land of the Rising Sun at least once before.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Kitsune&#039;s face deepened into a scowl. &amp;quot;I was given to understand the people of that land and this land were allies. Who would attack them, and what have you done for them?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Tanuki thrusts a hand out in front of Kitsune. &amp;quot;Be at ease, my brother. They are as lost as we are, but... I have an idea, something beyond _our_ ability... but not theres.&amp;quot; His expression brightens, that clever grin returning. &amp;quot;It would be so dangerous. Only the bravest would dare!&amp;quot;&lt;br /&gt;
     If it was possible to be more white, Maya would blanche at the talk of nuclear destruction. But she&#039;s taken in by her patron and groomed like a kitten. She purrs softly, allowing the cleaning as she watches the others. &amp;quot;Wait, something WE can do? Why do I get the feeling I&#039;m being swindled?&amp;quot;&lt;br /&gt;
Meanwhile Nekura was just having a difficult time not trying to walk over, prostrate in front of Kitsune and try to get some knots for the road. Then again it didn&#039;t help she&#039;d been in heat for two weeks and it was really difficultnot to slut it up in front of someone who has her favorite kind of pokey-stabby part. For now though she squints over at Tanuki instead, waiting to hear what he has to say about this plan.&lt;br /&gt;
Aranor frowns to Kitsune. &amp;quot;I&#039;m not even certain it was a nuclear weapon, it is all conjecture at the moment. All we know is that an explosion happened and most of Japan is gone. I think there were reports of radiation by people near the site. Whether or not it was an accident or intentional detonation or perhaps something else is unknown. I am also unaware of any effort to investigate, but word of mouth reaches me slowly.&amp;quot; Then she looks to Tanuki. &amp;quot;What would you suggest happened?&amp;quot; She happens to gloss over the implication in Tanuki&#039;s last statement, instead focusing on what Tanuki may know of it.&lt;br /&gt;
Emacs shakes her head, as if to regain her focus, this is not about what she was involved in. &amp;quot;What can we do for you that you cannot?&amp;quot;  &lt;br /&gt;
Ebreus nods in response to Nekomatas words taking note they are aware of what happened while they weren&#039;t, obviously, present. He takes a deep breath to calm himself when the Kitsune speaks and wonders if they are Inari or if his understanding of Shinto is wrong. He looks to Aranor, &amp;quot;We also know there&#039;s a lot of radiation. Big blast and radiation are both indicators of nukes, but you&#039;re right it isn&#039;t only nukes that could do it.&amp;quot; he says. He turns his attention back to the supernaturals, &amp;quot;What are you proposing?&amp;quot;&lt;br /&gt;
Nekomata laughs gently into Maya&#039;s captured ears as she nips and licks caringly. &amp;quot;That is because you are a clever girl, which is good. I would be bored if you weren&#039;t.&amp;quot; Her tails twine gently with Maya&#039;s, capturing her as securely as the rest of her.&lt;br /&gt;
 &lt;br /&gt;
Kitsune advances past Tanuki. &amp;quot;You will not steal this from me, trickster.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Tanuki laughs at the supposed insult. &amp;quot;This is a conference of our ilk. Let us revel in our deviant thoughts.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;My &#039;brother&#039; is not as clever as he would think he is. I know exactly what he intends. While we can only enter your world here, as you know, you, residents of this world, can move great distances through the same dedication that binds you to us.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Nekomata shrugged softly. &amp;quot;It&#039;d be up to clever mortals to not start glowing green. Green is what happens, is it not? I avoid those places. Too foul even for me.&amp;quot;&lt;br /&gt;
     Maya enjoys the praise, wincing a bit as her patron&#039;s teeth catch a bit against her earrings. She purrs softly, nodding. &amp;quot;So, you want us to get equipped for entering a nuclear exclusion zone, and you want us to go here by means of our ability to bounce off the planar barrier? There&#039;s a way to go places other than where we&#039;ve been and home?&amp;quot;&lt;br /&gt;
Emacs yells &amp;quot;Fuck! Again? Really?&amp;quot;&lt;br /&gt;
Ebreus can&#039;t help but smirk to see supposed gods bickering. He takes a breath and says, &amp;quot;Oh, Kitsune I have been working on something with witch to provide aid to Japan but it has been slow going. I&#039;ve been trying to aquire a ship from the city south of this one, San Diego... though it sounds like you&#039;ve a faster means of getting us acrost the sea.&amp;quot; He does his best not to chuckle hearing Nekomata not know that few things glow when exposed to radiatoon.&lt;br /&gt;
Meanwhile Nekura decides to turn into something that will hopefully stick out a little less like a sore thumb over in Japan though when she finishes the kitsune stumbles around a little due to how long it&#039;d been since she last has paws instead of hooves on her feetses. Not that anybody will surely make fun of this.&lt;br /&gt;
Aranor looks at Ebreus and tilts her head. &amp;quot;A ship? What&#039;s that?&amp;quot; She wonders aloud. &amp;quot;I think I&#039;d like to be one. I&#039;d rather fly though, but I can&#039;t.&amp;quot; She shrugs, then looks to Tanuki and Kitsune. &amp;quot;Is Ebreus right though? Can you really get someone over faster?&amp;quot; Then, with a stray thought, she looks to Nekura. &amp;quot;I&#039;m sure they wouldn&#039;t send someone somewhere without some way of resisting radiation.&amp;quot; She then glances to Tanuki and says in a worried tone, &amp;quot;...Right?&amp;quot;&lt;br /&gt;
Kitsune clasps his furry hands together and bows towards Ebreus. &amp;quot;I am glad you were not neglectful, but you will face enough danger there, there is little reason to compound it with a long and difficult journey.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Tanuki laughed the wild laugh of the coondog he is. &amp;quot;Besides, if it works properly, think of all the other places you could visit! I know you want to, so do this for us, for the other people. Check if they&#039;re already, rescue if needed. Do good for good sake, and maybe for the rewards after. Either way, it should be fun.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Nekomata wraps her arms around Maya, hands rubbing over her dedicant&#039;s belly. &amp;quot;Normally, no, but those two love playing tricks with their magic. Make a rule, they will find a way around it. It&#039;s in their natures...&amp;quot;&lt;br /&gt;
     Maya nods a bit, blushing at the bellyrubs. &amp;quot;I know we can get radiation suits, though they aren&#039;t cheap. Is there anything else you KNOW about what you&#039;re asking us to sign up for? No tricks. I just want answers.&amp;quot;  She&#039;s not too concerned with the reward, just the personal risk.&lt;br /&gt;
&amp;quot;Unless you happen to have radiation suits I don&#039;t see how us going there is going to end well,&amp;quot; Nekura points out.&lt;br /&gt;
Ebreus nods in response to Kitsunes words then turns his attention to Aranor, &amp;quot;A ship is a large vessle that floats upon water.&amp;quot; he briefly explains. He nods in response to Tanukis words and once there is a break in their explainations he says, &amp;quot;I own one such suit that would protect me from radiation. Though the key-phrase is &#039;if this works&#039; which leads me to the question of what happens if it doesn&#039;t work?&amp;quot;&lt;br /&gt;
Emacs emerges clad in her nanite power armor, ready for space, or radiation.&lt;br /&gt;
Tanuki draws a leaf far too large to fit in any pocket he might have. &amp;quot;We have faith in you. If you aren&#039;t clever enough to get past this, you were perhaps poor choices. Don&#039;t make us look bad. Besides, I might feel bad if you died, so don&#039;t do that?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Kitsune takes a slow and measured breath. &amp;quot;We know precious little, save for this theory. There are other lands that find us holy. We could, in theory, send you to one of them. The connection is too weak for us to use directly, but for you, it is different. It is enough to redirect you, to send you sailing in a new direction, and that is all we need. You will appear in one of their shrines, and can move from there. You can return home as you always do. Distance never mattered, did it? That will not change.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
&amp;quot;To be honest,&amp;quot; Nekomata nestled in tight with Maya. &amp;quot;I&#039;m only here to keep an eye on those two. You leave them be and they will get out of hand all too quickly. Listen to them... They are adorable, and dangerous. To think people fear _me_? It&#039;s to laugh.&amp;quot; She notices Emacs and raises a furry brow. &amp;quot;Look at that one. They look ready for this fool&#039;s journey.&amp;quot;&lt;br /&gt;
Nekura on the other hand was hoping her rewards included a knot or five but then again that&#039;s what happens when you&#039;re in heat for two weeks straight and your kids are female which makes it awful hard to get rid of the problem. Either way she squints at Ebreus when he mentions having a suit, then suddenly Molestia faces instead. Uh oh, what did the kitsune just think of?&lt;br /&gt;
Aranor listens to Ebreus and nods slowly, milk starts to show on her kemono unawares as darker splotches on her otherwise green outfit. &amp;quot;Oooohh... Sounds neat!&amp;quot; She thinks. &amp;quot;A radiation suit? It&#039;s hard for me to wear normal cloths because I tend to mess them up somehow... if I can even fit in them anyway. They&#039;re always too small.&amp;quot; She sighs. &amp;quot;Where can I find a suit like that? Would it conform to my shape? I do tend to change shapes every once in a while.&amp;quot; Looking at Tanuki, she replies. &amp;quot;If there is radiation around, you&#039;ll need someone with a mind for peoples health. I happened to know a thing or two about medicine. If there are enough nanites around, I can even perform some surgery.&amp;quot;&lt;br /&gt;
Emacs dons nekura, then her armor, &amp;quot;Well okay then.&amp;quot;&lt;br /&gt;
Ebreus blinks in surprize when he notices Emacs all-of-the-sudden be in a suit of power armor and then procedes to don his own suit, much of which he was already wearing, before turning his attention to the supernaturals. &amp;quot;Just a moment, not all of us even have these suits yet.&amp;quot; he says. He watches, slightly disturbed as Nekura finds a way around the problem, then turns his attention to Aranor, &amp;quot;RSX sells in from their HQ in Woodfield they conform to all shapes and sizes.&amp;quot; He double-checks his suit that it is in fact sealed up tight and no radiation can get it then turns his attention to the Supernaturals again, &amp;quot;Generally a means of returning to Fairhaven is desired when being asked to leave for any task. Part of the standard contract. Now beyond transport there, and hopefully back, and our reward if there anything you can or are willing to provide to improve our odds of sucess?&amp;quot;&lt;br /&gt;
Tanuki slaps an open palm on his belly with the deep note of a drum. &amp;quot;Is the adventure not enough? No? Well, fine, I suppose not... I know something! The people there know tricks with their magic you do not. Take it while you rescue them. Do good for them, good for yourself. Everyone wins!&amp;quot; He puts a hand on kitsune&#039;s shoulder. &amp;quot;I think we&#039;ve said all that needs to be said?&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Kitsune nods softly. &amp;quot;We&#039;ll create the way there, here, so you and yours can venture through when are ready. We both look forward to hearing of your successes. Walk well.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
The two vanish from sight, leaving their entourage behind. The collection of kitsune and tanukis look confused a moment before a portal opens up between them and they start rushing to get back to their home plane.&lt;br /&gt;
 &lt;br /&gt;
Nekomata remains, giving a sigh. &amp;quot;And that&#039;s that. My lovely, do me a favor and keep me up to date with this. This doesn&#039;t seem something I can ignore.&amp;quot;&lt;br /&gt;
     Maya nuzzles the Nekomata, purring a bit. &amp;quot;Will do, Oka-sama. Just need to make a few preparations of my own. I&#039;ll see what I can find. I mean, I am interested in figuring out what is going on.&amp;quot;&lt;br /&gt;
Ebreus very lightly shakes his head, &amp;quot;Adventure is a great reward but when on adventures of such importance once must ensure that they do not neglect resources to further their liklihood of sucess.&amp;quot; he says... then notices they&#039;ve disappeared. He makes mental note that Nekomata will be watching the goings on... even if only through Dedicants and then enjoys the sight of Tanuki and Kitsunes scrambling through the portal.&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=603054</id>
		<title>Template:Mutantpower</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Template:Mutantpower&amp;diff=603054"/>
		<updated>2017-08-01T15:58:20Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
A template for including what a Mutant Power is capable of performing.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Put the following information in the page, filling in the blanks, to make a Mutantpower entry.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;pre&amp;gt;&amp;lt;nowiki&amp;gt;{{Mutantpower&lt;br /&gt;
|name=&lt;br /&gt;
|desc=&lt;br /&gt;
|basepower=&lt;br /&gt;
|powertype=&lt;br /&gt;
|target=&lt;br /&gt;
|slot=&lt;br /&gt;
|energy=&lt;br /&gt;
|charge=&lt;br /&gt;
|cooldown=&lt;br /&gt;
|accuracy=&lt;br /&gt;
|damageamount=&lt;br /&gt;
|damagetype=&lt;br /&gt;
|Status=&lt;br /&gt;
|seconddamageamount=&lt;br /&gt;
|seconddamagetype=&lt;br /&gt;
|secondtarget=&lt;br /&gt;
|secondStatus=}}&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; width=&amp;quot;40%&amp;quot; style=&amp;quot;text-align: center;Float:right;border-radius:5px;border-collapse:collapse&amp;quot;&lt;br /&gt;
|+{{{name}}} stats&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
|{{{powertype}}}&lt;br /&gt;
!Target&lt;br /&gt;
|{{{target}}}&lt;br /&gt;
|-&lt;br /&gt;
!Description&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{desc}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|Based on [[{{{basepower}}}]]&lt;br /&gt;
|Slot: {{{slot|Not Slotted}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Cooldown]]&lt;br /&gt;
|{{{cooldown}}}&lt;br /&gt;
!Charge time&lt;br /&gt;
|{{{charge}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Energy]]&lt;br /&gt;
|{{{energy}}}&lt;br /&gt;
![[Accuracy]]&lt;br /&gt;
|{{{accuracy}}}&lt;br /&gt;
|-&lt;br /&gt;
![[Damage (Powers)|Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{damageamount}}} {{{damagetype}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|[[Statuses]]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Status|No Statuses}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|[[Training]] Upgrades&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Upgrades|No Upgrades}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Effects&lt;br /&gt;
|-&lt;br /&gt;
![[Secondary Damage]]&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{seconddamageamount|No}}} {{{seconddamagetype|damage}}} at level 0&lt;br /&gt;
|-&lt;br /&gt;
!Secondary Type&lt;br /&gt;
|{{{secondpowertype|None}}}&lt;br /&gt;
!Secondary Target&lt;br /&gt;
|{{{secondtarget|None}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Secondary Statuses&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{secondStatus|No Secondary Statuses}}}&lt;br /&gt;
|}&lt;br /&gt;
{{:{{{name}}}/Extra_Notes}}&lt;br /&gt;
[{{fullurl:{{{name}}}/Extra_Notes|action=edit}} Edit notes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mutant powers]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Category:AoE_Sex_Heal_slot_powers&amp;diff=603042</id>
		<title>Category:AoE Sex Heal slot powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Category:AoE_Sex_Heal_slot_powers&amp;diff=603042"/>
		<updated>2017-08-01T00:16:28Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;This is a slot category!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a slot category!&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Category:Quick_Sex_Heal_slot_powers&amp;diff=602604</id>
		<title>Category:Quick Sex Heal slot powers</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Category:Quick_Sex_Heal_slot_powers&amp;diff=602604"/>
		<updated>2017-08-01T00:00:53Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Created page with &amp;quot;This is a slot!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a slot!&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Canada&amp;diff=524252</id>
		<title>Canada</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Canada&amp;diff=524252"/>
		<updated>2017-02-07T03:02:17Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Zephyr - Confidential Report - Canada and the Great Lakes Bubble =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not distribute to any employees below elite executive staff under penalty of irrevocable mutation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Section 1 - Canadian Overview ==&lt;br /&gt;
&lt;br /&gt;
When P-Day struck, Canada was not a primary target, but given its proximity and extended border with the US, it was also dealt with in much the same way.  It was also subject to the same emp-like effect that took out most technology and had a few nanite bubbles form over four key Canadian areas.  From west to east, they are Vancouver, Toronto, Montreal and Halifax/Saint-John.  The effect of these were enough to largely destabilize the country and further isolate North America (and thereby isolate the US) from outside interference.  Each of these will be discussed briefly in turn below as part of the Canadian Nanite Bubbles (see Section 2).  Zephyr has taken little direct interest in Canada at this time, though some smaller offices have been established, both to monitor the situation and look for opportunities for business growth.  Similarly, RSX has refrained from much activity in this area.  There is growing concern from our Canadian offices that the Promethean cult is growing in strength among the Canadian mutant population.  They are not yet a threat to operations, but may become so in the future if left unchecked.&lt;br /&gt;
&lt;br /&gt;
Even with its infrastructure down and several of its major cities disrupted, its population has fared better than most.  Being further away from the central disturbance in the US and being less urban overall has permitted the population outside of the cities some ability to survive.  Having large sections of land largely free of mutant rampage that are able to support agrarian, forestry and fishing lifestyles able to sustain its population slowed the country&#039;s decline, allowing the overall standard of living in the post-P-Day Canada to be better than the US average.  The number of mutants among the general population is significantly lower than in the US.&lt;br /&gt;
&lt;br /&gt;
The political status of Canada during the years after P-Day remained in turmoil despite the lesser damage its suffered from P-Day and has been a key factor in keeping Canadian involvement in US operations at a minimum.  In the wake of the breakdown of technology and the influx of mutants, many coming from the Northern US and Toronto, the French Quebec separatism re-surged with the blame being thrown at the anglophones (English-speakers, i.e. everyone besides them) and took to violent isolationism in an attempt to &amp;quot;preserve our unique Quebec heritage and very humanity in the face of this clearly anglophone problem.&amp;quot;  Citing the fact that the US and more English parts of Canada seemed to have been the primary points of outbreak to support this mindset, they intended to let the other parts of the North America deal with a problem they believed not to include them.  This isolationist Quebec  then sought to conquer territories, hoping to expand to &amp;quot;take back what was stolen from us generations ago by the [redacted] English!&amp;quot;  The northern portion of New Brunswick, already a traditionally French area, was quickly annexed by Quebec and Labrador shortly afterwards.  They then turned towards Ontario in a quick land grab, but were slowly pushed back since, resulting in civil war between French Canada and the rest of the country.&lt;br /&gt;
&lt;br /&gt;
It is difficult to get agents into Quebec due to their xenophobic reaction to any English-speaker they encounter.  Even agents who can speak French are often insufficient, as possessing an English or American accent while speaking French is grounds for suspicion.  They seem to make some effort to turn back those infected, but those infected who seem sufficiently French are allowed to pass and accepted as their French brothers and sisters.  Canadian offices have been advised to watch for agents who gain &#039;French&#039; infections which may allow them to pass into the territory, but also may make them security risks.  Due to their isolationism and the active nanite bubbles along the rest of the Saint Lawrence Seaway, Quebec City has remained closed to the outside world.&lt;br /&gt;
&lt;br /&gt;
The prairie provinces in Western Canada were cut off on the west (Rocky Mountains and the increasing number of creatures living there) and the south (the US creatures and bubbles), but maintain connection with Ontario.  Still producing substantial grain and beef supplies, they helped feed the remains of the central portions of the country.  Newfoundland is almost entirely cut off from the rest of the mainland.  Separated by the Gulf of St. Lawrence, they are almost entirely cut off from the mainland problems, but are also sustained almost entirely by their fishing and have no access to outside supplies.  Some infected gulls and small outcroppings of pirate rats coming from the nearby mainland bubble have begun breeding with the island population in a few remote towns, but otherwise the island portion of the province is without infection.&lt;br /&gt;
&lt;br /&gt;
=== Events Update: Chinese Invasion ===&lt;br /&gt;
&lt;br /&gt;
With the arrival of the Chinese forces moving south from Alaska, they swept easily across much of Western Canada.  With the Canadian Forces engaged on the Quebec front, the rest of the country was left largely unprotected save for the limited forces stationed around Vancouver.  This allowed for the easy capture of the beef- and grain-rich Prairie Provinces.  Doing so has greatly increasing the invasion forces&#039; ready supplies during the more difficult campaign across the US without relying on their own country&#039;s distant and strained food supply.  Without it, the invasion would be not be able to operate nearly as quickly or as effectively, so they are holding onto it tightly as the remains of the Canadian Forces turn their attention from the eastern front to the western one.  No further attempts to capture the rest of Canada have been made at present.  The Chinese seem focused on their primary goal of US invasion before dealing with the minor task of completing the conquest of Canada once their success in the US is assured.&lt;br /&gt;
&lt;br /&gt;
During this time, most of the activity within the Canadian bubbles has gone unchanged with the exception of the Vancouver bubble.  It has seen an upsurge in its existing Asian-influenced forms and a decline of most of the others from the Chinese soldiers trying to subdue that infection hotspot.&lt;br /&gt;
&lt;br /&gt;
This has subsided with the dwindling of the Chinese forces, leaving Canada largely as it was.&lt;br /&gt;
&lt;br /&gt;
== Section 2 - The Canadian Bubbles ==&lt;br /&gt;
&lt;br /&gt;
As mentioned in section 1, there are only four bubbles based over Canada.  Some small sections at the border of the country are covered by American bubbles, but much of the territory is free of direct nanite influence.  With most of the population of the country localized at the US border, substantial destabilization has still occurred.  Estimates place anywhere from 20-30% of the country&#039;s populace to be covered by the nanite bubbles.  The Canadian bubbles are larger than most others, with the one based in Toronto being the largest city bubble due to its extended transmission range, resulting in the formation of the Great Lakes Bubble.  Each of these four bubbles will be discussed in turn with further elaboration on the Great Lakes Bubble in section 3.  As a trend, the Canadian bubbles tend to promote culturally-influenced infection forms, though there are several strains in each of the bubbles that do not meet this categorization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bubble 1 - The Vancouver Bubble ===&lt;br /&gt;
&lt;br /&gt;
The smallest of the Canadian bubbles, it covers the city of Vancouver and some of the nearby cities and suburbs.  Its strains tend to have a mix of infections based on wildlife from the nearby Rocky Mountains, Native American heritage and Asian-influenced infections.  Being close to Seattle, many of the strains formed there can also be found in Vancouver as well.  The creatures formed by this have largely been contained to the west of the Rockies, though some of the more mountainous ones have appeared in the eastern half of the province.&lt;br /&gt;
&lt;br /&gt;
As a related matter, there have been increased sightings of the Ogopogo (a mythical creature like the Loch Ness Monster) in nearby Okanagan Lake reported to our agents in the area, but no substantiation of these claims has yet occurred.  As such, it is unclear whether these are just rumours, a spontaneous mutant taking on the characteristics of this cryptic, an actual creature brought into activity by recent events or even some mystical being returned to the lake.  Given the limited personnel in the area, a full investigation has not yet occurred, but has been recommended.&lt;br /&gt;
&lt;br /&gt;
An incomplete list of observed forms distinct to the Vancouver bubble include:&lt;br /&gt;
* Burly Lumberjack: a muscled woodcutter with meaty arms and a hairy chest.&lt;br /&gt;
* Ski Bunny: Similar to many lapine strains, but with a love for skiing.  These mutants, even the feral ones, make repeated trips out of the bubble to the mountains for skiing and chalet sex before returning to the city.&lt;br /&gt;
* Wood Raven: A raven-made made of wood.&lt;br /&gt;
* Totem Man: A strange wooden being formed of multiple parts in a tower.&lt;br /&gt;
* Kodiak Bear&lt;br /&gt;
* Mighty Wolf&lt;br /&gt;
* Eastern Dragon&lt;br /&gt;
* Plump Panda&lt;br /&gt;
* Canuck: An orca often seen in hockey gear, possesses a heavy Canadian accent&lt;br /&gt;
* Football Lion&lt;br /&gt;
* at least two distinct, but unclassified, cougar strains&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bubble 2 - The Toronto Bubble ===&lt;br /&gt;
&lt;br /&gt;
While discussed further as part of the Great Lakes Bubble (section 3), it is again noted that this is the largest city bubble in existence.  This is due to the use of the CN Tower, once the tallest free-standing structure in North America, as a transmission tower.  The nanite control computers, housed deep under the tower, use not just the transmission equipment atop the tower, but even the huge steel cables running continuously through its over 500 m height as a giant antenna.  This unexpectedly resulted in the Toronto bubble suddenly surging in size a few days after its initial formation, engulfing a huge territory that encompasses pretty much the entirety of the Golden Horseshoe (the urban cities around Lake Ontario) on both the Canadian and US sides, an effect which cascaded to cause the Great Lakes Bubble.&lt;br /&gt;
&lt;br /&gt;
Another factor related to the CN Tower is the apparent hijacking of the Weather Dominator system atop the CN Tower (an imperfect meteorological measurement and control system).  While the exact nature of what has occurred here is unclear, it seems the Weather Dominator, without continued human input, has begun accepting input from the nanite control computers to affect weather within the bubble.  While the effects of this activity spreads well beyond the bubble, direct influence only occurs within the bubble itself.  Data has shown that some of its effects can be activated anywhere within the Great Lakes Bubble, but they are predominantly localized around Toronto.  The weather around the area is much more active than is normal for the region, with sudden and unpredictable changes happening from hour to hour.  It is uncertain why the weather is being influenced so radically, but it may be linked to many of the mutant strains populating the bubble.&lt;br /&gt;
&lt;br /&gt;
Due to this added meteorological influence, many of the strains in Toronto have weather related forms or powers.  While only limited testing has occurred, it seems that most of these powers are only usable within the Great Lakes Bubble where a combination influences can bring about their effects.  A few minor abilities may be usable in any bubble, but most seem to require the added power of the Toronto Bubble to function.&lt;br /&gt;
&lt;br /&gt;
The most powerful creature witnessed within the Toronto Bubble is the Storm Dragon, a huge lightning powered creature.  It is among the most dangerous and powerful beings on record.  Drawing energy from the nanite bubble over time, it has the ability to store large amounts of electrical energy which can then be released along arcs formed by airborne nanites.  As well, this creature seems to be able to call storms and lighting from the sky through the Weather Dominator system itself.  This being is very powerful and all agents are advised to seek immediate shelter when it is seen.&lt;br /&gt;
&lt;br /&gt;
An incomplete list of observed forms distinct to the Toronto bubble include:&lt;br /&gt;
* Rain God: Macintosh wearing man able to call down localized rain&lt;br /&gt;
* Snow Plow: A machine-man with a plow blade on one arm.  Snow falls often around clusters of these creatures, regardless of the time of year.&lt;br /&gt;
* Frost Bear: An ursine with freezing abilities&lt;br /&gt;
* Sun Spot: A dalmatian with yellow spots and a love of playing in the sun.&lt;br /&gt;
* Hoser: An astonishingly unfriendly Canadian who won&#039;t share his beer.&lt;br /&gt;
* Pride Bunny: A gay rabbit with boundless energy.&lt;br /&gt;
* Beaver Beaver: A female beaver form with a large tail and lesbian tendencies.&lt;br /&gt;
* Red Raptor: A red velocirator.&lt;br /&gt;
* Blue Batter: a blue jay, invariably wielding a baseball bat&lt;br /&gt;
* Leafs Fanatic: A violent hockey hooligan whose loyalty to his team is as undying as his erection.&lt;br /&gt;
* Goth Squirrels: Black squirrels with goth sensibilities&lt;br /&gt;
* Mall Rats?: Reports of possible mall rats infesting the Eaton Centre and downtown PATH system of interconnected shops and malls.&lt;br /&gt;
* The Storm Dragon: possibly unique&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bubble 3 - The Montreal Bubble ===&lt;br /&gt;
&lt;br /&gt;
The Montreal bubble is also quite large, based atop Mount Royal, it extends to cover the surrounding cities and suburbs for over a great distance, effectively covering much of the most urban section of Quebec.  This has completely cut off access along the Saint Lawrence Seaway from this point and cutting off traffic to the Great Lakes by ship.  Before P-Day, Montreal had an above-average English population than the rest of the province, contributing to the mistaken impression that this is an &#039;anglophone problem&#039;.  Unlike the other Canadian bubbles, the Montreal bubble in under an imperfect military cordon, with the Quebec forces seeking to protect the rest of the province from corrupting influence.  While this bubble does not extend far enough to encompass the capitol of Ottawa, it is fairly close, adding further disruption to the already tense conflict between Canadian and Quebec forces.&lt;br /&gt;
&lt;br /&gt;
Montreal&#039;s unique strains often come with French influences, sometimes even making someone infected become French.  People suffering these effects often lose the ability to speak in English or have heavy French accents.  In the worst cases, their loyalties may become compromised and willingly join the Quebec side of the conflict.  Other strains include those influenced by the city&#039;s strong sex industry (sex clubs and topless bars being common in a major district of the city).&lt;br /&gt;
&lt;br /&gt;
An incomplete list of observed forms distinct to the Montreal bubble include:&lt;br /&gt;
* Separatists (Les Séparatistes): Human-esque French fanatics who seek to spread discord between English and French when not spreading legs.&lt;br /&gt;
* Bonhomme: A snow-man like creature with a happy disposition. (google: Bonhomme Carnaval)&lt;br /&gt;
* Ski Bunny: It is unclear if these are somehow the same strain as the one seen in Vancouver, but their behaviour is the same, proceeding to the many ski hills in Quebec as soon as the snow starts to fall.&lt;br /&gt;
* Lapdancer: A nude dancer to puts on shows to entice her prey.&lt;br /&gt;
* Cathy-Lady: An over-sexualized streetwalker form found in the sex district of St-Catherines.&lt;br /&gt;
* Bucheron: A French logger with less muscled build than his Burly Lumberjack counterpart.  Checked shirt, black tuque, often smoking.&lt;br /&gt;
* Laughing Cow: A red bovine with a hearty laugh and infectious milk.&lt;br /&gt;
* Maple Syrup Woman: A syrupy, sticky sexpot with a sweet disposition.&lt;br /&gt;
* Beerling; A liquid-goo creature with a heady beer scent and able to form appendages.  Commonly lurks in bars.&lt;br /&gt;
* Green Imp: Large, green tricksters who love good jokes and playing pranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Bubble 4 - Halifax-Saint John ===&lt;br /&gt;
&lt;br /&gt;
While Vancouver, Toronto and Montreal and their surroundings are major metropolitan areas and enclose a significant fraction of country&#039;s population just in those three, the last seems to represent a purely strategic target.  With Saint John (New Brunswick) and Halifax (Nova Scotia) both having major ports into Canada and the ready resources and skills to resume 18-19th century sailing in short order, the bubble over them closes them off as a means of access into and out of Canada (and thereby the US).  Being overall rural areas with large focus on fishing, forestry and agriculture, their infections reflect this.  This bubble is centred somewhere between the two to encapsulate them both, as well as most of Nova Scotia and southern New Brunswick.  While expansive, it covers a much lower population than most other bubbles, resulting in an increased change in the local wildlife.&lt;br /&gt;
&lt;br /&gt;
Forms within this bubble have strong animal, maritime and/or historical influences upon them.  This causes them some of them to spread out along the coast outside of the bubble, where most of the remaining population resides.  Halifax itself is guarded by a large contingent of cannoneers who have taken up residence in the fort atop Signal Hill, guarding the harbour from outside intruders.  The waters of the Bay of Fundy outside of Saint John are guarded by giant whale-men who live in the bubble-enclosed bay.  Between that and the pirate rats, access to North America through this area is very difficult.&lt;br /&gt;
&lt;br /&gt;
An incomplete list of observed forms distinct to the Halifax-Saint John bubble include:&lt;br /&gt;
* Cannoneer: An iron cannon body that fires its cannonball head.  Head always somehow returns, even rolling uphill to do so.&lt;br /&gt;
* Whale Man: Giant man-creatures formed from the cetaceans living in the Fundy Bay, they patrol the waters within the bubble.&lt;br /&gt;
* Pirate Rats: Taking over the sailing vessels and using the Bluenose II historical schooner as their flagship, these rats roam up and down the coast, looting, pillaging and breeding more rats at any fishing town they attack.&lt;br /&gt;
* Chipmunk: Nimble rodents with considerable numbers in the wooded territories of New Brunswick.&lt;br /&gt;
* Angry Fisherman: A tempermental fisherman with scaly skin.&lt;br /&gt;
* Garter Snake: A slender female snake in garters.&lt;br /&gt;
* Lobsterman: An armoured but tasty behemoth.&lt;br /&gt;
* Mighty Moose: A huge moose warrior.&lt;br /&gt;
* Acadian Dog: A canine with a French accent and a persecution complex.&lt;br /&gt;
* Seagull: A dirty bird with a bad disposition.&lt;br /&gt;
* Battle Beaver: 17th century musketeer beavers.&lt;br /&gt;
* Unconfirmed reports of numerous other aquatic forms yet to be verified.&lt;br /&gt;
* Unconfirmed reports of several more creatures living in the bubble-enclosed forests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Section 3 - The Great Lakes Bubble ==&lt;br /&gt;
&lt;br /&gt;
The Great Lakes Bubble was formed in a cascade effect brought that began in Toronto.  As mentioned above (Section 2-2) few days after the Toronto Bubble formed, it surged in size.  This is presumed to have occurred when the nanite control computer began using the entirely of the CN Tower as a half-kilometre tall antenna, greatly expanding its output range.  This explosion in size caused it to encompass a huge area, expanding the past the smaller bubble at Buffalo and reaching to the Detroit and Cleveland bubbles.  This resulted in an unexpected growth of each of these, though not to as strong an extent, allowing the outer edge of Detroit to make contact with the larger Chicago Bubble.  All now interconnected, they form an amorphous series of bubbles that covers the southern half of the Great Lakes and allows for travel between them all without exiting the nanite bubble.&lt;br /&gt;
&lt;br /&gt;
There seems to be some transference of data possible within this set of bubbles, allowing some effects which would otherwise be localized to spread there.  The most documented of these are the minor weather-themed abilities of Torontonian creatures and their use of the ambient nanites to cause strange effects.  The more powerful of these abilities seem to be weakened when in one of the other Great Lakes cities zones of influence, but are still active.  They do not function well or at all outside of the Great Lakes Bubble.  It is unclear if the largest scale effects are limited only to within the range of the Toronto Bubble, but the weather in that whole region has been greatly disturbed since P-Day, so opinion from the limited testing done is split.  There are also rumours of seeing forms intrinsic to one of the other cities in the combined bubble to arise within another, though credible confirmation has not yet been obtained.  The more mechanical of Detroit&#039;s creatures also have difficulty surviving outside of the bubble, though they seem to do fine within any city of the Great Lakes bubble.  It is uncertain at this time if they could survive if rapidly transplanted to another bubble outside of the region.&lt;br /&gt;
&lt;br /&gt;
While the individual cities within the Great Lakes Bubble have their own strains and characteristics, the theme of following culturally-influenced infections seems to be common to them all.  It is uncertain whether this is due to the influence of the Toronto transmissions or if it is coincidental.  Chicago has a propensity for 1920&#039;s era mobsters, show girls, flappers and bootleggers.  There are also bulls, bears and other animal infections.  [[Detroit]] has a lot of automotive-themed infections, from assembly robots, car monsters, crash test dummies and mechanical animal versions of popular makes and models names as well as a strain of tigers and lions.  Some sentient cars have even been encountered and can sometimes be cajoled or tricked into giving rides to others as a means to travel quickly around the Great Lakes Bubble.  It should be noted that Cleveland has a mix of its own creatures, including its own strain of tigers (larger and burlier) separate from the Detroit version (sleeker and faster).  It is uncertain at this time if the Buffalo Bubble is even still in effect though are some localized variations as one approaches that city intermixed with those clearly belonging to the Toronto Bubble.  Whether these are the descendants of those first formed or the result of the still-active bubble is unclear at this time.&lt;br /&gt;
&lt;br /&gt;
With such an extensive and continuous series of bubbles in the area, the Great Lakes region, especially in the US, has a high infected population outside of the bubbles.  There are communities and smaller cities which try to maintain order, but the region has largely been reduced to chaotic bands of mutants for a considerable distance all around.  This has made operations in the area more difficult and limited our ability to make a comprehensive report at this time.&lt;br /&gt;
&lt;br /&gt;
Report ends.&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer - Zephyr Inc. (Canada)&lt;br /&gt;
&lt;br /&gt;
[[Category:Locations]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talakai&amp;diff=66550</id>
		<title>Talakai</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talakai&amp;diff=66550"/>
		<updated>2013-12-29T02:33:28Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Protected &amp;quot;Talakai (dedication)&amp;quot; (‎[edit=sysop] (indefinite) ‎[move=sysop] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Basically designed for endless sex.&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
At the Church of the Holy Court, only accessible from the Overworld Map, one can dedicate for 50 Mako.&lt;br /&gt;
&lt;br /&gt;
==Powers==&lt;br /&gt;
{{Monster&lt;br /&gt;
|head=[[Flamethrower]], [[Paralytic Venom]]&lt;br /&gt;
|torso=[[Tooth and Nail]]&lt;br /&gt;
|arms=[[Lunge]]&lt;br /&gt;
|legs=&lt;br /&gt;
|tail=&lt;br /&gt;
|skin=[[Conductive]]&lt;br /&gt;
|groin=[[Mothering Instinct]]&lt;br /&gt;
}}&lt;br /&gt;
Talakai can [[Overdrive]] the nanites of a target to drive them into a frenzy and create a [[Supernova]] of force to daze opponents.&lt;br /&gt;
[[Talakai Influence]] raises lust and sexual urges in others around them, while drawing their attention to the Talakai in question, unless an individual is using a [[Sexual Urge Control Kit]] to protect themselves or there is a [[Dusk Dragon]] present using [[Serenity]].&lt;br /&gt;
&lt;br /&gt;
Talakai also have some power over their fertility. Specifically, males have a drastically reduced cooldown for any attempted impregnation, and are always the &amp;quot;perfect size&amp;quot; for smaller ladies. Females, on the other hand, are more fertile, have the number of children they give birth to increased by one, and are infertile for shorter time after giving birth.&lt;br /&gt;
&lt;br /&gt;
==Additional Equipment==&lt;br /&gt;
The [[Talakai Essence]] allows those who are dedicated as a Talakai, but follow a different path, so experience the same sexual boons of a Talakai.&lt;br /&gt;
&lt;br /&gt;
==Thematic Information==&lt;br /&gt;
Embracing freedom and a bit of the power to control a bit more of a pure lust than any other. The limited ability to control nanites and use your body with explosive force. Side benefits: Females become receptive after pregnancy in half the time. Males can breed many more times before suffering cooldown. Females give birth to more children at a time. A male who is too long will automatically shift cock size to fit their mate (but not if too small) and a female that is too small will shift larger to allow a big cock to fit (but won&#039;t shift smaller.) Note: This shifting is not in the control of the Talakai, but automatic as they try to breed with a mate.&lt;br /&gt;
==Thematic Information for Dedication Powers==&lt;br /&gt;
Powers made available to dedicates such as [[Overdrive]], [[Supernova]], and [[Talakai Influence]] are bestowed to the dedicate upon dedication. These powers, while inherent to the dedicate, are supernatural and subject to some limitations by nature.&lt;br /&gt;
While being a dedicate to the deity, assures use of these powers, some influences such as ferality and evil intent, result in the deity refusing dedicates use of their power. That being said, these powers are always mentally available to the dedicate, even in events of amnesia or loss of brain function, there is no event in which the dedicate would not know how to use them. The deity would reveal the nature of the powers to the dedicate, and restore their ability to use them freely. Even with the ability to use these powers freely, this does not always result in a dedicate willingly using their powers. Cases such as mental trauma or training, forced use of their powers for self preservation, or serious mental influences that would result in a dedicate activating their power can lead to a constant and seemingly instinctual use of them. However, the ability to turn off these powers, is always be available to the dedicate so long as they want to. &lt;br /&gt;
&lt;br /&gt;
-This last section added to clear up some misinformation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dedications]]&lt;br /&gt;
[[Category:Supports Tail Divider]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Dungeon_Returns_-_RPLOG&amp;diff=61251</id>
		<title>Dungeon Returns - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Dungeon_Returns_-_RPLOG&amp;diff=61251"/>
		<updated>2013-12-16T01:57:45Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Log */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Participants=&lt;br /&gt;
* [[Midnight]]&lt;br /&gt;
* [[Nuku]]&lt;br /&gt;
=Date=&lt;br /&gt;
12/6/2013&lt;br /&gt;
=Log=&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Where were you? You don&#039;t quite remember... Was it in the city, or the forest? You had lost track of time and position, wandering in search of things, when suddenly, there it was. A set of double barn doors, just flat on the ground. Overwhelmed with curiosity, or perhaps just tripping over it, you discover that it opens easily, admitting entrance to a strange place.&lt;br /&gt;
&lt;br /&gt;
A table is set out in this small room, with food spread across of of all manner of delight. Fried chicken, pies, roasts, various drinks both soft and hard, and some things that defy naming. A small note is parked just in front of the only lit candle.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight wanders into the the strange room, ears twitching atop her head as she sniffs the air, tail flicking behind her, as she looks over the food, and notices the note, tilting her head as she looks it over &amp;quot; What&#039;s this?&amp;quot; her mind thinks, as she eyes it over, trying not to get overly distracted by the many smells of food around her.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The note is written in a clean hand script, English, &amp;quot;Welcome, visitor. It has been some time since our last guest. We missed you all very much. Please, eat and drink, for you are our guest. When you are finished, proceed to be tested. We have high hopes for you.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight moves over to the food, and sniffs it softly &amp;quot; Tested? Tested for what?&amp;quot; she shakes her head softly as the food&#039;s smells begin to pull her. She sniffs deeply of the meats, before she takes some into her maw, tasting it carefully. &amp;quot; Seems alright.&amp;quot; She pulls a slab of beef from the dish and chews softly, as she looks about the room curiously&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Delicious, delectable, perfect. The food and drink all goes down easily as if prepared by a master chef and seasoned with all the good things in the world. It is almost painful when Midnight realizes they are too full to properly enjoy more.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight lays down softly upon the ground with a grunt &amp;quot; Ungh, so much food.. I can&#039;t finish all this myself.. Not all at once, anyway. Whew. I wonder who prepared all this? And why?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Sadly, no answers are forthcoming. There are two exits. The double doors behind, and a simple wooden door with a brass knob ahead.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks back at the doors she came from, then to the one nearby. She stands back up with a full grunt, and starts wandering over to it, tilting her head &amp;quot; Was this door here, before? Maybe I can find out more about this place and those who were.. Expecting company, apparently..&amp;quot; she paws at the doors knob, turning it carefully, as she sniffs between the cracks around the entryway&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It smells of many things. Cement, grass, death, candies, sweat and liquor. How curious.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight tilts her  head slightly as she pulls the door open, peeking into the crack a bit &amp;quot; Strange, smells a bit like the funny forest with the rocky caves, and wooden caves.&amp;quot; ears perking as she listens intently about herself, as she begins to slowly and cautiously enter the next room&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The door opens to inky nothingness that seems to reach out and seize Midnight, drawing them forward. Just as abruptly as it begins, Midnight is somewhere else.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;She lands on stone flooring, the door behind her, already closed as if it had never been opened.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight turns and looks around frantically and confused, pawing at the now closed door &amp;quot;Wh.. What just happend, now where am I?&amp;quot; she whines softly to herself, tail tucking between her legs a bit from the surprised shock&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;None answer the call. It&#039;s dark, and quiet, save for Midnight&#039;s own voice. A soft drip is heard from somewhere within, then a soft scuttle, but nothing appears.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight turns from the door, hearing the scuttling and dripping, whimpering as she looks around frantically, before she began to head down the corridor cautiously, tail still tucked between her legs in nervousness&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Faint whispers, difficult to understand, or to even hear in the first place. They echo gently from great distance, or are just too quiet, like the whispering of mice. The ground holds the prints boldly, standing out with displaced dust.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight sniffs at the ground lightly, in attempt to catch a scent, as she slowly makes her way through the passage, ears twitching at every whisper, turning in their direction, as she tries to catch what was said, and to find out who or what was here with her. &amp;quot; Oh, why did I come in here? Where is here anyway?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Moving along the tunnel, Midnight founds the darkness shatter, stepping abruptly with one step into the light. On a roadway of marble, leading along a coastline, a lighthouse off in the distance. It feels oddly safe here. The waves can be heard, crashing against the coast gently.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight tilts her head slightly as she looks about, and enhales deeply &amp;quot; Outside? That cant be right, can it?&amp;quot; she wanders down the path, looking towards the tree&#039;s, eyeing the pillars as she passes by each, sniffing at the base of them in curiousity, to see if she can find any scent markings to indicate who or what might be nearby.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As Midnight sniffs gently at a particular pillar, a furry set of legs steps out, with a human parked on top. Like a satyr, but the bottom looks simple, with round terminations instead of proper hooves, and bright purple fur. The human half is dark skinned and wearing a bright golden vest, &amp;quot;Wow!&amp;quot; she says in a gasp, looking Midnight over.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight jumps back slightly in surprise and looks up at the other creature in confusion, giving a whine and folding her ears back slightly, tail ducking under her again &amp;quot; D.. Don&#039;t do that! First this strange barn, then this dark hallway with noises in the shadows, now outside, and you jumping out from nowhere! Where am I?&amp;quot; she whimpers softly&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The horse satyr tilts her head one way and the other, &amp;quot;You&#039;re everything father said you&#039;d be,&amp;quot; she says, ignoring the questions posed. She steps up towards the distressed visitor and begins to circle her. &amp;quot;Is everyone outside four legged? That&#039;s unusual.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight&#039;s ears twitch softly &amp;quot; N.. No. Not everyone. I was born this way. And those who put this thing on my neck walk on two legs, like you do.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;She crosses her arms under her chest and leans forward a moment before she reaches and moves to lay a hand on Midnight just above her tail, &amp;quot;Are you a pet? A real pet? A talking pet?&amp;quot; she asks, sounding utterly fascinated.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight&#039;s ears fold back as she watches curiously, tail relaxing a bit as she nods slowly &amp;quot; I was forced to become a pet.. Mated when I was cornered and taken by those who set this upon me. They forced me to mate with them, time and time again. I had their litters, and one of them has become less forceful than the other. But.. Yes, I am a real one, now, I suppose. And as for talking, well. That sort of.. Gradually developed over time.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Her furless hands begin petting in earnest when no objection is offered, stroking the visitor in long motions, &amp;quot;That sounds hard. I wish I could keep you. I&#039;d feed you nothing but lemon drops,&amp;quot; she promises, &amp;quot;But you can&#039;t stay here. You&#039;re still being tested,&amp;quot; she says, almost pouting.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks up at the other, ears perking slightly in curiousity &amp;quot; Tested? Tested for what? I&#039;m still not even sure where here is.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;What?&amp;quot; she says, looking at Midnight as if she were crazy, &amp;quot;Let me ask.&amp;quot; She turns away and looks up towards the sky, speaking silently as if to it, then nodding, shaking her head, and nodding once more as if it were replying, &amp;quot;Father says I can&#039;t tell you that yet.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks up and tilts her head a moment &amp;quot; This place is confusing.. First I find myself inside, not even remembering how I got there. Finding food waiting for me.. Then this corridor leading here. I am not even sure where here is. Or where I am even going.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;You are going forward,&amp;quot; she says as if it were obvious. She suddenly leans in, trying to plant a kiss on the furry lips of Midnight.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight blinks in confusion at the action, and tilts her head slightly from it, having not expected it, as her muzzle is kissed &amp;quot; Wh.. Whats that for?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Once the kiss is landed, an explosion of sensations washes over Midnight. A full body petting, some soft, some rough, feelings of curiosity, love, madness, fury, lust and others wash through the soul in a confusing mess. Beeeeeeeeep goes the comm unit, reporting that it has been unable to connect to HQ for too long. As the senses are brought back by the beeping, Midnight finds themself in a new place.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight comes to on flooring that yields beneath them. The beeping of their comm unit at the same rate as some deep throbbing pulse that seems to shake entire entire area.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight&#039;s ears twitch as she looks about herself, shaking her head a moment &amp;quot; Wh.. What just happend? First there was that creature..&amp;quot; she tries to think &amp;quot; She kissed me.. I lost my thoughts.. How&#039;d I get here?&amp;quot; she sniffs at the ground as she lifts her paw testingly, to see if it was sticking to her &amp;quot; What.. Is this?&amp;quot; she looks towards the sounds a bit as she tries to listen for them, once more slowly moving along, crouched slightly&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Glistening and slick. It feels organic, and does stick a little, but is smooth and slippery. It smells... alive, like one were scenting the breath of some great beast that one has become trapped in.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight digs a bit at the ground underneath her, with her forepaws a bit, testing it&#039;s solidity beneath her &amp;quot; How unusual...&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The ground quivers with each dig, until blood begins to spill out between the claws, and a soft, muted, roar is heard, making the entire chamber vibrate.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight yelps softly as she ducks down slightly, looking about frantically, sniffing at the blood a bit, to see if there was any indication what this thing she was inside was, looking around for a way out, about her&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The passage only has one way to go, slipping and sliding along the throbbing walls, penetrating deeper into this unknown place. The scent is familiar, blood, but beyond that, hard to place. It is perhaps a relief when this reality gives way, pressing onwards.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Landing with a thump, midnight finds herself in a familiar place, her footprints still present on the dusty stone floor, but the door that leads out is no longer present.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight grunts as she shakes her head softly, blinking as she looks about, getting her surroundings &amp;quot; What the... How&#039;d I end up back here again?&amp;quot; she stands back up and shakes softly, ruffling up her fur in the process. She sniffs at her paws slightly, for the strange fleshy ground she was on before.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The scent is there, but fading quickly, being replaced with the dusty loneliness of this place. What manner of place is this, where nowhere seems to bind properly to the next, with time and space lost in the trade.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks down the previous passage she had taken, before looking towards the stairs, heading down that way this time &amp;quot; This place is confusing..&amp;quot; she whines softly to herself, ears folded back atop her head once more&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;What madness is this? Appearing on a pile of fabric that seems to go impossibly deep, each one large enough to cover several tens of beds each.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks about the room, sniffing at it carefully as she looks around, slowly wandering deeper into the room &amp;quot; What.. Is this stuff?&amp;quot; she looks towards the bulge, and paws at it slightly, in curiousity &amp;quot; This place gets stranger and stranger.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It clangs, like metal. A soft &#039;ding&#039; is heard, and water begins to cascade down from the walls, getting all that fabric wet.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight sniffs at the water a bit, licking it carefully, before eyeing the thick glass &amp;quot; Wonder whats behind there..&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The water tastes funny, like... soap? And more of it just keeps rushing in, slowly filling in the great space and soaking through the cloth to start approaching Midnight&#039;s paws.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight backs away from the water, whining softly as her ears fold back again, looking around frantic&#039;d, she paws at the glass a moment, howling softly &amp;quot; How do I get out of here?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Pushing frantically at the glass, it abruptly gives away, spilling Midnight out onto a new floor of black marble. Soft music echoes from elsewhere, sounding like a pipe organ, though the pipe organ in sight looks old and unused, abandoned.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight shakes her fur softly, to remove what water might have covered her, fluffing up her fur in the process, before she looks around, turning to where she fell in confusion &amp;quot; That was.. Easy..&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Suddenly elevating from beneath the floor, a familiar face. The horse satyr, though her face is half hidden by a mask across the right side. She steps up to the organ and sits on the dusty bench before starting to play a haunting melody, &amp;quot;They&#039;re not always hard,&amp;quot; she says as she plays.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight jumps up as she turns around, looking at the female &amp;quot; You again. What happend? You kissed me, then all of a sudden I found myself in some... Fleshy place. Which bled.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;You hurt him. That wasn&#039;t nice. Father said you were strange,&amp;quot; she says as if just agreeing with the notion of it as her fingers dance across the keys, &amp;quot;You&#039;re not going to make me bleed, I hope?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight shakes her head softly &amp;quot; I... I didn&#039;t mean to hurt anything. I was trying to figure out where I was. And how I got there.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Did you know that before you got here?&amp;quot; she asks, peeking over shoulder, her purple tail flicking, &amp;quot;Bet you didn&#039;t.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight shakes her head slowly &amp;quot; I don&#039;t remember how I got here at all. I figured I must have gotten lost, but.. I don&#039;t even recall heading anywhere.&amp;quot; she whines softly her ears laying back upon her head a bit &amp;quot; It&#039;s all so confusing here.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;This isn&#039;t confusing,&amp;quot; she argues, turning back to her pipes to play softly a few moments without speaking, &amp;quot;The outside is confusing. How do you live in that?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight shakes her head slowly &amp;quot; I was raised out there. It was where I learned to hunt and survive. This place seems.. I don&#039;t know.. One moment I am in one place, the next, I am elsewhere, and don&#039;t even know how I get there, or which way I come from.. Like how I ended up back in the hallway, after getting out of, er.. Whatever I was in.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;She looks at Midnight, one eye concealed partially, the other gazing with undisguised confusion, revulsion, and more than a little curiosity. She pats the seat beside herself, &amp;quot;Play?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight tilts her head softly &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight tilts her head softly &#039; Play what? I don&#039;t know how to use that thing.&amp;quot; she says as she hops carefully into the seat, looking at the other&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dark skinned fingers reach to pet Midnight behind a fuzzy ear, &amp;quot;The last place they were just as fuzzy,&amp;quot; she remarks, &amp;quot;But two legs, not four.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight looks over at the other, shivering at the petting, a slight murr escaping her throat &amp;quot; Last place?&amp;quot; she asks curiously &amp;quot; The last visitors?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Fingers trail along over throat, &amp;quot;Yes. They had nice tricks too. Do you have tricks?&amp;quot; she asks, &amp;quot;Show me.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight scratches behind her ear with her hinde leg as she thinks a bit &amp;quot; I can sort of walk on my hinde legs, but I have difficulty keeping my balance. My owners taught me some tricks. But not sure how such tricks would work on another female. I.. Never had interaction with any others, than them. I can shake your hand, and pretend I am dead, and roll over, though thats an easy one.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;She bursts into a musical sounding laughter, &amp;quot;Oh oh, can you count?&amp;quot; she asks tauntingly, though the tone remains of good nature. She reaches down, stroking across Midnight&#039;s midsection, &amp;quot;You need a male? Well ok!&amp;quot; she exclaims, and suddenly she is, or shi is, sporting a thick equine tool that dangles down between her legs, there quite abruptly, like an editing mistake on the film of reality, with no growth or shifting, unlike nanite induced change.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight blinks in confusion at the sudden shift in scent, and shakes her head slowly &amp;quot; Huh?.. What just happend?&amp;quot; she shivers from the stroking a bit, whimpering some as she squirmed at the touch. She was still sensitive from being in heat &amp;quot; Where&#039;d that come from? It wasn&#039;t there before.. Was it?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Huh, of course it was,&amp;quot; she says, sounding confused a moment before she leans in, rubbing against her guest gently from the side. That thick meat begins to thicken and swell in readiness, still petting, holding midnight, &amp;quot;Father says you have a choice. You can play with me, or you can finish the test, but you can&#039;t do both.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight&#039;s ears twitch slightly &amp;quot; I&#039;m not even sure what to think of this test.. Nor what it&#039;s even supposed to be for, or what it is.&amp;quot; she whines softly, her body shaking a bit almost in anticipation&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The masked horse satyr pushes at Midnight, shoving her off the bench, but only to move down on top of her, &amp;quot;That&#039;s the choice. Make it fast,&amp;quot; she urges, &amp;quot;Or you will have already made it.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight shivers underneath hir, whimpering softly as she pants a bit &amp;quot; Th.. They wont like it.. If I mate with.. Anyone other than them, though..&amp;quot; the tightness in her belly growing from anticipation &amp;quot; This is all so.. Hard..&amp;quot; she bites her lower lip slightly&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;And yet, no actual decision is voiced, so the horse satyr proceeds. She aligns herself and moves to slip gently into the wolf, sighing out as she buries inch after inch into warm female flesh. Time bends and shifts, starting to distort softly, but rapidly growing worse as Midnight is pierced, popping her sense of place altogether. They are rutting, grinding, fiercely coupling as if they had come into being doing so, and would do so forever.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight howls softly as she is pentrated, her body instinctively clenching around the horse satyr as her passage surrounds the length within&#039; her, trembling beneath their body, tail jerking at the motions, stiffening out beneath them&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The satyr&#039;s bottom is softly furred, and her heavy balls slap up against her guest with every energetic thrust. Her stop is smooth, and her soft breasts are felt as she hugs and squeezes against her lover. The love making seems to stretch on. Hours, days? Years? Suddenly it all comes to an end, spreading heat pouring out into midnight&#039;s waiting womb, filling her with sharp twitches of the flat headed horse cock. The unnamed satyr giving a loud cry of release as she hugs her lover tightly.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;* top&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Midnight pants heavily against the satyr, whimpering softly as she feels the flood of seed pouring inside of her, moaning softly as she clutches the one who rutted her&#039;s shoulder with her maw, whimpering against her, feeling the tightness in her belly as it fills &amp;quot; That.. That was...&amp;quot; she groans softly, unable to collect her thoughts after the rutting, right away&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;She smiles, &amp;quot;Visit me,&amp;quot; she whispers, pressing in tight, and her lips find Midnight&#039;s. They seal, and that intense rollercoaster of sensation starts up, though it echoes around that penetrated cunt, vibrating through Midnight&#039;s body from both ends as it all melts away, and she finds herself waking up with a start in Zephyr lobby. A dream?[[Category:RPLogs]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=60035</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=60035"/>
		<updated>2013-12-13T18:18:31Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Getting Started */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival Wiki is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat. The game supports both a web interface as well as standard MU* telnet client.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the mosh pit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://flexiblesurvival.com/index?Telnet]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[New_Newbie_Guide|Newbie Guide]] &lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Token Items|Items, Tokens]]&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Player Land|Player Land]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
| [[:Category:Monster Templates|Monster Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Social_Actions&amp;diff=34975</id>
		<title>Social Actions</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Social_Actions&amp;diff=34975"/>
		<updated>2013-09-30T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Performing Social Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
Social actions are a relatively new feature introduced to allow player to collect XP and freecred using their knowledge skills rather than combat or RP. By visiting the cities of [[Clairmont]] or [[Eureka]], one may safely wander the streets without fear of being attacked, making it perfect for players of all levels. In various buildings within these cities, there are jobs one may perform, if they have the correct knowledge skills to accommodate said job. When the job is performed, you get a dice roll. The higher your skill, the higher chance you have to succeed and possibly critically succeed! You&#039;ll be rewarded with XP, cred, and influence aplenty.&lt;br /&gt;
&lt;br /&gt;
==Performing Social Actions==&lt;br /&gt;
Before starting, it&#039;s assumed that the player has at least one knowledge skill. These are obtained by purchasing [[Professions]], which give three skills a piece. For more info, type &#039;&#039;&#039;help professions&#039;&#039;&#039; within your client.&lt;br /&gt;
&lt;br /&gt;
To reach Eureka City, venture to the Zephyr lobby and type &#039;&#039;&#039;talk Eureka&#039;&#039;&#039; and accept a ride to the city. Clairmont may be reached by reaching [http://wiki.flexiblesurvival.com/w/Prometheans New Dawn]. Either way, you&#039;ll be dropped off in the starting area of the city. Now you only need a job that suits you! [http://www.flexiblesurvival.com/index?mapping Jobs] are dependent on your skills, so you should choose one that fits your highest skills for the best rewards. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve found a job, head out to the location and type &#039;&#039;&#039;sa list&#039;&#039;&#039;. This shall bring up all the jobs in that area you&#039;re able to perform. Now that you know the job name, type &#039;&#039;&#039;sa &amp;lt;job name&amp;gt;&#039;&#039;&#039; and you&#039;ll automatically perform your job at the cost of patrol points with ease! You&#039;ll find a rather large amount of XP and freecred as your reward.&lt;br /&gt;
&lt;br /&gt;
==Leveling Jobs==&lt;br /&gt;
Every time you perform a job, you receive some job XP along with regular XP. Eventually, you&#039;ll be able to level that job up, which shall allow you to take higher level jobs with greater rewards. A message will pop-up mentioning if you have enough job XP to level up, but it can be easy to miss at times. If you believe you have enough XP, type &#039;&#039;&#039;sa train&#039;&#039;&#039; and a list of jobs shall be displayed. If one says you have enough XP, go ahead and type the job name in to level up! Each job can be leveled up to a maximum of your skill level.&lt;br /&gt;
&lt;br /&gt;
==Social Puzzle - Mastermind==&lt;br /&gt;
When performing a job, it&#039;s rare that one may receive a little puzzle akin to the game Mastermind. If this puzzle is completed, you&#039;ll receive a very large amount of rewards for your troubles. The objective of the game is to try and deduce the hidden combination of numbers. To guess a combination, type &#039;&#039;&#039;sapuzzle &amp;lt;four digit combination&amp;gt;&#039;&#039;&#039;. After your guess, there may or may not be two numbers on both side. The number on the left represents how many correct numbers are in the correct spot. The right number represents how many numbers are correct, but in the wrong spot. If a correct number is in the correct spot, it shall not appear on the right number.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
Each job performance shall yield a certain amount of influence that can be used in two main ways: Gathering salvage and research. Additional information can be found with &#039;&#039;&#039;help influence&#039;&#039;&#039; Entering a hostile area and typing &#039;&#039;&#039;inf list&#039;&#039;&#039; will show how much people have influenced in an area. At the bottom, it shall also show how much influence you have. By using &#039;&#039;&#039;inf spend #&#039;&#039;&#039;, you can spend your influence to compete against others. Over time, you&#039;ll automatically receive salvage dependent on the area.&lt;br /&gt;
&lt;br /&gt;
Influence may also be used on research topics. &#039;&#039;&#039;+research &amp;lt;topic&amp;gt;&#039;&#039;&#039; will bring up an option to allow you to spend your hard earned influence.&lt;br /&gt;
&lt;br /&gt;
Additionally, the [[Social Networker]] merit will yield influence by the act of roleplaying.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34314</id>
		<title>Promethean Nanites</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34314"/>
		<updated>2013-09-15T03:08:04Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Overview */&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 strains of proteins and enzymes controlled by micro transponders.  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 instantaneous rewriting of a victim&#039;s physical structure, doing things as &#039;simple&#039; as blending one physical structure (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>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34313</id>
		<title>Promethean Nanites</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Promethean_Nanites&amp;diff=34313"/>
		<updated>2013-09-15T03:07:22Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Overview */&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 strains of proteins and enzymes controlled by micro transponders.  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 instantaneous 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>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31660</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31660"/>
		<updated>2013-06-10T15:48:12Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[New_Newbie_Guide|Newbie Guide]] &lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Player Land|Player Land]]&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Monster Templates|Monster Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31659</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31659"/>
		<updated>2013-06-10T15:17:53Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[New_newbie_guide|Newbie Guide]]&lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Player Land|Player Land]]&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Monster Templates|Monster Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31658</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=31658"/>
		<updated>2013-06-10T15:16:40Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[New newbie guide]]&lt;br /&gt;
*How do I do anything? [[Newbie Command List]]&lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Player Land|Player Land]]&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Monster Templates|Monster Templates]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=30852</id>
		<title>Statuses</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Statuses&amp;diff=30852"/>
		<updated>2013-05-13T21:03:42Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page wherein all coded statuses are listed for reference. &lt;br /&gt;
&lt;br /&gt;
Remember that just about every status can be reversed with &#039;Debuff&#039; added to the end. For instance, DamageResistDebuff would cause additional damage to be taken.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;left&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Name &lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;col&amp;quot; | Status Effect&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Accuracy &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases accuracy by Magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Aggro &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases automated NPC hate by Magnitude percentage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AoEMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the number of targets hit by all powers by Magnitude. Very powerful, and generally not seen outside of bosses.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | AreaBlock &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Decreases AOE damage on allies and increases it on you by mag percent. Only works when you are targeted directly with the AOE.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Attack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage of all powers by magnitude. Cannot increase the damage of a power by more than 1/3rd its normal level.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Charge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Deprecated status. Currently does the same as Haste, and is being gradually phased out.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Cover &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Take magnitude percent of damage meant for the target. Resistances still apply.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Critical Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Ignores everything except Juggernaut-style DamageResist.  Typed EnergyDamageResist and PhysicalDamageResist do not guard against it.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage over time. Inflicts magnitude damage of (x) element every round, minimum 1 damage per round.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Stacked(Y)(X)Damage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage over time as above, but can stack up to y times, causing more damage if a victim is struck multiple times. Duration is renewed with each stack.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageBuff &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage by Magnitude percent when attacking. Has diminishing returns, starting at 50.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cause all damage received to be reduced by magnitude, up to a maximum of 40% of all damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)DamageResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes damage of specified type(FireDamageResist, IceDamageResist, Etc) to be reduced by magnitude, up to a maximum of 40%(X)resisted. Stacks with damageresist for a maximum of 80% damage resisted.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffClear &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Destroys negative statuses, magnitude against magnitude. If it can&#039;t destroy, it will weaken. Does not persist, has immediate effect then fades.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | DebuffResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces incoming debuffs(Anything with &#039;debuff&#039; at the end, DoT, Repeatattacks, etc) by Magnitude percent. Has diminishing returns starting at 20, then again at 40 with a hard cap of 60% effective debuff resistance.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Defense &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the chance that an incoming attack will be partially deflected, and opposes attacker&#039;s accuracy. Opponent makes three checks, at -25% accuracy, 0 accuracy, and +25% accuracy. If the first hits, 0% is deflected; the second, 25% is deflected; the third, 50%; if all three miss, 75% is deflected. Has diminishing returns, starting at 50.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyBreak &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes all powers to cost Magnitude percent less energy. Maximum amount is 50(half off). Negative energy break caps at 25.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of damage taken, as above, but as energy damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | EnergyMod &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | As per Regen, for Energy. Cures 1/5th its magnitude in energy every 1/5th a round.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | FleeRate &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases chance to flee by magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Haste &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the rate at which powers charge by Magnitude percent.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Healing &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases damage by Magnitude percent when healing.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealEnergyResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Hampers powers that restore energy by 1 per magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealGain &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects to be increased by magnitude, to a maximum of 40% of the original.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HealResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes healing effects to be diminished by magnitude, to a minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | HPBuffer &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Prevents standard damage in combat. Each point of magnitude is a kind of temporary hit point. Does not work in talk script&amp;amp;nbsp; damage. Normal and repeatattacks only hit your largest HPbuffer and any damage over your largest buffer destroys the buffer, dealing the remaining damage to you as normal. Damage over time bypasses hpbuffer. The combat skills [[Damage]], [[Accuracy]] and [[Penetration]] can allow you to pierce HPbuffer up to a maximum of 70%.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldown&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes powers on cooldown to lose cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | InstantCooldownDebuff&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes powers on cooldown to gain cooldown in a ratio of 1 mag per 1000 atb. Mag is expended in this.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Knockdown &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Reduces your ATB(delaying when you can next take an action) by 100 per magnitude, directly resisted with KnockdownResist.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | KnockdownResist &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Lowers the magnitude of Knockdown by its own magnitude.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Menace &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases OVERALL automated NPC hate by Magnitude Percentage(As opposed to increasing per event hate)&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (&amp;amp;nbsp;Aggro Note) &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | &lt;br /&gt;
At time of hate gain, Aggro will increase/reduce the amount given. Once given, this hate is permanent. Menace applies to the total accrued when aggro is checked, but its effect fades entirely when the status goes away. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | PhysicalDamageReturn &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Returns Magnitude percent of damage taken(Does not work on damage over time, does work on repeating attacks) as physical damage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Recharge &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases the speed at which all powers recharge by Magnitude percent.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Regen &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Cure 1/5th its magnitude every 1/5th round, obeys HealResist at 1/5th value each tick.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | RepeatAttack &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the attack to repeat itself Magnitude times over Duration span of time. The secondary attacks deal half damage, calculated after applying resistance. Note:&amp;amp;nbsp;The RepeatAttack status does not get used during repeats, but all other statuses are!&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases your odds of salvaging all types of salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | (X)Salvage &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases your odds of salvaging (X) type salvage.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Size&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases your bodysize by the magnitude. Max size is 60, minimum of 1.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | StatusBoost&lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Increases magnitude of active power statuses by magnitude percent. Has diminishing returns starting at 20. Does not work in instantcooldown or itself.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | Taunt &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Causes the victim to target the caster while active.&amp;amp;nbsp;Latest taunt overrides all others.&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;left&amp;quot; scope=&amp;quot;row&amp;quot; | WaterAdaption &lt;br /&gt;
! align=&amp;quot;left&amp;quot; | Provides resistance to the penalties from Aquatic areas. If your WaterAdaption is lower than an area&#039;s AQ rating on +haz, you will suffer severe penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Code]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Food_and_Water&amp;diff=30684</id>
		<title>Food and Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Food_and_Water&amp;diff=30684"/>
		<updated>2013-05-09T16:16:40Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===&#039;&#039;&#039;Food from before P-Day&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
After P-Day, and the power going out pretty much nation wide, most food stores began to spoil and rot quick enough to be made unusable due to lack of refrigeration. Anything that wasn&#039;t tightly sealed also stood the risk of getting infectious fluids in it. And do note, that at this point people were trying to avoid all forms of infection by the nanites, not just mutations! Foods such as meats, milk, butter, eggs, and similar went bad within the day without being kept cold. Without proper seals, any opened packages eventually came in contact with contamination. For the first few months, people made due and lived off of food stores that they had, or salvaged unspoiled, sealed foods from anywhere near by. As these supplies dwindled, other food sources soon became needed.&lt;br /&gt;
&lt;br /&gt;
===Nanites and Food===&lt;br /&gt;
&lt;br /&gt;
With a dwindling food supply and no real way to get more food outside of trading, people took to less conventional means to keep their bellies full. Breast milk and semen becoming good substitutes for actual food to the ferals, those with more refined tastes, and less likely to suck their meal from another in such a way, needed something else to substitute. For this Zephyr had a plan. Using the same nanite technology the resulted in mass transformations, they were able to convert base materials on hand into more pleasing and standard foods. After purifying the materials, the product could be ran through another process to change it into just about any standard food item required, using different combinations of nanites for each kind of food. This procedure insured that a steady supply of edible product was available for consumption till other methods became viable, including trade and farm production.&lt;br /&gt;
&lt;br /&gt;
Where did all the matter for all this come from? Well, do note that there are no &#039;bodies&#039; around. The air is nearly saturated by free floating material, just waiting for some nanites to collect it and use it. This permitted a great deal of various fluids to be created and used. Also, during the early times, the nanites were more unstable and still refining various processes and attempting to properly rework the human body. The necessary material could be &#039;milked&#039; from just about anyone, even from ferals. Anything that can&#039;t be directly used by the host body is instead converted into one of these fluids.&lt;br /&gt;
&lt;br /&gt;
===Food Today===&lt;br /&gt;
Today food production has actually stabilized quite a bit. Some farms now exist in Fairhaven up in New Dawn for example, as well as out in Eureka and scattered about outside the bubbles. However, food that is produced the old fashion way takes a great deal of time by comparison to using nanite processing to convert otherwise unused material into the food that the basic person needs these days. However, actual food does have some advantages. It tastes better, and having little to no nanites in them to begin with, carries absolutely zero chance to effect your nanites in any way. It is expensive, and not completely reliable, but for the right price, you can know for a fact that the steak you are eating came from a good old fashioned cow.&lt;br /&gt;
&lt;br /&gt;
===Water after P-Day===&lt;br /&gt;
&lt;br /&gt;
Much like food, any water not sealed up would run a high risk of coming into contact with infectious fluids. Bottled water, sodas, and other contained drinks would remain safe, unless directly tampered with. Drinking unsealed fluids is almost a guarantee to cause yourself an infection of some kind. River water, lakes, underground water, wells, everything not sealed up would be a source of contamination. Anyone who wanted to remain un-mutated would have to limit themselves to only bottled fluids.&lt;br /&gt;
&lt;br /&gt;
===Nanites and Water===&lt;br /&gt;
&lt;br /&gt;
Nanites in the water actually turned out to be an over all good thing. By using the nanites present in the water, and some repurposed builder nanites, it was able to be made safe to drink. Drinking untreated water, however, carries the same risks as drinking nanite vials, though at a lowered overall rate. It should also be noted that nanites in water are too diluted to be able to mutate someone through skin contact, so swimming in water, bathing, etc, will not introduce enough nanites into your system to cause a transformation.&lt;br /&gt;
&lt;br /&gt;
===Water Today===&lt;br /&gt;
&lt;br /&gt;
Today there is a plentiful amounts of water available due to the purification methods brought about by more research into the small mako charges that allow you purify milk make it easy to purify water, which is a much lower source of infection. Purifying water of the nanites takes very little time and very little power to do. The gallons of water it would take to keep all the agents in the field are purified every day with little trouble. The Prometheans do have the ability to purify their water, but given that it has such a low chance on infection these days due to the dilution of it, most don&#039;t see need.&lt;br /&gt;
&lt;br /&gt;
===The Consumption of Others===&lt;br /&gt;
&lt;br /&gt;
Consuming another creature is completely possible, and has benefits for doing so. However, you cannot completely absorb another into yourself with very very rare exceptions. When you do consume another, whole, then you leach from them whatever resources your body is needing. Then, you pass them from your system, whole still, and much worse off for the trip. The person is still alive, and will wake up, feeling very deficient in a few basic needed nutrients. Basically, the nanites in the person you have consumed will continue to transmit that this is a living creature, and is protected by nanites. Your nanites will not then completely break them down, but will take what they need from your victim Consumption of someone in part is much more practical. Consumption of an arm or a leg will just result in the other person not having that body part till it can, eventually, grow back. The same goes for just about anything short of decapitation and massive cranial trauma. However, even in such cases, a good nanomagic user could still save them.&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=30482</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=30482"/>
		<updated>2013-04-25T21:19:58Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Sites of Interest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Flexible Survival Blog]&lt;br /&gt;
* [http://ask.flexiblesurvival.com Theme/Setting Q&amp;amp;A Page]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[Newbie Command List]]&lt;br /&gt;
*How do I do MORE anything? [[:Category:Guides|Guides]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:Player Land|Player Land]]&lt;br /&gt;
| [[:Category:Help Files|Help Files]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
[[File:awesome.png|thumb|Awesome Apocalypse by Aubrin]]&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Infection: Wave of changes==&lt;br /&gt;
The spiritual ancestor of the single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game within in map filled with connected rooms.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[List of monsters]]&lt;br /&gt;
| [[Actions/commands]]&lt;br /&gt;
| [[Map]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Beyond_the_Horizon_-_RPLOG&amp;diff=30451</id>
		<title>Beyond the Horizon - RPLOG</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Beyond_the_Horizon_-_RPLOG&amp;diff=30451"/>
		<updated>2013-04-24T20:24:05Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Nuku moved page Search web - RPLOG to Beyond the Horizon - RPLOG without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Participants=&lt;br /&gt;
* [[Aleph]]&lt;br /&gt;
* [[Cerris]]&lt;br /&gt;
* [[Dervish]]&lt;br /&gt;
* [[Naru]]&lt;br /&gt;
* [[Nuku]]&lt;br /&gt;
* [[Zhen]]&lt;br /&gt;
=Date=&lt;br /&gt;
24/4/2013&lt;br /&gt;
=Log=&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A fine April afternoon. The waters are calm and cold, the breeze is warming with promises of the coming summer. Faintly visible on the horizon, a dot rapidly approaches the wary agents. For the moment, its approach is silent, perhaps too far yet.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Naru stares out into the ocean scared of the dot. She mutters to herself saying how she &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Aleph paces along the beach, making good time in the rut he&#039;s slowly wearing in the sand. He&#039;s still divided on if this was a good idea, seeing so few show up. &amp;quot;Why would they invade here? Here be mutated, insane, sex addict dragons. Not exactly what I&#039;d call invadable.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Naru stares out into the ocean scared of the dot. She mutters to herself saying something about how this was a bad idea, she stops for a second waiting on a response from herself.&amp;quot;I dont know &amp;quot;she says get voice shaking slightly&amp;quot; maybe they fought they could handle the infection. &amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish awkwardly cups one gauntlet over his forehead and stares out across the coast.  &amp;quot;Never heard what tonnage it was,&amp;quot; he rasps, gritting his teeth as he speaks. His hulking armor&#039;s motor hums softly, occasionally audible as the waves recede on the beachfront. He glances over at his companions on the beach and disgustedly grumbles to himself before he tends to his wargear.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Cerris had come when alerted of an object spotted off the coast and approaching.  With four of his agents at his side, he was determined to know if this was a strggler of the pacific fleet, a refugee ship from another state or nation or if this was some hostile force.  No matter what the answer was, the US HARD Corps. military contingent would be ready to respond.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;This might seem redundant to say, but...be on your toes people.  This could be a good day or a nightmare and we don&#039;t want to be the cause of the latter.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
With his own soldier trained to be disciplined, his words are mainly for the others...all unknown factors just like the approaching object.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The ship skirts along the water, approaching at a clearly fast clip. It looks more like a yacht than any military boat, which may be how it slipped the blockade mentioned in the broadcast. Built for speed, it appears to be powering for the shore at full pace, leaving disturbed water to either side as it slices the waves.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish gives a throaty chortle. &amp;quot;Small boat. Dinky, fasty. Probably don&#039;t intend to leave any time soon... this is no invasion force. This is a scout. A saboteur.&amp;quot; He looks to Cerris, and laps his lips. &amp;quot;Nah. This is gonna be a real good day...&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Aleph stops his pacing as soon as he hears the ship getting closer. Turing to the shore he makes sure he was well out of the path of the boat. &amp;quot;Somehow I really doubt that. I wonder how many they stuffed on the dinghy.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Naru checks her stuff seeing if she had everything once she is sure,  she starts to hum to try and calm her nerves. She seems to relax a little after hearing Dervish&#039;s thoughts on the ship. &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Cerris rumbles ominously, the sound, while very feral, comes through a broadcast relay system giving it both a monstrous and mechanised feel to it.  He hoped this wasn&#039;t really what was going down, that would mean the boat was likely rigged to be scuttled and that would deprive them of valuable salvage.  Gesturing to his people, they fan out whilst he moves toward the estimated point of first contact, intent on being the vangaurd or greeting force as required.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As the ship gets close to shore, a large figure emerges from below deck, followed by another. They look like large people, skin gleaming in the light. Armor? Hard to say from the distance, but they are noticably larger than the crowd of smaller people around them. The boat suddenly does a hard turn, and the two armored individuals are thrown clear, others included. Rather than splashing into the water, the dull sound of rockets are heard as they begin to jet across the water, finishing the approach with the other men being pulled in behind. If it wasn&#039;t hostile, it would be an impressive skiing demonstration.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish says, &amp;quot;Shit,&amp;quot; and gives a light chuckle as he ignites the primer on his flamethrower wrist-mount, &amp;quot;I haven&#039;t gotten to kill anything that well equipped since Iraq.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Aleph draws his sword and unsilngs his SMG, dropping into a crouch. Not to hide, but to at least be a little more unnoticeable since going toe to toe with the what look like heavily armored ones would be supremely stupid. Maybe he can surprise one of the unarmored ones.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Naru takes a deep breath and draws her Pistol with her left hand and carries her crowbar in the other. she mutters something to herself her left hand going from a slight shake to being steady. She watches the figures &amp;quot;that&#039;s not good&amp;quot; she says  watching the boat turn, then looks to the two flying people.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Easier to miss in the collected group, a smaller, six-armed figure wrapped in mildly obscuring robes and veils is amongst the defenders. Seeing the rapid approach, the multi-armed fem-figure lifts her arms, poised as if ready, and there comes the soft murmur of chanting from her... She... might be a little loopy amonst those here. However, Zhen seems ready, in any case.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish lazily turns his head, and then his upper body, to the new arrival while he locks a clip into his Steyr. &amp;quot;Another Zephyr punk? Either the Company underestimated the threat, or you Corporate nuts really were pissing your pants over this boat.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Cerris shook his head slowly as his heads up display showing him the entire scene in perfect clarity.  A small alert windows itself with a copy of Dervish&#039;s words for later investigation.  For now though he listens to the dull whine of his suit&#039;s projection systems warming up, hypersonic blades starting to hum on a rising pitch toward their vibrant death wail.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Looks like whoever these guys are, they aren&#039;t here for an ice cream social...Lock and load.&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
As an after thought he pulls out a small orb and drops it on the ground, a little distracting surprise...he hoped.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The soldiers hit the beach, guns already firing. The battle is underway without hesitation as both sides clash intensely. It seems the soldier&#039;s weapons are quite well made, and their discipline is considerable as they attack in formation, using the armored soldiers as shields to fire from behind in relative safety.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Smoke becomes thick in the air as the soldiers deploy grenades to obscure the battlefield, trying to disorganize the mutant resistance even as one of their own collapses from their wounds.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The boat, almost forgotten in the midst of the raging conflict, zips away from the shore line, all too soon lost as the dot it began as, seemingly headed northwards.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish roars as he empties a clip into one of the armor units, &amp;quot;The bastards are trying to redeploy!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A smooth but very audible voice emits from the shrouded figure, &amp;quot;Don&#039;t let them get out of sight!&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One of the mechanized soldiers is forced back, going to a knee. There is a muffled thumping from inside, the other soldiers glancing that way for just a moment before refocusing on the task at hand. The suit gives a loud, but still muffled, fwoosh of a noise before it falls to pieces, nothing but scrap left behind, and no sign of the pilot to be seen.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish pauses. &amp;quot;What the?...&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Naru softly churrs, &amp;quot;wher...where did he go&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With the enemy combatants whittled down to one powered suit, the pilot within grows desperate. The suit gives out a violent plume of sparkling something, and the suit begins to move with frightening speed and strength, gaining a second wind in a desperate bid for survival.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Staggering back, The suit collapses over backwards. That loud fwoosh is heard as it tumbles, and the suit hits the ground in a jumble, small bits of metal spreading across the sound with no hints of pilot or even circuitry left behind. The beach becomes still and relatively peaceful, the invaders neutralized.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;* across the sand&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish kicks a piece of scrap and watches it tumble away into the damp sand. &amp;quot;That boat&#039;s still running around,&amp;quot; he notes.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Pointing northwards, Zhen barks out, &amp;quot;Did anyone follow after that retreating boat?&amp;quot; Even as she moves towards the metal pieces for closer examination.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The metal, at a glance and casual inspection, appears to be steel, cut far too finely to be the work of anything but nanite manufacture. Who taught the Chinese how to work with nanites?&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;i don&#039;t think so&amp;quot; Naru says to Zhen Putting her crowbar away&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Cerris would spit on the ground if he could, but for now, after a cursory examining of the remains of the power armor, the super soldier moves for the coastline, if need be he would swim after the ship in an aquatic form, but he had to figure they weren&#039;t planning to go far...right?  Either way...it was time to act.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Col. Voss, in pursuit.&amp;quot;  &amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish slings his assault gun and mumbles into his radio set&#039;s mouthpiece.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Plucking up some of the more carry-able pieces for later inspection, the six-armed figure swivels, &amp;quot;Is anyone in need of immediate medical attention? I&#039;m a doctor. If not, we best be heading after that boat. Who knows if they have another bevy of bullies bound for our boundaries?&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;Maybe we could folow the direction it went if anyone saw it&amp;quot; Naru suggest searching one of the dead soldiers.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The soldiers don&#039;t look very dead. Well, mostly dead? Breathing has basically stopped, sure, but that&#039;s as dead as the average Zephyr agent looks after a rough day. None are bleeding out from their many open wounds.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Aleph peers at the piles of dead and scrap. Occasonally poking at one to see if any have some life still in them &amp;quot;I don&#039;t think their screwing around... Something tells me that one of them could give us information.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Dervish steps up to one of the soldiers, and kicks them over onto their back. &amp;quot;I think,&amp;quot; he grunts as he leans over to pick the invader up, &amp;quot;I&#039;ll be taking this little piggy... back to Woodfield with me.&amp;quot;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Rolling several pairs of shoulders, Zhen HE couples her digits together and cracks them in succession, &amp;quot;Time to patch one of these fellows up for interrogation...&amp;quot;[[Category:RPLogs]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Phoenix_(dedication)&amp;diff=30397</id>
		<title>Phoenix (dedication)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Phoenix_(dedication)&amp;diff=30397"/>
		<updated>2013-04-22T05:31:28Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster&lt;br /&gt;
|arms=&lt;br /&gt;
|tail=&lt;br /&gt;
|groin=&lt;br /&gt;
|head=[[Flamethrower]], [[Peck]]&lt;br /&gt;
|legs=[[Raking Claws]]&lt;br /&gt;
|skin=[[Feathery Hide]], [[Fiery Hide]]&lt;br /&gt;
|torso=[[Fire Dance]], [[Nurse]]&lt;br /&gt;
}}&lt;br /&gt;
A brilliant creature born and reborn in fire, the Phoenix can revive their friends from mortal injuries and surround them with flames that comfort and harm those who deserve either.&lt;br /&gt;
Only one task is required to dedicate yourself to the firebird: hunt down the three dragons that stole feathers from the Phoenix&#039;s funeral pyre and prevented resurrection.  Begin the quest in the Southern Bunker of the military base.&lt;br /&gt;
&lt;br /&gt;
Grants the inherent powers of [[Rebirth]] and [[Fiery Hide]].  Costs 50 mako to dedicate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dedications]]&lt;br /&gt;
[[Category:Supports Tail Divider]]&lt;br /&gt;
[[Category:Avians]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Phoenix_(dedication)&amp;diff=30396</id>
		<title>Phoenix (dedication)</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Phoenix_(dedication)&amp;diff=30396"/>
		<updated>2013-04-22T05:30:28Z</updated>

		<summary type="html">&lt;p&gt;Nuku: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster&lt;br /&gt;
|arms=&lt;br /&gt;
|tail=&lt;br /&gt;
|groin=&lt;br /&gt;
|head=[[Flamethrower]], [[Peck]]&lt;br /&gt;
|legs=[[Raking Claws]]&lt;br /&gt;
|skin=[[Feathery Hide]], [[Fiery Hide]]&lt;br /&gt;
|torso=[[Fire Dance]], [[Nurse]]&lt;br /&gt;
}}&lt;br /&gt;
A brilliant creature born and reborn in fire, the Phoenix can revive their friends from mortal injuries and surround them with flames that comfort and harm those who deserve either.&lt;br /&gt;
Only one task is required to dedicate yourself to the firebird: hunt down the three dragons that stole feathers from the Phoenix&#039;s funeral pyre and prevented resurrection.  Begin the quest in the Southern Bunker of the military base.&lt;br /&gt;
&lt;br /&gt;
Grants the inherent powers of [[Rebirth]] and [[Fiery Feathers]].  Costs 50 mako to dedicate.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dedications]]&lt;br /&gt;
[[Category:Supports Tail Divider]]&lt;br /&gt;
[[Category:Avians]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29734</id>
		<title>Nanite Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29734"/>
		<updated>2013-04-04T09:32:55Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Limits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nanotechnology is an astoundingly powerful tool that, with the right programming and forethought, can make miracles a reality where otherwise it would be impossible, extremely expensive, or just impractically long to do. They are not without limitations, however. At the heart, they are little machines. They have extremely limited(essentially none) intelligence, individually. They rely on an off site computer to coordinate their efforts with limited cooperative power with local transponding nanites that relay commands and report changing environments.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
The transponder nanites are the weakest point of the nanite chain of command. A sharp burst of EMP interference will cause them to lose connection with the off site computer, or even cause damage to their internal radios. If enough of them are brought offline, the entire nanite mass becomes inert until new transponders can be assembled.&lt;br /&gt;
&lt;br /&gt;
=Hard Limits=&lt;br /&gt;
&lt;br /&gt;
==Creating Life==&lt;br /&gt;
* Nanites can&#039;t work with souls. Strange place to begin, but science hasn&#039;t even proven such things exist, and if they did, little flecks of carbon and aluminum are insufficient to get a good handle on one and move it around or manipulate one.&lt;br /&gt;
** If an animal is created from &#039;nothing&#039;, out of neighboring idle molecules, it typically fails to express life. There are rare exceptions. Figure the chances to be about 5% of any given corpse being assembled snapping to life within a minute of production. After a minute has passed, the body begins decaying and there&#039;s little more to be done.&lt;br /&gt;
** Non sentient Plants do not have this issue, and can be assembled on demand. Microscopic organisms also do not seem to mind being created.&lt;br /&gt;
&lt;br /&gt;
==Life Extension==&lt;br /&gt;
* A body flooded with nanites is like having a dedicated doctor following you around all day, dispensing nutritional advice, administering drugs and performing surgeries, sometimes before you are even aware you need any. The basic upkeep protocol performs the following acts.&lt;br /&gt;
** Assembles raw nutrients from ambient molecules sufficient for life.&lt;br /&gt;
*** Not enough to stave off hunger and its ill effects.&lt;br /&gt;
** Is capable of shutting down the body for extreme repair when death would otherwise result.&lt;br /&gt;
** Can assemble and attach new cells, causing massive cellular regeneration, up to and including lost limbs.&lt;br /&gt;
** Keeps arteries and veins whole, plaque free, and elastic&lt;br /&gt;
** Assists with oxygen transfer and waste removal&lt;br /&gt;
** Manufacture missing vital compounds if the body is not producing a sufficient amount&lt;br /&gt;
** Undo radioactivity damage, provided the nanites are not too damaged by the same source.&lt;br /&gt;
*** Works better once radioactive source is removed&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
* A body has to be, mostly, in one piece to reassemble. A body that is incinerated, evaporated, diced, cubed, or otherwise ripped asunder is beyond the abilities of nanites to save.&lt;br /&gt;
** An attempt could be made to assemble a new body entirely, but, as above, there&#039;s no particular assurance the body will receive that spark of life once the original has died, rather than being taken apart by the nanites and put together elsewhere. It&#039;s a strange difference, but this rule does not seem to be mutable.&lt;br /&gt;
&lt;br /&gt;
====Exotic Biology====&lt;br /&gt;
* Nanites can get very creative, with proper programming, in making biology work in ways it should not. Making &#039;living&#039; beings out of alternative materials, or in unusual shapes and configurations are possible. Here are some things it can&#039;t do.&lt;br /&gt;
** It can&#039;t make gaseous life forms.&lt;br /&gt;
** It can&#039;t make liquid life forms(Goo is as liquid as it gets, any less cohesive and the life form becomes an inert puddle)&lt;br /&gt;
** It can&#039;t make radioactive life forms(They would damage the nanites constantly, making the transformation itself haphazard, and upkeep impossible, eventually leading to death)&lt;br /&gt;
** It can&#039;t make beings taller than about ninety feet or so, at which point, even with immense energy and nanite intervention, the life form would collapse on itself and expire.&lt;br /&gt;
** It can&#039;t make beings smaller than about six inches. Smaller than this and a sufficient number of nanites can&#039;t occupy the space without dangerously high concentration.&lt;br /&gt;
** Without an extensive, specialized, program, bodies must be one, whole, structure, not separate structures.&lt;br /&gt;
*** Goo girls can not split themselves in two and act independently. One would live, the other would be inert, either rotting or later being reabsorbed by the still living goo girl.&lt;br /&gt;
**** Unless the right program is used(See the mini goos they like to use).&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Since nanites don&#039;t do much thinking for themselves, they are in constant communication with the offsite computer. When the user of nanites leaves the range of that computer, known as the &#039;bubble&#039;, most nanite functionality shuts down, and begins to only follow what tiny little programs the transponders have built in. This is typically just the upkeep program. &lt;br /&gt;
** The nanites will do everything listed above, though major surgeries and dissolutions are offline, requiring coordination with the computer to do without killing the patient in the process.&lt;br /&gt;
** Beings that require constant upkeep to exist, such as jellied anatomy, typically have a higher concentration of transponder nanites in their system, which hold the extra programming required for existing. Outside the bubble, they don&#039;t begin to melt, and can survive.&lt;br /&gt;
** Infecting others is impossible outside of bubbles.&lt;br /&gt;
** Shapeshifting is impossible outside of bubbles.&lt;br /&gt;
*** This only applies to nanite methods, however. A [[Fenrir Wolf]] dedicant can turn into a wolf, or a human, but not back into their favorite nanite-based shapes, for instance.&lt;br /&gt;
*** Both of the above require the advanced computational power of an offsite computer to perform without simply killing the host.&lt;br /&gt;
** Most &#039;mutant&#039; powers work normally, if they are entirely biological in origin. Nanite enhanced powers will typically fail, or perform very poorly, without the needed computational power.&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29733</id>
		<title>Nanite Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29733"/>
		<updated>2013-04-04T09:32:23Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Creating Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nanotechnology is an astoundingly powerful tool that, with the right programming and forethought, can make miracles a reality where otherwise it would be impossible, extremely expensive, or just impractically long to do. They are not without limitations, however. At the heart, they are little machines. They have extremely limited(essentially none) intelligence, individually. They rely on an off site computer to coordinate their efforts with limited cooperative power with local transponding nanites that relay commands and report changing environments.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
The transponder nanites are the weakest point of the nanite chain of command. A sharp burst of EMP interference will cause them to lose connection with the off site computer, or even cause damage to their internal radios. If enough of them are brought offline, the entire nanite mass becomes inert until new transponders can be assembled.&lt;br /&gt;
&lt;br /&gt;
=Hard Limits=&lt;br /&gt;
&lt;br /&gt;
==Creating Life==&lt;br /&gt;
* Nanites can&#039;t work with souls. Strange place to begin, but science hasn&#039;t even proven such things exist, and if they did, little flecks of carbon and aluminum are insufficient to get a good handle on one and move it around or manipulate one.&lt;br /&gt;
** If an animal is created from &#039;nothing&#039;, out of neighboring idle molecules, it typically fails to express life. There are rare exceptions. Figure the chances to be about 5% of any given corpse being assembled snapping to life within a minute of production. After a minute has passed, the body begins decaying and there&#039;s little more to be done.&lt;br /&gt;
** Non sentient Plants do not have this issue, and can be assembled on demand. Microscopic organisms also do not seem to mind being created.&lt;br /&gt;
&lt;br /&gt;
==Life Extension==&lt;br /&gt;
* A body flooded with nanites is like having a dedicated doctor following you around all day, dispensing nutritional advice, administering drugs and performing surgeries, sometimes before you are even aware you need any. The basic upkeep protocol performs the following acts.&lt;br /&gt;
** Assembles raw nutrients from ambient molecules sufficient for life.&lt;br /&gt;
*** Not enough to stave off hunger and its ill effects.&lt;br /&gt;
** Is capable of shutting down the body for extreme repair when death would otherwise result.&lt;br /&gt;
** Can assemble and attach new cells, causing massive cellular regeneration, up to and including lost limbs.&lt;br /&gt;
** Keeps arteries and veins whole, plaque free, and elastic&lt;br /&gt;
** Assists with oxygen transfer and waste removal&lt;br /&gt;
** Manufacture missing vital compounds if the body is not producing a sufficient amount&lt;br /&gt;
** Undo radioactivity damage, provided the nanites are not too damaged by the same source.&lt;br /&gt;
*** Works better once radioactive source is removed&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
* A body has to be, mostly, in one piece to reassemble. A body that is incinerated, evaporated, diced, cubed, or otherwise ripped asunder is beyond the abilities of nanites to save.&lt;br /&gt;
** An attempt could be made to assemble a new body entirely, but, as above, there&#039;s no particular assurance the body will receive that spark of life once the original has died, rather than being taken apart by the nanites and put together elsewhere. It&#039;s a strange difference, but this rule does not seem to be mutable.&lt;br /&gt;
** Though agents are not informed of such, the three major factions have rigged their comm units to signal immediate and complete dissolving in true emergencies, preferring to emergency assemble their agents at home rather than suffer true death. Since this only occurs when death is a certainty, the agent is usually already unconscious, and is entirely unaware that they were just rendered down to paste at the last moment and recreated elsewhere. (Note: No player&#039;s character will know of this, ICly. It is one of the factions most closely guarded secrets)&lt;br /&gt;
&lt;br /&gt;
====Exotic Biology====&lt;br /&gt;
* Nanites can get very creative, with proper programming, in making biology work in ways it should not. Making &#039;living&#039; beings out of alternative materials, or in unusual shapes and configurations are possible. Here are some things it can&#039;t do.&lt;br /&gt;
** It can&#039;t make gaseous life forms.&lt;br /&gt;
** It can&#039;t make liquid life forms(Goo is as liquid as it gets, any less cohesive and the life form becomes an inert puddle)&lt;br /&gt;
** It can&#039;t make radioactive life forms(They would damage the nanites constantly, making the transformation itself haphazard, and upkeep impossible, eventually leading to death)&lt;br /&gt;
** It can&#039;t make beings taller than about ninety feet or so, at which point, even with immense energy and nanite intervention, the life form would collapse on itself and expire.&lt;br /&gt;
** It can&#039;t make beings smaller than about six inches. Smaller than this and a sufficient number of nanites can&#039;t occupy the space without dangerously high concentration.&lt;br /&gt;
** Without an extensive, specialized, program, bodies must be one, whole, structure, not separate structures.&lt;br /&gt;
*** Goo girls can not split themselves in two and act independently. One would live, the other would be inert, either rotting or later being reabsorbed by the still living goo girl.&lt;br /&gt;
**** Unless the right program is used(See the mini goos they like to use).&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Since nanites don&#039;t do much thinking for themselves, they are in constant communication with the offsite computer. When the user of nanites leaves the range of that computer, known as the &#039;bubble&#039;, most nanite functionality shuts down, and begins to only follow what tiny little programs the transponders have built in. This is typically just the upkeep program. &lt;br /&gt;
** The nanites will do everything listed above, though major surgeries and dissolutions are offline, requiring coordination with the computer to do without killing the patient in the process.&lt;br /&gt;
** Beings that require constant upkeep to exist, such as jellied anatomy, typically have a higher concentration of transponder nanites in their system, which hold the extra programming required for existing. Outside the bubble, they don&#039;t begin to melt, and can survive.&lt;br /&gt;
** Infecting others is impossible outside of bubbles.&lt;br /&gt;
** Shapeshifting is impossible outside of bubbles.&lt;br /&gt;
*** This only applies to nanite methods, however. A [[Fenrir Wolf]] dedicant can turn into a wolf, or a human, but not back into their favorite nanite-based shapes, for instance.&lt;br /&gt;
*** Both of the above require the advanced computational power of an offsite computer to perform without simply killing the host.&lt;br /&gt;
** Most &#039;mutant&#039; powers work normally, if they are entirely biological in origin. Nanite enhanced powers will typically fail, or perform very poorly, without the needed computational power.&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29732</id>
		<title>Nanite Limits</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Nanite_Limits&amp;diff=29732"/>
		<updated>2013-04-04T09:31:47Z</updated>

		<summary type="html">&lt;p&gt;Nuku: /* Creating Life */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nanotechnology is an astoundingly powerful tool that, with the right programming and forethought, can make miracles a reality where otherwise it would be impossible, extremely expensive, or just impractically long to do. They are not without limitations, however. At the heart, they are little machines. They have extremely limited(essentially none) intelligence, individually. They rely on an off site computer to coordinate their efforts with limited cooperative power with local transponding nanites that relay commands and report changing environments.&lt;br /&gt;
&lt;br /&gt;
=Weaknesses=&lt;br /&gt;
&lt;br /&gt;
The transponder nanites are the weakest point of the nanite chain of command. A sharp burst of EMP interference will cause them to lose connection with the off site computer, or even cause damage to their internal radios. If enough of them are brought offline, the entire nanite mass becomes inert until new transponders can be assembled.&lt;br /&gt;
&lt;br /&gt;
=Hard Limits=&lt;br /&gt;
&lt;br /&gt;
==Creating Life==&lt;br /&gt;
* Nanites can&#039;t work with souls. Strange place to begin, but science hasn&#039;t even proven such things exist, and if they did, little flecks of carbon and aluminum are insufficient to get a good handle on one and move it around or manipulate one.&lt;br /&gt;
** If an animal is created from &#039;nothing&#039;, out of neighboring idle molecules, it typically fails to express life, unless it is the replacement for another, dissasembled, creature. There are rare exceptions. Figure the chances to be about 5% of any given corpse being assembled snapping to life within a minute of production. After a minute has passed, the body begins decaying and there&#039;s little more to be done.&lt;br /&gt;
** Non sentient Plants do not have this issue, and can be assembled on demand. Microscopic organisms also do not seem to mind being created.&lt;br /&gt;
&lt;br /&gt;
==Life Extension==&lt;br /&gt;
* A body flooded with nanites is like having a dedicated doctor following you around all day, dispensing nutritional advice, administering drugs and performing surgeries, sometimes before you are even aware you need any. The basic upkeep protocol performs the following acts.&lt;br /&gt;
** Assembles raw nutrients from ambient molecules sufficient for life.&lt;br /&gt;
*** Not enough to stave off hunger and its ill effects.&lt;br /&gt;
** Is capable of shutting down the body for extreme repair when death would otherwise result.&lt;br /&gt;
** Can assemble and attach new cells, causing massive cellular regeneration, up to and including lost limbs.&lt;br /&gt;
** Keeps arteries and veins whole, plaque free, and elastic&lt;br /&gt;
** Assists with oxygen transfer and waste removal&lt;br /&gt;
** Manufacture missing vital compounds if the body is not producing a sufficient amount&lt;br /&gt;
** Undo radioactivity damage, provided the nanites are not too damaged by the same source.&lt;br /&gt;
*** Works better once radioactive source is removed&lt;br /&gt;
&lt;br /&gt;
===Limits===&lt;br /&gt;
* A body has to be, mostly, in one piece to reassemble. A body that is incinerated, evaporated, diced, cubed, or otherwise ripped asunder is beyond the abilities of nanites to save.&lt;br /&gt;
** An attempt could be made to assemble a new body entirely, but, as above, there&#039;s no particular assurance the body will receive that spark of life once the original has died, rather than being taken apart by the nanites and put together elsewhere. It&#039;s a strange difference, but this rule does not seem to be mutable.&lt;br /&gt;
** Though agents are not informed of such, the three major factions have rigged their comm units to signal immediate and complete dissolving in true emergencies, preferring to emergency assemble their agents at home rather than suffer true death. Since this only occurs when death is a certainty, the agent is usually already unconscious, and is entirely unaware that they were just rendered down to paste at the last moment and recreated elsewhere. (Note: No player&#039;s character will know of this, ICly. It is one of the factions most closely guarded secrets)&lt;br /&gt;
&lt;br /&gt;
====Exotic Biology====&lt;br /&gt;
* Nanites can get very creative, with proper programming, in making biology work in ways it should not. Making &#039;living&#039; beings out of alternative materials, or in unusual shapes and configurations are possible. Here are some things it can&#039;t do.&lt;br /&gt;
** It can&#039;t make gaseous life forms.&lt;br /&gt;
** It can&#039;t make liquid life forms(Goo is as liquid as it gets, any less cohesive and the life form becomes an inert puddle)&lt;br /&gt;
** It can&#039;t make radioactive life forms(They would damage the nanites constantly, making the transformation itself haphazard, and upkeep impossible, eventually leading to death)&lt;br /&gt;
** It can&#039;t make beings taller than about ninety feet or so, at which point, even with immense energy and nanite intervention, the life form would collapse on itself and expire.&lt;br /&gt;
** It can&#039;t make beings smaller than about six inches. Smaller than this and a sufficient number of nanites can&#039;t occupy the space without dangerously high concentration.&lt;br /&gt;
** Without an extensive, specialized, program, bodies must be one, whole, structure, not separate structures.&lt;br /&gt;
*** Goo girls can not split themselves in two and act independently. One would live, the other would be inert, either rotting or later being reabsorbed by the still living goo girl.&lt;br /&gt;
**** Unless the right program is used(See the mini goos they like to use).&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
* Since nanites don&#039;t do much thinking for themselves, they are in constant communication with the offsite computer. When the user of nanites leaves the range of that computer, known as the &#039;bubble&#039;, most nanite functionality shuts down, and begins to only follow what tiny little programs the transponders have built in. This is typically just the upkeep program. &lt;br /&gt;
** The nanites will do everything listed above, though major surgeries and dissolutions are offline, requiring coordination with the computer to do without killing the patient in the process.&lt;br /&gt;
** Beings that require constant upkeep to exist, such as jellied anatomy, typically have a higher concentration of transponder nanites in their system, which hold the extra programming required for existing. Outside the bubble, they don&#039;t begin to melt, and can survive.&lt;br /&gt;
** Infecting others is impossible outside of bubbles.&lt;br /&gt;
** Shapeshifting is impossible outside of bubbles.&lt;br /&gt;
*** This only applies to nanite methods, however. A [[Fenrir Wolf]] dedicant can turn into a wolf, or a human, but not back into their favorite nanite-based shapes, for instance.&lt;br /&gt;
*** Both of the above require the advanced computational power of an offsite computer to perform without simply killing the host.&lt;br /&gt;
** Most &#039;mutant&#039; powers work normally, if they are entirely biological in origin. Nanite enhanced powers will typically fail, or perform very poorly, without the needed computational power.&lt;br /&gt;
&lt;br /&gt;
[[Category:Theme]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=24177</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=24177"/>
		<updated>2012-10-18T21:22:16Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Undo revision 24174 by Quaispirpyone1985 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
== Sites of Interest ==&lt;br /&gt;
* [http://web.flexiblesurvival.com Flexible Survival Forum]&lt;br /&gt;
* [http://nukuv.blogspot.com Nuku&#039;s Blog]&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[Newbie Command List]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Distillation]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:player land|Player Land]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=24176</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Main_Page&amp;diff=24176"/>
		<updated>2012-10-18T21:21:29Z</updated>

		<summary type="html">&lt;p&gt;Nuku: Protected &amp;quot;Main Page&amp;quot; ([edit=autoconfirmed] (indefinite) [move=autoconfirmed] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Welcome to the Flexible Survival Wiki.&#039;&#039;&#039;&lt;br /&gt;
[[File:Main.png|right|300px|Flexible Survival MUD]]&lt;br /&gt;
Flexible Survival is a supporting Wiki for the text-based Flexible Survival MUD created by Nuku Valente.&amp;lt;br /&amp;gt;&lt;br /&gt;
Its storyline is based in a not-too-distant past of 2008, containing science fiction elements about a nanite-based virus outbreak and its mutation-inducing consequences. The game is based on roleplay and classic hack&#039;n&#039;slash combat.&lt;br /&gt;
&lt;br /&gt;
 [http://croatian.anriintern.com/screenshots http://croatian.anriintern.com/screenshots] [http://syncshare.ru/?cat=104 http://syncshare.ru/?cat=104] [http://www.moregraphx.com/2012/01/06/a-chamber-of-commerce-web-site/ http://www.moregraphx.com/2012/01/06/a-chamber-of-commerce-web-site/] [http://www.barsett.com/index.php?id=1021124 http://www.barsett.com/index.php?id=1021124] [http://lostsoft.com/page/136/ http://lostsoft.com/page/136/] [http://burprofi.net/burproficategory/%d0%b1%d0%b5%d0%b7-%d1%80%d1%83%d0%b1%d1%80%d0%b8%d0%ba%d0%b8 http://burprofi.net/burproficategory/%d0%b1%d0%b5%d0%b7-%d1%80%d1%83%d0%b1%d1%80%d0%b8%d0%ba%d0%b8] [http://risowalka.ru/page/9/ http://risowalka.ru/page/9/] [http://сидиздесь.рф/tocart-28998-309.html http://сидиздесь.рф/tocart-28998-309.html] [http://bezvreda.kiev.ua/documents.php.htm http://bezvreda.kiev.ua/documents.php.htm] [http://www.medicina.uanl.mx/2011/10/examen-egel-mg-ceneval/ http://www.medicina.uanl.mx/2011/10/examen-egel-mg-ceneval/] [http://ippt-armenia.ru/index.php?option=com_fostar_1qc&amp;amp;amp;cid=3 http://ippt-armenia.ru/index.php?option=com_fostar_1qc&amp;amp;amp;cid=3] [http://tabletszone.ru/7-cortex-tablet-pc.html http://tabletszone.ru/7-cortex-tablet-pc.html] [http://zannestars.com/2011/03/15/chinese-street-cobbler/comment-page-1/ http://zannestars.com/2011/03/15/chinese-street-cobbler/comment-page-1/] [http://zeleznobeton.ru/?p=302 http://zeleznobeton.ru/?p=302] [http://flowerplants.ru/college-essay-ideas.php http://flowerplants.ru/college-essay-ideas.php] [http://playrandomgames.tk/autc-256647.php http://playrandomgames.tk/autc-256647.php] [http://www.actionprofit.ru/category/restylane http://www.actionprofit.ru/category/restylane] [http://www.practimaxplus.com/?paged=83 http://www.practimaxplus.com/?paged=83] [http://mikkelinvalokuvakeskus.net/fotogalereya/676-fotografiya_562.html http://mikkelinvalokuvakeskus.net/fotogalereya/676-fotografiya_562.html] [http://vipcasino-megapolis.com/avtomat-keks.html http://vipcasino-megapolis.com/avtomat-keks.html] [http://www.ijtimoiy-fikr.org/2008/07/ http://www.ijtimoiy-fikr.org/2008/07/] _,&lt;br /&gt;
&lt;br /&gt;
== Getting Started  ==&lt;br /&gt;
&lt;br /&gt;
How to connect to Flexible Survival MUD: &lt;br /&gt;
&lt;br /&gt;
# Download a MUSH/MUD/MUX client. A list of clients can be found here: [http://www.mudconnect.com/resources/Mud_Resources:Mud_Clients.html Clients]&lt;br /&gt;
# Use your client to connect to flexiblesurvival.com port 2000&lt;br /&gt;
# Type &#039;create yourcharactername yourpassword&#039; and join the moshpit of mutates and survivors!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t want to download a client? Click [http://web.flexiblesurvival.com/play web.flexiblesurvival.com/play]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Newbie Help!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Story: [[Flexible Infection Primer]]&lt;br /&gt;
*How do I start? [[Newbie Primer]]&lt;br /&gt;
*How do I do anything? [[Newbie Command List]]&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Dedications|Dedications]]&lt;br /&gt;
| [[Fairhaven]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
| [[:Category:Monsters|Ferals]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
| [[Promethean Nanites]]&lt;br /&gt;
| [[Prometheans]]&lt;br /&gt;
| [[RSX]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Woodfield]]&lt;br /&gt;
| [[Zephyr]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mako Items|Items, Mako]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]]&lt;br /&gt;
| [[Organ sizes]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Skills|Skills]]&lt;br /&gt;
|- &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[Distillation]]&lt;br /&gt;
| [[Level Costs]]&lt;br /&gt;
| [[:Category:player land|Player Land]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[:Category:PCs|Players]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== This Wiki  ==&lt;br /&gt;
&lt;br /&gt;
The wiki is supposed to become an informative source for new and old Flexible Survival MUD players alike. As such it needs more of the following: &lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Theme|Theme]] &lt;br /&gt;
| [[:Category:Guides|Guides]] &lt;br /&gt;
| [[:Category:Code|Code]] &lt;br /&gt;
| [[:Category:Commands|Commands]]&lt;br /&gt;
| [[Multiplayer_Updates|Updates]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Merits|Merits/Perks]] &lt;br /&gt;
| [[:Category:Skills|Skills]] &lt;br /&gt;
| [[:Category:Professions|Professions]] &lt;br /&gt;
| [[Missions]]&lt;br /&gt;
| [[:Category:Locations|Locations]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Weapons|Weapons]] &lt;br /&gt;
| [[:Category:Items|Items]] &lt;br /&gt;
| [[:Category:Mutant powers|Mutant Powers]] &lt;br /&gt;
| [[:Category:Monsters|Monsters]]&lt;br /&gt;
| [[:Category:Recipe|Recipe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Group upgrades|Group Upgrades]] &lt;br /&gt;
| [[:Category:Dedications|Dedications]] &lt;br /&gt;
| [[:Category:Roles|Roles]] &lt;br /&gt;
| [[:Category:Salvage|Salvage]]&lt;br /&gt;
| [[:Category:Factions|Factions]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Special:ListUsers|Players]] &lt;br /&gt;
| [[:Category:FanArt|Fan Art]] &lt;br /&gt;
| [[:Category:FanFiction|Fan Fiction]] &lt;br /&gt;
| [[:Category:RPLogs|RP Logs]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flexible Survival: Single-Player==&lt;br /&gt;
The single-player version of the game can be found at [http://blog.flexiblesurvival.com/ Nuku&#039;s blog] and is a text-based game with a &#039;sandbox&#039; feel.  On the surface, it is a timed survival game where players must keep their character fed, watered and sane until rescue by the military shortly after the infection of the city by the transformation nanites.  There are an array of creatures, events, NPCs and quests (both mini-quests and majour undertakings) to explore and experience.  Many of the creatures of the city will attempt to infect the player (often through sexual contact) resulting in body transformations.  The game has numerous &#039;endings&#039; based on how the player is infected at the end of the game, whether they survived or succumbed to the infection, and which NPCs have been encountered and saved.&lt;br /&gt;
&lt;br /&gt;
NOTE: These items still need to be filled.  This is just a template to build from.  Many also contain spoilers for game content.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;75%&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable&amp;quot; style=&amp;quot;background-color: rgb(238, 238, 238);&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Overall Gameplay]]&lt;br /&gt;
| [[Stats &amp;amp; Commands]]&lt;br /&gt;
| [[Feats]]&lt;br /&gt;
| [[Infection (Single Player)|Infection]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Items (Single Player)|Items]]&lt;br /&gt;
| [[Combat (Single Player)|Combat]]&lt;br /&gt;
| [[NPCs (Single Player)|NPCs]]&lt;br /&gt;
| [[Pets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[:Category:Locations (Single Player)|Locations]]&lt;br /&gt;
| [[:Category:Hunting_Areas|Hunting Areas]]&lt;br /&gt;
| [[:Category:Monsters (Single Player)|Enemies]]&lt;br /&gt;
| [[:Category:Heat|Heat]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Quests (Single Player)|Quests]]&lt;br /&gt;
| [[Save_Words|Save Words]]&lt;br /&gt;
| [[Coding Additions]]&lt;br /&gt;
| &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=User_talk:Sil&amp;diff=16130</id>
		<title>User talk:Sil</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=User_talk:Sil&amp;diff=16130"/>
		<updated>2012-08-10T16:59:44Z</updated>

		<summary type="html">&lt;p&gt;Nuku: moved User talk:Sil to Talk:Sil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Sil]]&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
	<entry>
		<id>https://wiki.flexiblesurvival.com/index.php?title=Talk:Sil&amp;diff=16129</id>
		<title>Talk:Sil</title>
		<link rel="alternate" type="text/html" href="https://wiki.flexiblesurvival.com/index.php?title=Talk:Sil&amp;diff=16129"/>
		<updated>2012-08-10T16:59:44Z</updated>

		<summary type="html">&lt;p&gt;Nuku: moved User talk:Sil to Talk:Sil&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==IP ban==&lt;br /&gt;
I think [[Special:Contributions/31.184.238.13|31.184.238.13]] has made himself a candidate for perma-banning.  Since, unlike other spambots, he hasn&#039;t gotten the idea when someone fixed his edits. -[[User:DeMatt|DeMatt]] 12:04, 26 June 2011 (MDT)&lt;br /&gt;
&lt;br /&gt;
== Deleting ==&lt;br /&gt;
&lt;br /&gt;
No Idea if more than you can delete, but that you can do it, i want to send your eyes on [[:Category:delete]] --07:18, 13 July 2011 (MDT)&lt;/div&gt;</summary>
		<author><name>Nuku</name></author>
	</entry>
</feed>