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        <title>Meat Space Wiki</title>
        <description>for all your Spacing needs</description>
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    <item rdf:about="https://meatspacettrpg.com.au/item:gear:auto-lumin?rev=1791521177&amp;do=diff">
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        <dc:date>2026-10-09T04:46:17+00:00</dc:date>
        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>auto-lumin - [Changelog] </title>
        <link>https://meatspacettrpg.com.au/item:gear:auto-lumin?rev=1791521177&amp;do=diff</link>
        <description>Auto-Lumin
Auto-Lumin  DynaVision United - Where we put the D in U.   Archetype  Gear  Subtype  General    Requirement Value Upkeep       Brawn:  1     10c      -   Traits  Electronic  EffectsWhile this Item is Equipped, you increase the Light Level once. This can&#039;t increase the Light Level to Blinding Light. You can disable this effect as an Action. 
Changelog

Version 0.5c - Oct 2026</description>
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        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>flambeau - [Flambeau] </title>
        <link>https://meatspacettrpg.com.au/item:gear:flambeau?rev=1791517313&amp;do=diff</link>
        <description>Flambeau
Flambeau  Orc Corp - If it&#039;s not Orc, it&#039;s dork!   Archetype  Gear  Subtype  General    Requirement Value Upkeep       Brawn:  1     1c      1c   Traits  Set Up - Nature; 50/Action  EffectsThis Item can be Equipped in a Hand Slot and stored in a Holster Slot, as if it were an Equipment. While this Item is Set Up and Equipped in a Hand Slot, you increase the Light Level once. This can&#039;t increase the</description>
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        <title>gear - [General Gear] </title>
        <link>https://meatspacettrpg.com.au/item:gear?rev=1791516855&amp;do=diff</link>
        <description>Gear

Gear is a subtype of Item. Gear Items are a variety of useful objects that offer benefits or easy access to themselves when stored in a Pack Slot.



Gear covers a wide range of utility and buff options for your Character but are limited by the amount of Pack Slots you have.



On this page all</description>
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        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>torch - [Torch] </title>
        <link>https://meatspacettrpg.com.au/item:gear:torch?rev=1791516831&amp;do=diff</link>
        <description>Torch
Torch  Philo&#039;s Groove - Transmuting a louder tomorrow!   Archetype  Gear  Subtype  General    Requirement Value Upkeep       Brawn:  1     5c      -   Traits  Electronic  EffectsThis Item can be Equipped in a Hand Slot and stored in a Holster Slot, as if it were an Equipment. While this Item is Equipped in a Hand Slot, you increase the Light Level once. This can&#039;t increase the Light Level to Blinding Light.</description>
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        <title>light_level</title>
        <link>https://meatspacettrpg.com.au/mechanic:general:environment:light_level?rev=1791514454&amp;do=diff</link>
        <description>Light Level

Light Level is a mechanical term used to describe the amount of visible light in the local environment. Light Level primarily interacts with [Visual Perception], but can apply additional effects.



There are five Light Levels:

Null Light

This is the lowest Light Level. There is no visible light, typical of lightless environments such as deep caves or unilluminated regions of space.</description>
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        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>condition - [List of Common Conditions] </title>
        <link>https://meatspacettrpg.com.au/mechanic:conflict:condition?rev=1791514358&amp;do=diff</link>
        <description>Conditions

Conditions are a mechanical category. Conditions are a range of temporary to long lasting effects that can hinder or harm those affected by them. Find below links to all of the  Condititions.



Please Note: Unless otherwise specified by the Condition itself or Ability that applied it,</description>
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        <title>round - created</title>
        <link>https://meatspacettrpg.com.au/mechanic:general:time:round?rev=1791514055&amp;do=diff</link>
        <description>Round

This section is currently in the process of being written - AAXW!



Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Environmental Step

This section is currently in the process of being written - AAXW!</description>
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        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>time</title>
        <link>https://meatspacettrpg.com.au/mechanic:general:time?rev=1791513945&amp;do=diff</link>
        <description>Time

This section is currently in the process of being written - AAXW!



Meat Space is currently in pre-alpha, and this page will be expanded with additional guidance, examples and context during development.

Time is a mechanical and categorical term. It refers to both narrative durations and mechanical timing terms.</description>
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        <dc:date>2026-10-08T22:45:55+00:00</dc:date>
        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>upgrading_property</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:dice_pool:property:upgrading_property?rev=1791499555&amp;do=diff</link>
        <description>Upgrading Properties

Properties can be Upgraded through the use of certain Masteries, Items or  Abilities.



When Upgrading a Property, advance along the progression list from your starting Property. Moving once per Upgrade.

  Trusty  &gt;Advantage&gt;Reliable&gt;Fine&gt;Doubles&gt;Exploding&gt;Perfection


Fickle&gt;Disadvantage&gt;Unreliable&gt;Poor&gt;Imploding&gt;Troubles&gt;Imperfection



Example: Olivine the Oricalcai is performing a Study Check under the effects of the</description>
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        <title>exploding</title>
        <link>https://meatspacettrpg.com.au/traits:exploding?rev=1791499502&amp;do=diff</link>
        <description>Exploding

Trait - Property 



While under the effects of this Property, whenever you would achieve a Result on a Die equal to the maximum that die can roll, such as an 8 on a D8 or 4 on a D4, you may add that Result to your Total twice.




Example: Rolling a 6 on a D6 under the effects of</description>
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        <dc:date>2026-10-07T04:27:34+00:00</dc:date>
        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>surf_board - [Surf Board] </title>
        <link>https://meatspacettrpg.com.au/item:gear:surf_board?rev=1791347254&amp;do=diff</link>
        <description>Surf Board
Surf Board  Thesean Astromotive - It doesn&#039;t have to be new to be yours!  Archetype  Gear  Subtype  General  MkRequirementValueUpkeep  Mk. 1    Brawn: 2    500c    100c    Mk. 2    Brawn: 2    4,000c    88c    Mk. 3    Brawn: 2    13,500c    75c    Mk. 4    Brawn: 2    32,000c    63c    Mk. 5    Brawn: 2    62,500c    50c</description>
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        <dc:date>2026-10-07T04:26:43+00:00</dc:date>
        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>skate_board - [Skate Board] </title>
        <link>https://meatspacettrpg.com.au/item:gear:skate_board?rev=1791347203&amp;do=diff</link>
        <description>Skate Board
Skate Board  Philo&#039;s Groove - Transmuting a louder tomorrow!  Archetype  Gear  Subtype  General  MkRequirementValueUpkeep  Mk. 1    Brawn: 2    500c    100c    Mk. 2    Brawn: 2    4,000c    88c    Mk. 3    Brawn: 2    13,500c    75c    Mk. 4    Brawn: 2    32,000c    63c    Mk. 5    Brawn: 2    62,500c    50c  Traits</description>
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        <dc:date>2026-10-07T04:25:27+00:00</dc:date>
        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>hover_board - [Hover Board] </title>
        <link>https://meatspacettrpg.com.au/item:gear:hover_board?rev=1791347127&amp;do=diff</link>
        <description>Hover Board
Hover Board  Philo&#039;s Groove - Transmuting a louder tomorrow!  Archetype  Gear  Subtype  General  MkRequirementValueUpkeep  Mk. 1    Brawn: 2    1,000c    200c    Mk. 2    Brawn: 2    8,000c    175c    Mk. 3    Brawn: 2    27,000c    150c    Mk. 4    Brawn: 2    64,000c    125c    Mk. 5    Brawn: 2    125,000c    100c</description>
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        <dc:creator>ms_ash (ms_ash@undisclosed.example.com)</dc:creator>
        <title>earth_board - [Earth Board] </title>
        <link>https://meatspacettrpg.com.au/item:gear:earth_board?rev=1791347107&amp;do=diff</link>
        <description>Earth Board
Earth Board  Philo&#039;s Groove - Transmuting a louder tomorrow!  Archetype  Gear  Subtype  General  MkRequirementValueUpkeep  Mk. 1    Brawn: 2    1,000c    200c    Mk. 2    Brawn: 2    8,000c    175c    Mk. 3    Brawn: 2    27,000c    150c    Mk. 4    Brawn: 2    64,000c    125c    Mk. 5    Brawn: 2    125,000c    100c</description>
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        <dc:date>2026-10-07T04:17:01+00:00</dc:date>
        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>fortuitous</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:dice_pool:property:fortuitous?rev=1791346621&amp;do=diff</link>
        <description>Fortuitous

Fortuitous is both a Property and Trait.



While under the effects of this Property the following is applied to Dice Pools you generate:



Should you achieve Critical Success, you benefit from additional effects beyond those normally applied by a Critical Success.



These benefits will be defined by the Item, Ability, etc conferring this</description>
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        <dc:date>2026-10-07T04:16:54+00:00</dc:date>
        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>dangerous</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:dice_pool:property:dangerous?rev=1791346614&amp;do=diff</link>
        <description>Dangerous

Dangerous is both a Property and Trait. 



While under the effects of this Property the following is applied to Dice Pools you generate:



Should you achieve Critical Failure, you suffer additional consequences beyond those normally applied by a Critical Failure.



These consequences will be defined by the</description>
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        <dc:date>2026-10-07T04:16:37+00:00</dc:date>
        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>penalty</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:dice_pool:penalty?rev=1791346597&amp;do=diff</link>
        <description>Penalty

Penalty is a mechanical and categorical term. It refers to any negative alteration or addition to a Dice Pool.



In addition, Penalties can also refer to any general negative effect an Entity may receive.</description>
    </item>
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        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>bonus</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:dice_pool:bonus?rev=1791346589&amp;do=diff</link>
        <description>Bonus

Bonus is a mechanical and categorical term. It refers to any beneficial alteration or addition to a Dice Pool.



The two primary forms of bonus are Bonus Die and Static Bonuses. See their pages for more.

In addition, Bonus can also refer to any general postive effect an Entity may receive.</description>
    </item>
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        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>check</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:check?rev=1791346581&amp;do=diff</link>
        <description>Check

Check is a mechanical term and type of Roll. Checks are used to measure a Character&#039;s ability to accomplish difficult tasks.



A Check is rolled when a Character performs an action against the environment, an object or no particular Entity. The GM will specify a Skill and a Difficulty.



A Check is performed by rolling a D20 and adding the</description>
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        <dc:date>2026-10-07T04:16:10+00:00</dc:date>
        <dc:creator>ms_wuntch (ms_wuntch@undisclosed.example.com)</dc:creator>
        <title>attack</title>
        <link>https://meatspacettrpg.com.au/mechanic:roll:attack?rev=1791346570&amp;do=diff</link>
        <description>Attack

Attack is a mechanical term and type of Roll. Attacks are a measure of a Character&#039;s ability to interact with others.



An Attack is rolled when a Character performs an action against another Character, Vehicle or specific Entity. The GM will specify a Skill, while the Difficulty is determined by an Appropriate Rating or Save performed by the</description>
    </item>
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