recursal/Fanatic-Fandom huggingface dataset:
Criminal Background

Some activity in your past has brought you at odds with the law. You might have been part of some band of thieves, bandits or smugglers, or you may have inadvertently broken the law though some action. You may even have spent time in jail for your crimes, and now you've either escaped or been set free, having paid for your sins.

Regardless, you've left those days behind - more or less - for a new life of adventuring. Still, some tricks of the trade might always come in handy, and regardless of your past crimes, you've picked up some skills and contacts that may come in handy in any situation.

### Skill Proficiencies

You gain **medium** proficiency in **Stealth**, and **low** proficiency in **deception** and **sleight of hand.**

### Tool Proficiency

You gain medium proficiency with the either the thieves' tools or forger's kit, and medium proficiency with either one gaming set or one musical instrument.

### Equipment

You start the game with a set of common clothes and a cloak, a 50 foot rope with a grappling hook, a gaming set or a musical instrument - depending on proficiency, fake id-papers and 10 gold pieces.

### Feature: Underworld Connections

You have connections to criminal contacts that can help you in several ways. These contacts may be able to hide you in a shelter or safe-house, should you need to go to ground for a while. They can also help you get in or out of cities unnoticed should that be necessary, and they might be able to supply most types of goods, though possibly at quite a steep price. They can also get information that's otherwise hard to come by, and will also be able to deliver messages over large distances. Abusing these resources, or asking too many favours might cause you to fall out of grace, so they should be used sparingly. Otherwise your underworld connections might start asking for favours in return - favours that often fall outside the law.
Alliance War (1977 - 1983)

Piznian Soldiers Fighting against the Terrian Trenches

### Resulted In

The Birth of the Confederacy, Mitteleuropa victory, Anglo-Dutch Disbanded, Piznian Expanded Land in Europe, Liquame Expanded Land, Terrian Loyalty to Mitteleuropa, Ending the Piznian-Terran Rival-ship of 600 Years.

## Participants

### Allied

Piznia, Liquame, Notscwitzerland, Piznia East, Iron Empire

## Campaigns

### Campaigns

French Campaign, Dutch Indonesia Campaign, American Campaign, Chinese Indonesia Campaign, Terrian Defense of France, Norwegian Invasion of The Brittish Isles.

**The Alliance War/Weltkrieg/American Revolution** was a Large-Scale War which lasted from the 21st of August 1977, to the 23 May 1983.

## **Summary**

**The Alliance War** started when the Confederacy of America declared independence from the Terran Commonwealth. The Emperor, Leonidas Sparticus was quoted as to say that he would have allowed them to be free, as he did not really see the America's as important as keeping World Stability.

However, Parliament disagreed, as they viewed keeping their empire together more important than World Stability, so they, ignoring the Emperor, decided to declare war against the Confederacy.

Mitteleuropa got Involved when Piznia was supporting The Confederacy with equipment, and a Terran submarine sunk a Piznian Cargo Ship. Wolfgang Strechenbach was quoted to be extremely angry at this time, and ordered all bordering armies to invade Terran France.

The casualties of this war is the second highest in all of Human History, totaling up to **231.9 Million.**
Gamora's Father

## Relevant Pages

**Gamora's Father** is a character mentioned in *Guardians of the Galaxy*.

## History

The unnamed Zehoberei was the father of Gamora. He was killed by Thanos when his daughter was very young.

### Legacy

Gamora remembers her father quite well, and tells Peter that her father never stressed about diplomacy. At first, Peter thinks she's talking about Thanos, but Gamora makes it clear that she was talking about her biological one.

## Trivia

* Gamora still considers her biological father to be her real father while she denounces Thanos as her father.
Half-elf

## Half-Elf Traits

Your half-elf character has some qualities in common with elves and some that are
unique to half-elves.

**Ability Score Increase.** You may increase your Dexterity, Intelligence, Wisdom **or** Charisma score by 1.

**Age.** Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.

**Alignment.** Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders
nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.

**Size.** Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

**Speed.** Your base walking speed is 30 feet. Darkvision. Thanks to your elf blood, you have
superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Fey Ancestry.** You have advantage on saving throws against being charmed, and magic
can’t put you to sleep.

**Skill Versatility.** You gain medium proficiency in two skills of your choice.

**Languages.** You gain medium proficiency in Common, Elvish, and low proficiency in one extra language of your choice.
Gnome

## Gnome Traits

Your gnome character has certain characteristics in common with all other gnomes.

**Ability Score Increase.** Your Intelligence score increases by 2, and your Wisdom is reduced by 2.

**Age.** Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

**Alignment.** Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos
are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.

**Size.** Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.

**Speed.** Your base walking speed is 25 feet.

**Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Gnome Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

**Languages.** You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.

## Sub-races

### Rock Gnome

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

**Ability Score Increase.** Your Constitution score increases by 1.

**Artificer’s Lore.** Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

**Tinker.** You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

* *Clockwork Toy.* This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
* *Fire Starter.* The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
* *Music Box.* When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Half-orc

## Half-Orc Traits

Your half-orc character has certain traits deriving from your orc ancestry.

**Ability Score Increase.** Your Strength score increases by 2, and your Constitution score increases by 1. Your intelligence is reduced by 2.

**Age.** Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

**Alignment.** Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.

**Size.** Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Darkvision.** Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

**Menacing.** You gain medium proficiency in the Intimidation skill.

**Relentless Endurance.** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

**Savage Attacks.** When you score a critical hit with a melee weapon attack, you can roll
one of the weapon’s damage dice one additional time and add it to the extra
damage of the critical hit.

**Languages.** You have medium proficiency in Common and Orc. Orc is a harsh, grating language
with hard consonants. It has no script of its own but is written in the Dwarvish script.
Peasant Background

You come from the lower classes, aspiring to greatness from the humblest of origins. You and your family own little or nothing, and are probably landless farmers, labourers, serfs or even slaves. Through choice or chance, you have broken away from your lowly roots.

Still, you have not forgotten where you came from, and if nothing, your simple background will give you some edge while adventuring in harsh environments.

### **Skill Proficiencies**

You gain **medium** proficiency in **Nature**, and **low** proficiency in **Animal Handling** and **Survival**.

### **Tool Proficiencies**

You gain **medium** proficiency with one artisan tool of your choice, as well as **Vehicles (Land)**.

### **Equipment**

You begin the game with a set of simple clothes, a tool from your previous trade, a small keepsake from your family, that probably isn't very valuable, but has great sentimental value to you. In addition you have a small pouch, and 10 gold pieces scraped together.

### **Feature: Salt of the Earth**

The peasant classes look out for their own, because usually no-one else will. While others of higher station may look down on you because of your low birth, you peers know you for one of their own. Wherever you go, as long as there is room and means, you will be allowed the hospitality of lower classes, giving you food and lodging for practically nothing, possibly just an hour or two light labour before bedtime. Of course this is only the case for short stays - if you stay on for longer, it is expected that you work (or pay) for your food.

In addition, others of the same class are more likely to open up to you with information they might otherwise withhold from people of the higher classes. Once, per scene or encounter you can gain advantage to one roll for any social skill to retrieve information or rumours form the locals.
Saving Throws

A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.

To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the GM.

Each class gives variying proficiency in the different saving throws. The wizard, for example, has **high** proficiency in Intelligence and Wisdom saves, and **low** proficiency in the other four.

As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. In some cases your proficiency level might change (usually from a feat or class ability). If this happens, adjust your saving throw bonus according to your new proficiency bonus, based on your character level.

Most monsters only have **low** proficiency in saving throws, but some monsters have higher saving throw proficiencies as well.

The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.

The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Gaining Levels

As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level.

When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels.

Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up).

When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, if your 7th-level fighter has a Constitution score of 17, when he reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8.

The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonuses for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level.
Trade Goods

Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).

Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
Resting

Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day.

## **Short Rest**

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below.

## **Long Rest**

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to one plus a quarter of the character’s total number of them (rounded down, minimum of one die). For example, if a character has eight Hit Dice, he or she can regain three spent Hit Dice upon finishing a long rest (one plus a quarter of eight, two, for a total of three).

Wound points are regained at one wound point per long rest. This increases to two if the rest is spent in comfortable surroundings (an inn will normally do, unless the fleas are extremely aggressive or the clientelle unusually bawdy).

A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Masanobu Fukuoka

**Masanobu Fukuoka** (福岡 正信, Fukuoka Masanobu) is a high school student residing in Kyoto alongside his grandparents following the death of his parents after a Hollow attack. Though his father perished during the incident, his mother remained unable to process the information, and after giving birth to Masanobu, she committed suicide. As a result, Masanobu is a Fullbringer like the grandmother he lives alongside, and since the early stages of his life he has been educated in his powers. Despite his young age, Masanobu is a fully awakened Fullbringer, one who holds such power that he claims that he poses a threat to the Gotei 13 themselves. As an ally of justice for humanity, Masanobu strives to break free from the chains and evil nature of their society. In the human world, his very existence is highly controversial. There are people who revere him as a savior of mankind, and others who condemn him for his foolhardy attempts as social reform. Yet, because of his own precautions, Masanobu has remained anonymous from his alternate identity as the leader of Teinen—an organization that has managed to force villains of the world to condemn their crimes by forcefully stealing their tainted desires.
Time

In situations where keeping track of the passage of time is important, the GM determines the time a task requires. The GM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable.

In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time.

For long journeys, a scale of days works best. Following the road from one city to another, the adventurers can spend several uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Fumikiri

**Fumikiri** (踏切, *Railroad Crossing*) is a Hakuda technique.

## Description

Moving the hands at blinding speed, the practitioner delivers two, powerful Knifehand strikes at an opponent. The force behind the attack carries enough physical force that it is capable of completely bifurcating one or two targets, even from a distance, killing them.
Inspiration

Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

### Gaining Inspiration

Your GM can choose to give you inspiration for a variety of reasons. Typically, GMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn inspiration in the game. You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.

### Using Inspiration

If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll.

Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration.
Pelaris

## Stats

* Dominated by: -
* Difficulty: Easy

## Description

The vespene rich gas giant Pelaris is the den of capitalism in this sector. Dominated by the Kel-Morian trading company, BTMC Inc., its Headquarters is surrounded by impoverished colonies which are inhabited by either low wage workers of BTMC, or freelance merchants. Unorganized thugs, rogues, and bounty hunters are also known to frequent this planet, but are usually pushed out by local forces. Pelaris is known throughout Neo-Gemini as a great place to do business, but a terrible place to vacation.

We are purchasing blueprints from BTMC for an economical Turbo Thruster that will enhance the cruising speed of the Jumayrah. Escort Zerash and Straasha to their representative to obtain the blueprints and stand by for following orders.
Encumberance, Lifting and Carrying

## **Lifting and Carrying**

Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.

### **Carrying Capacity.**

Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it.

### **Push, Drag, or Lift.**

You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

### **Size and Strength.**

Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

## **Encumbrance**

If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Military Background

You've spent some of your life serving in or with some form of military band, group or organization. Maybe you've been a professional soldier in a mercenary band, a squire associated with some knightly order, served in a local militia or guard or even part of some band of outlaws or lawless thugs. You may even have been some kind of hanger on to an army or mercenary company, not actually doing any fighting, but other necessary tasks, such as cooking, maintenance, animal husbandry or similar.

Regardless, a military life has left its mark on you, and given you some skills and manners to let you handle the arduous life as an adventurer. In addition ties formed in the field of battle are strong, and even if you've broken off from your past life, you can still count on some support from your previous brothers (and sisters) in arms.

### Skill Proficiencies

You gain **medium** proficiency in **Survival**, and **low** proficiency in**athletics** and **medicine.**

### Tool Proficiencies

You gain medium proficiency with one of the following: vehicles (land),mounts (horse or some other animal that may be common in your culture), cook's utensils, leatherworker's tools or smith's tools and medium proficiency with either one gaming set or one musical instrument.

### Equipment

You begin the game a set of common clothes and a cloak, a set of tools depending on proficiency (for vehicles or mounts you gain a small wagon or a saddle - you have to provide the animal yourself later), a gaming set or a musical instrument - depending on proficiency, a letter or badge of service or some insignia of rank and company, and 10 gold pieces.

### Feature: Band of Brothers

You still have some connection with whatever group, band, company, army or order you once served. You can generally count on these to offer you some aid - at the very least shelter and food, and possibly even protection in times of need (though you do not have enough sway to get the group to aid you in an attack or join you on adventure). The amount of aid you can expect is usually inversely proportional with the size and distribution of the given organization - while a vast army might have camps or barracks in several locations, their devotion to a single member is limited. Meanwhile, a small tightly knit mercenary band might only be encountered in one specific location, but their devotion to members, past and current, is much fiercer.

Finally, if you display your allegiance, you are usually treated with the same degree of hospitality as the organization as a whole when dealing with officials - something that may or may not be an advantage. For instance, if you have connections with the King's guard, you'll probably be well treated by officials within the kingdom. In the neighbouring kingdom, at war with yours, this obviously won't be much of a boon.
Ares Eisenburg

**Ares Eisenburg** (アイゼンバーグ アレス, *Eisenburg Ares*) is an Echt Quincy from the Eisenburg Family as well as twin sister of A.J Eisenburg. Both she and her twin brother were sent to Kyoto City so that they could enroll into the X Academy by their elder sister, Kariss Eisenburg.

## Powers and Abilities

### Spirit Weapon

**Heilig Bogen** (神聖弓 (ハイリッヒ・ボーグン), *Hairihhi Bōgun*; German for "Holy Bow", Japanese for "Sacred Bow"): is the spirit weapon used by Ares after concentrating her spirit energy and pouring it into her Quincy Cross. Once enough spirit energy is poured the Quincy cross acts as a center for the actual bow. The bow is medium sized and extremely then, lookly relatively similiar to Masaki Kurosaki's Heilig Bogen had it not been for height.

* **Heilig Pfeil** (神聖滅矢 (ハイリッヒ・プファイル), *Hairihhi Pufairu*; German for "*Holy Arrow,*" Japanese for "*Sacred Destruction Arrows*"): By condensing reishi, Ares can create spiritual arrows which are used as ammo for her Heilig Bogen.
Halfling

## Halfling Traits

Your halfling character has a number of traits in common with all other halflings.

**Ability Score Increase.** Your Dexterity score increases by 2 and your Strength score is decreased by 2.

**Age.** A halfling reaches adulthood at the age of 20 and generally lives into the middle
of his or her second century.

**Alignment.** Most halflings are lawful good. As a rule, they are good-hearted and kind, hate
to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.

**Size.** Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

**Speed.** Your base walking speed is 25 feet.

**Lucky.** When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

**Brave.** You have advantage on saving throws against being frightened.

**Halfling Nimbleness.** You can move through the space of any creature that is of a size larger than yours.

**Languages.** You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are travelling.

## Sub-races.

### Lightfoot

As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable

and get along well with others.

Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life.

**Ability Score Increase.** Your Charisma score increases by 1.

**Naturally Stealthy.** You can attempt to hide even when you are obscured only by a creature
that is at least one size larger than you.
Mounts and Vehicles

## Mounts and Other Animals

A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity.

An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

Mounts other than those listed here are available in fantasy gaming worlds, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself.

## Tack, Harness and Drawn Vehicles

#### **Barding.**

Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.

#### **Saddles.**

A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount.

## Waterborne vehicles

 Keelboat
 Longship
 Rowboat
 Sailing ship
 Warship

#### **Rowed Vessels.**

Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

## Vehicle or Mount Proficiency.

If you have proficiency with a certain kind of vehicle or mount (land or water), you can add your proficiency bonus to any check you make to control that kind of mount or vehicle in difficult circumstances.
Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Your background roughly describes what class of society you belonged to before you struck out to seek glory and fortune adventuring. Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

### Proficiencies

Each background gives a character some proficiency in a set of skills. In addition, most backgrounds give a character proficiency with one or more tools. If a character would gain the same proficiency from two different sources, he or she can choose to increase the proficiency level with that skill or tool.

### Languages

Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages.”

### Equipment

Each background provides a package of starting equipment. If you use the optional rule to spend coin on gear, you do not receive the starting equipment from your background.

### Social Class

Most medieval fantasy settings operate with some degree of social class structure, based on the feudal society of the age. These backgrounds broadly reflect these social classes, but aside from the various features, they do not automatically confer any other benefits – such as automatic wealth or property. A character with the noble background may be from a noble house, and will be recognised as such among her peers, but that does not automatically grant access to property, land or wealth. Maybe the character is far back in the line of inheritance, has been disinherited by their family, or the family has fallen on hard times. Regardless of class and background, adventurers tend to be outsiders from society as a whole, and no-one cares about your birthright in the bowel of a deep dungeon.
Human

## Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.

**Ability Score Increase.** Your  increase one ability score of your choice by 1.

**Age.** Humans reach adulthood in their late teens and live less than a century.

**Alignment.** Humans tend toward no particular alignment. The best and the worst are found among them.

**Size.** Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

**Speed.** Your base walking speed is 30 feet.

**Languages.** You can speak, read, and write Common and one extra language of your choice.

Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Equipment

Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp).

With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.

One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer’s work for half a day, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.

In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound.

### **Selling Treasure**

Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot.

#### Arms, Armor, and Other Equipment.

As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell.

#### Magic Items.

Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such.

#### Gems, Jewelry, and Art Objects.

These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the GM might require you to find a buyer in a large town or larger community first.

#### Trade Goods.

On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
Clerical Background

You have spent your life in the service of a temple to a specific saint, god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshippers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channelling divine power.

Most clerical orders serve a god, a pantheon of gods, a saint or some other divine being. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny.

### Skill Proficiencies:

You gain **medium** proficiency in **Religion** and **low** proficiency in **Insight** and **Medicine**.

### Languages

You gain four proficiency ranks to distribute among languages of your choice.

### Equipment

A holy symbol (a gift to you when you entered the priesthood), a prayer book, prayer wheel or prayer beads, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp

### Feature: Shelter of the Faithful

As an initiate in the clerical orders, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive some free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Inspectopolis

## The Nation State of Inspectopolis

Lagtopian Flag

Borders of Inspectopolis (Deep Blue)

The Nuclear Event (ISO Raid on a nuclear facility taken hostage by the terrorist group Severance)

## Other

### Drives on the

Right

The Nation State of Inspectopolis (or Inspectopolis) is a country based in Eastern South America, but has several colonies as a result of the Great War and previous land grabs across the world. It is the first free nation currently in South America, having gained independence from Ill-has, a currently defunct nation, during the Democratic Revolution. It boasts one of the largest economies in the world, especially in fine wood and titanium and as well as a very powerful and tactical military, known for the world-renowned ISO division.
Piscia

## The Federal Republic of Piscia

The Flag of Piscia (note Strechenbach Emblem though they are a republic)

Piscia shown with Rival Iexieland

### History

Fall of the First Piznian Empire, Rise of Lutheranism, Confederacy w/ the Natives, Defender of the Western World, Vorkrieg, Great War, Fall of the Monarchy, Great patriotic War, Piscian Civil War

## Other

### Drives on the

Right

Piscia (Pißca) is the third oldest country on Earth, and it has endured many destructive times within its history, mostly in the last century.
Brasilistan/Piznian War

Assault of Qingdao on March 1st

The Brasilitan/Piznian War started when Piznian Citizens in Qingdao were taken from their homes in the Port to Brasilitan Mines to work to death. The Piznian Government responded with a Ultimatum to stop their actions immediately, or they will be annex fully.

The Brasilistan Government wanted to go to war with Piznia to take back the Port of Qingdao, so they ignored the Ultimatum and Declared War. The Siege/Assault of Qingdao took a full Month before the Assailants gave up, giving the Piznians time for a May assault, winning the war with the Sacking of Bani Stadt.

After the Peace of Qingdao, the Brasilistan government ceded power to Piznia for control of Brasilistan. The Peace Deal also set the Government of Piznia East to control the Brasilistan territory. The Treaty was Ratified on May 23, 1957.
Wars

Wars fought in the roleplay timeline.

*Major Conflicts*

The Great War (1936 - 1951)

Xaven War (June 23rd - June 28th 1973)

Alliance War (1977 - 1983)

The Great Patriotic War (1988 - 1992)

Brasili-Liquamese African Conquests (1993 - 1994)

Entente Wars (1995 - 1999)

Second Weltkrieg (January 4th - November 17th 2002)

French & Iberian Unification Wars (May 22nd - December 21st 2003)

Galactic Clone Wars (2004 - 2011)

*Minor Conflicts*

Nadsirian-Syraqi War (1971 - 1972)

Brasilistan-Piznian War (Febuary 1957 - May 1957)

Cazao Civil War
Galactic Clone Wars (2004 - 2011)

War on Cancri E.

**The Galactic Clone Wars** was the first war fought in the galaxy, and lasted about **2004 - 2011**. The nations fought between the **International Systems Committee** that consisted of 7 nations, and the opposing nation. **The Trade Federation**, or also known as formerly the **Independent Systems**. ***The reason why it was called the Clone Wars was the Piznian's creation of Winston Strechenbach templates that were cloned for elite troopers, which then took part in the Galactic Clone Wars.*** In addition, it was the deadliest galactic war with casualties resulting up to ***1.042 billion casualties***

### History

Conflicts begun in 2003, during the birth of Galactic Nations. The International systems set up a council of 9 parties. Most races of the council were 30 - 60% alien, and the other percent of humanoid persons. The topic of keeping the resources by the government itself and not the following mini-states of the International Systems. This spiked the attitude of some of the **Independia Party**. The Independia Party were those of the provinces of the International Systems who mine resources for the growing nations to enhance. While also getting the resources for galactic defense from foreign ex-galactic invaders.

### Tensions

Because of that, the Independia Party was angered by the council's decision to repeal share to the mini-states. This later made Independia Party leave the Council and established their own government and nation called the Independent Systems, who would grant freedom of trade and share in their mini-states.

### Nation Reputation

Most of the galactic nations find the Independent Systems to useful, as they've been creating interests for certain nations because of their ways of leading the economy.

#### War

The reason for the war was the Independent Systems rapidly growing army made up of entirely auromatic droids. With the exception of their identification, they've been programmed for battle and are entirely cheap to produce. Due to the advantage that the Independent Systems relied on the resources of a metal planet which was 4x bigger of that than Earth. The army was built up in a year, and the conquest for revenge against the International Systems was then set. Their name was renamed to the **Trade Federation**. To get to the core, the Federation had to decide to go through **Notschwitzerland** or the **New Conglomerate**. This was difficult for the nation having to fight a country protected by a galactic superpower or a pacifist state itself. Until the choice was decided, the front began on the New Conglomerate system.