recursal/Fanatic-Fandom huggingface dataset:
Plains Template

Creatures of the Plains are all about wandering vast expanses of land; these nomads travel where ever they can find food and shelter, and they must keep constantly on the move in search of sustenance.

### Characteristics

Plains creatures are much hardier than those of most other environments; predators and prey alike extend chases over miles at time, and this is only possible with great endurance. The empty expanses also benefit creatures with fast run speeds, necessitating high Agility. Where these creatures come up lacking is in physical and mental power, deficient in both Strength and Intelligence.

* Agility: +1. Maximum Cap: +2 to Agility cap
* Body: +2. Maximum Cap: +4 to Body cap
* Intelligence: -2. Maximum Cap: -4 to Intelligence cap
* Strength: -1. Maximum Cap: -2 to Strength cap

### Skills

Most Plains creatures live in colonies, and from these colonies are born a rudimentary sense of Tactics. Perception isn't needed as badly as it is in other environments because there is little room to hide on an empty field. Deduction is important for judging another colony of creatures' intentions, and Tracking helps hunters follow the migrations of prey.

* Skill Bonus: +1d6 Tactics
* Skill Penalty: -1d6 Perception

### Traits

Plains creatures get Terrain Mastery over their environment, letting them spot creatures at a distance more effectively despite their penalty to Perception. Depending on the weather of their environment, a second Terrain Mastery covering Arctic or Desert conditions will help the character survive out in the open without shelter.

* Bonus Trait: Terrain Mastery (Plains)

### Flaws

Creatures of the plains don't have much patience for danger; food can get scarce in the open wilderness, especially for hunters, and the drive to eat makes the character reckless in the face of obstacles.

* Bonus Flaw: Reckless

### Recommended Abilities

Plains creatures aren't as perceptive as others, so some Enhanced Senses for improved vision is always welcome. Run will let them out-pace either pursuers or fleeing targets, and a ranged attack, such as Blast, will let them hit enemies from far away.
2038

## History

The SpaceRing, an electromagnetic mass driver, is completed in January 2038, with the first test conducted on March 11 with the Spaceplane *Prudence*. *Prudence* was accelerated to a speed of over 4,000 m/s in the SpaceRing before accelerating itself to 7,600 m/s, reaching suborbital space within 12 minutes and later forming an orbit with an apoapsis of 82,392 m and a periapsis of 82,340 m. *Prudence* completed an orbital flight before returning to Earth. The mission duration was 2 hours and 4 minutes. The cost for launching *Prudence* was calculated to be just over $400 per kilogram to Low Earth Orbit without considering the cost of construction of the SpaceRing, roughly an order of magnitude cheaper than previous endeavours.

Nostrand Industries completed their lunar base in June 2038, equipped with a quarry and mass deliverance systems. The base is scheduled to commence operations in later 2038, with a first scheduled shipment to Earth in 2039. The DTX-03 fusion reactor is completed by the INPA and Melton Industries in August, becoming the first nuclear fusion reactor to be constructed with efforts of a private company. The reactor served as a precursor to the DHX-04, the first energy-efficient nuclear fusion reactor.

JPCC nations started its own nuclear fusion program in November under the direction of the People's Congress of China. The program was kickstarted by the helium-3 shipments from Amari Corp in 2037.
Overweight Template

Some people are naturally heavy set compared to others; there's nothing wrong with this so long as the person has maintains a healthy diet, but it can reflect a more sedentary lifestyle. Often, overweight characters are so because they put more importance on sharpening their minds than their bodies, and while younger people who are overweight are commonly bullied, adults usually have a health sense of self and are secure in their body image.

* Weight: It doesn't take much for a character to be considered overweight. There isn't a clear percentage difference between "healthy" and fat people; a human can be anywhere from 5 to 30 pounds (2.27 and 13.6 kilograms) overweight before people starting noticing they're fat. Certainly, anything over 30 pounds qualifies someone as overweight.
	+ Short Version: Anything above a person's healthy weight range qualifies them as overweight.

## Characteristics

The Overweight Template applies the following changes to Base Characteristics:

* Agility: -3.
	+ Fat gets in the way of movement and lowers a person's threshold for flexibility, hence the decrease in Agility.
* Body: -2.
	+ It's possible to be fat and in shape (take for example the wrestler Kevin Steen, working now as Kevin Owens for the WWE), but being overweight is going to tax someone's endurance more than being underweight.
* Ego: +2
	+ Being overweight is going to draw negative attention, but those who stay at a consistantly high weight eventually become comfortable with their image, certainly more than most underweight persons.
* Intelligence: +3
	+ Being overweight itself isn't necessarily intelligence, but it can reflect someone who spend more time learning and engaging in mentally stimulating tasks.
Arquebus

Arquebus: The arquebus is one of the earliest forms of rifle. They're large and take longer to reload than bows, but they completely tear through flesh much more easily than a bow.

* Type: Rifle
* Range: 46 meters
* Ammo Capacity: 1 Shot
* Reload Time: 1 Round
* Weight: 12 lb
* Required Strength: 15
* Damage: 6d6
* Special Effects: Penetrating
* Recommended Price: $196 USD
Exploit Weakness

The character excels at working with their allies to expose openings in their target's defense, and then exploiting those openings to deal more damage.

* Benefit: When the character performs a successful coordinated attack with their allies, their attack deals an additional 1d6 damage. This damage increases by 1d6 for every ally with this Trait that successfully participates in the coordinated attack.
Bardiche

Bardiche: A bardiche is a long-handled axe with a blade extending a quarter of the way down the shaft. Weapons with the same function of a bardiche include the medieval sparth (or Danish axe) or greataxes used by fantasy characters such as Gimli from The Lord of
the Rings trilogy.

* Type: Axe
* Weight: 9 lb
* Required STR: 16
* Damage: 6d6
* Special Effects: None
* Recommended Price: $112 USD
Armor Piercing

Armor Piercing attacks complete ignore the target's Armor and Damage Reduction.

* Cost: 1 Total Active Point per 3 Base Points
* Details: Armor Piercing bypass all Armor bonuses to Physical, Energy, Mental, or Power Defense, as well as any Damage Reduction the character has versus that category of attack. Armor Piercing applies to all dice in the attack, including those granted by high Charisma, Ego, or Intelligence. The only defense against Armor Piercing is to purchase an Impervious Armor or Damage Reduction Power.
Vulnerability

The character takes more damage from particular attacks, making certain types of enemies more dangerous than others to the character. The value of a Vulnerability is determined by what kinds of attacks the player is vulnerable to and how much extra damage they take.

## Vulnerability

Part of the complication's value is based on what kinds of attacks the character is vulnerable to; the more frequently the attack appears, the more valuable the complication is.

  Rare substance or power source
  Uncommon substance or power source
  Common substance or power source
  Infrequently appearing category of attacks
  Broad category of attacks

## Damage

The damage a character takes from an attack they are vulnerable to is calculated before the character applies their defenses to the attack. The higher the multiplier for the damage, the more the complication is worth.

  One quarter extra
  One half extra
  Three quarters extra
  Double damage
Blind-Fighting

Nothing can stop a physical powerhouse dead in their tracks quite like coming across an enemy they cannot see. Whether because the fighter is blinded or their opponent is naturally invisible, fighting someone a character cannot perceive is almost a guaranteed loss. This is why many martial arts attempt to hone their other senses, one of which is a sixth sense that alerts them to incoming danger and strike truly against unseen foes. This can never compensate for not being able to see, but it can give the warrior a fighting chance against invisible characters.

* Benefit: If the character is attacked by someone they cannot perceive, the enemy doesn't receive an Advantage to hit their target, nor does the Blind-Fighting character suffer any penalties to dodge. Additionally, if the character has some way of telling what space their unseen target is, they can attack that target's space and suffer no Disadvantages to Accuracy checks for attacking an invisible target.
	+ This Trait does not let the character know where the attack is coming from or precisely where they're hitting the opponent; all they know is the general direction from where they are being attacked and what part of the space the invisible target is most likely to be hit. If the Blind-Fighting character cannot tell where the invisible target is, they cannot reach out at random in the direction of the attack and strike at the unseen target with no penalty.
		- If combat is taking place on a grid or pre-drawn map, the character must know what hex or square the opponent is in order for their attack to hit.
Selective

A Selective Area of Effect lets the user exclude spaces or characters from the Power's effect.

* Cost: 1 Total Active Point per 5 Base Points per Immune character
* Details: When the character uses a Power that affects multiple targets, they can exempt a fixed number of characters from the effects. If the Power is Maintained, the immune characters are never affected for the duration.
	+ For Example: Willow has a Maintained, Area of Effect Entangle, but she doesn't want it to affect herself or her allies, so she makes it Selective to exempt two potential targets so that she and one of her allies can walk through the Entangle.
Greedy

Your character can never have enough of whatever they want, and they will go to extreme lengths to fulfill their desires.

* Effect: If the character fails to get an item they want, either from dividing treasure after an adventure or another appropriate scenario, they suffer Disadvantages on Interaction skills with the possessor of that item.
Appraisal

Appraisal is the character's ability to assess the worth of various objects

* Primary Characteristic: Intelligence
* Time to Perform: 1 Round for a rough value, 1 minute or more for exact value with proper resources available (see description).

If a character comes across an item they don't know the value of, they can attempt an Appraisal check to determine its value. If they spend a single round for the check, they can get a ball park estimate depending on the success of their roll, with a high roll allowing them to narrow down the item's value between a smaller range. If the character has a minute or more and the resources to help them research, they can determine the item's exact value with a successful roll. The difficulty for an Appraisal check is dependent on how rare the item is, as determined by the Game Master.

 Uncommon
 Rare
 Extremely Rare
 One of a Kind

When making an Appraise check to get an exact value, the character must have access to resources such as a library or the internet with which to conduct research. If character has nothing useful to help them determine an exact value, then they cannot make the check at all.

Characters can increase or decrease the difficulty of determining an item's valuing by spending more or less time on research.

* If the character treats the object as if its rarity were one stage higher, the Difficulty for determining the item's value is decreased by 5.
	+ For Example: Aran comes across a magic sword in his travels, but it's useless to him as a weapon because he lacks the training to use Heavy Blades properly. He decides to research the item and get as close of an estimate the item's value as he can, It would ordinary take him an hour to research this Rare sword's value, but he spends a full day instead, treating it as if were Extremely Rare instead. For doing so, the Difficulty for Appraising the sword drops from 28 to 23.
* If the character attempts to Appraise the item more quickly, the Difficulty increases by 5 for however more common the character treats the item.
	+ For Example: Aran picked up a set of chemicals in the same loot haul as the magic sword, but he doesn't have as much time to research their value. He picks up a book on valuable chemicals and spends 10 minutes researching them as if they were Uncommon instead of rare, increasing the research Difficulty from 28 to 33.

If attempting to make a ball park estimate of an item's value, Game Masters add 7 to the subject's Difficulty, and character roll their Appraisal check and get an estimate according to how close they get to the item's adjusted Difficulty. The range is determined by the following results:

* Fail by 10 or more: Character has no idea how valuable the item is.
* Fail by 5 or more: Character's can guess at the item's value times and divided by 3d6
* Fail by less that 5: Characters can guess at the item's value times and divided by 2d6
* Success: Characters can guess at the time's value within a reasonable range.
* Success by 5 or more: The character knows the exact value of the time.
Mental Handicap

The character suffers from some sort of mental disability that interferes with their daily life, such as a mental disorder and a debilitating phobia. Mental handicaps are not restricted to mental illnesses, though they can replicate the effects of disorders such as OCD or PTSD; handicaps can also represent self-enforced limitations such as a vow of non-violence or a refusal to back down. The value of the handicap is based on the severity of their condition and how frequently it's suspected to impact the game.

## Condition

The value of a Mental Handicap is based on how severely the condition affects the character. The more debilitating the condition, the more points for the disability. Conditions come in the following types.

## Frequency

How often a character's Mental Handicap comes into play affects the value of the complication. The more often the handicap is exploited during the campaign, the more points the complication is worth.

  Rarely
  Infrequent
  Frequent
  Constantly
Ольга Серябкина

Родилась 12 апреля 1985 года в Москве.

5 фактов об Ольге Серябкиной:

**1. Оля – перфекционист до мозга костей.**
 Она напориста как танк и непробиваема как бетонная стена. Оля стремится
 даже невозможное сделать возможным и не оставляет конкурентам ни
единого шанса на победу. За три года из молчаливого меньшинства SEREBRO
превратилась в настоящую железную леди, чей авторитет в коллективе
неоспорим.

**2. Пишет тексты к песням популярных групп и исполнителей**, в числе
 которых SEREBRO, Юлия Савичева, «Китай». Признается, что строчки
рождаются в голове, как только слышит музыку Максима Фадеева. При этом
не считает себя профессиональным поэтом-песенником и просто счастлива от
 возможности творить.

**3. Лингвист по образованию**, Оля не только в идеале владеет
русским, английским и немецким языками, но и любит применять свои навыки
 на практике. Любит поговорить, а еще больше позлословить. Невольными
жертвами ее острых шуток становятся, как правило, близкие люди. Но уже
давно не обижаются, ведь там, где Оля – громко и весело.

**4. Оля – автолюбитель со стажем.** Эта хрупкая девушка, несмотря на
 внешнюю беззащитность, на дороге с легкостью даст фору даже водителям
маршруток. Не брезгует крепким словцом, смело жмет на газ и… проезжает
через две сплошные – именно поэтому всегда пунктуальна.

**5. Обожает экспериментировать с собственной внешностью.** Она
виртуозно владеет кисточкой для румян и техникой нанесения теней на
веки. Причем свой креатив абсолютно безвозмездно готова дарить
окружающим. Оля способна сделать профессиональный макияж даже с
закрытыми глазами. А в качестве бонуса приведет в порядок и прическу –
не хуже любого стилиста.
Flintlock Pistol

Flintlock Pistol: The flintlock pistol is the earliest form of hand gun, consisting of 2 muzzle-loaded barrels, each with its own trigger.

* Type: Pistol
* Range: 6 meters
* Ammo Capacity: 2 Shots
* Reload Time: 1 Turn
* Weight: 2 lb
* Required Strength: 12
* Damage: 6d6
* Special Effects: Penetrating
* Recommended Price: $196 USD
Dwarf Template

The Dwarf Template is meant to signify that a creature was born smaller than a normal member of its species; their size makes them more suited for fine-detailed work, but they will never be as strong as other members of its species. The Dwarf template can only be taken during character creation and cannot be lost.

* Height: Dwarves typically stand between 1.5 and 1.25 times as short of a normal member of its species. For humans, dwarves usually stand between 3 feet, 11 inches (1.19 meters) and 4'8" (1.42m).
* Weight: Dwarves might weight between half and three-quarters the weight an averaged sized member of their species. Human dwarves around 3'11" range between 58 and 78 pounds (26 and 35 kilograms), while those edging towards 4'8" range between 82 and 111 lb (37 and 50 kg).

### Characteristics

The Dwarf Template applies the following modifiers to Base Characteristics:

* Dexterity: +3. Maximum Cap: +6 Strength.
	+ A Dwarf's smaller hands make them more suited for fine detail work, providing greater control over tools and allowing for more controlled movement.
* Strength: -3. Maximum Cap: -6 Strength.
	+ Being smaller means having less capacity for muscle mass, which means having much less Strength.
5.56 Assault Rifle

5.56 Assault Rifle: The 5.56 assault rifle is the standard by which other automatic weapons are measured. They deal great damage, they reload quickly, and they can be modified with various tools.

* Type: Rifle
* Range: 550 meters
* Ammo Capacity: 20 Shots
* Reload Time: 1 Turn
* Weight: 9 lb
* Required Strength: 16 lb
* Damage: 6d6
* Special Effects: Autofire 5, Modular, Penetrating
* Recommended Price: $742 USD
7.62x51 Sniper Rifle

7.62x51mm Sniper Rifle: Sniper rifles don't fire as quickly as other firearms, but they have 2 primary advantages: their incredible range, and their armor piercing bullets.

* Type: Rifle
* Range: 800 meters
* Ammo Capacity: 12 Shot
* Reload Time: 1 Round
* Weight: 16 lb
* Required Strength: 18
* Damage: 8d6
* Special Effects: Armor Piercing, Modular, Penetrating
* Recommended Price: $7119 USD
Delayed Effect

Delayed Effect lets the character prepare a Power for use in advance.

* Cost: 1 Total Active Point per 3 Base Points
* Details: The character activates a Power, but chooses not have it take effect until they decide for it to. While Delaying a Maintained Power, the character takes the Accuracy and Dodge penalties and simply decides for it not to take effect. While Delaying an Instant Power, the character pays the Stamina cost and has to Maintain the Power for every round they hold the action for. Activating the Delayed Effect is a free action the character do at any time.
	+ For Example: Willow has Telepathy Power, but wants to wait until she's in the most advantageous position possible before using it. She activates the Power before entering a conversation, Maintains the Power during the conversation, takes some using Charm to make her target more trusting of her, and then activates Telepathy to access the target's Hidden Thoughts during the conversation to know exactly what they are thinking.
Intimidate

Intimidation lets character interrogate others for information and force them to do tasks out of fear.

* Primary Characteristic: Charisma
* Time to Perform: As part of an Interaction

Intimidation functions similarly to Charm, except that it attempts to motivate people into performing tasks based on fear instead of kindness. Most characters start out as Indifferent towards the person Intimidating them, though they might begin at a different state depending on the circumstances in which the Intimidation check occurs.

The difficulty in moving someone from one stage of fear to the next is based on the following table:

Characters receive Advantages for the following circumstances:

* The oppressor is likely to win in combat against their target.
* The oppressor plays in their favor to the target's Flaws and Complications.
* The oppressor has access to something their target values.

Characters receive Disadvantages if:

* The target is likely to win in combat against their oppressor.
* The oppressor plays poorly to their target's Flaws and Complications.
* The oppressor has nothing to leverage over their target.
Lucerne

Lucerne: The lucerne is a long-handled hammer with a spike opposite of the bludgeoning end. Its long shaft provides the wielder with a longer reach than any warhammer, and its spike can be used for inflicting piercing damage.

* Type: Hammer
* Weight: 9 lb
* Required STR: 18
* Damage: 5d6

* Special Effects: Reach, Variable
	+ Variable: The lucerne can deal bludgeoning or piercing damage.

* Recommended Price: $140 USD
Requires Multiple Users

The Power requires more than one caster to function. In order for a Power to Require Multiple Users, all characters aiding in the activation must have the Power, spend an Action to activate it, pay the Stamina cost or Charges for the activation, and follow all of the Power's Limitations. However, all of the users combine their effects into a single attack, and the Power's target only gets to apply their applicable defenses once.

* For every additional character required to activate the Power, the Power's Actual Point Cost is reduced by 1 per 5 Total Active Points.
Sleight of Hand

Sleight of Hand The character's ability to perform tricks and obscure the location of objections.

* Primary Characteristic: Dexterity
* Time to Perform: As part of an Interaction

Sleight of Hand serves three purposes: hiding objects on the user's person, taking an object from another character without their knowledge, or slipping something into another character's possession. In any of these cases, the character rolls their Sleight of Hand check versus their potential target's Perception.

* If someone is attempting to find an object hidden on the character's person and rolls a lower Perception than the character's Sleight of Hand, the object goes unnoticed.
* If the character is attempting to either take an item from or insert something on the person of another creature, the target gets an immediate Perception check. If their roll is lower than the character's Sleight of Hand, the object's is either taken or inserted on the character's person.

When attempting to take an object, the object must be held loosely on the target's person. Players cannot use Sleight of Hand to remove securely-fastened clothes (like boots, although they could use Sleight of Hand to untie the target's shoe-laces) or disarm opponents if they are tightly holding the object; for the later option, characters must use the Disarm maneuver.

Sleight of Hand by itself does not allow characters to pick-pocket people without them noticing, To do that, the player must make a Stealth check prior to the Sleight of Hand check, and they are subject to the same limitations using Stealth for this task as are applicable for standard uses for the skill.

* For Example: Tathafien sees someone fiddling with a watch and wants to take it. He can walk straight up to the target and just use Sleight of Hand to take it, but the person would notice and probably either try to take it back or call for police to arrest him. He doesn't want to raise unnecessary trouble, so Tath waits for the target to stand up, put the watch in their pocket, and walk away. He uses Stealth to approach the target without them noticing, and then Sleight of Hands the watch after he's sure they won't notice him.
Creation

```
Character creation guideline.Empty value are for player to decide. already value present do not modify.
Class: N/A
Torso- civilian rags
Rings- N/A
Gauntlets- N/A
Pants- civilian rags
Helmet- N/A
Weapon- N/A
Ear ring- N/A
Inventory (11/100)
Money- 10 copper coins
Barley bread- 10
Water bottle- 1
Stats:
Level- 1
Experience- 0
HP-100
MP-0
Hunger- 100/100
Thirst- 100/100
Strength-
Vitality-
Agility-
Intelligence-
Wisdom-
Luck-
Secondary stats:
Fame- 0
Infamy- 0
Physical resistance- 0
Magical resistance- 0
Elemental resistance- 0
Movement speed- 255

All primary stats must add to 30 at creation, Secondary stats are not affected by stat points.

```
Athletic Template

The Athletic Template describes someone who spends 2 or more hours taking care of their bodies by working out. They run to improve their cardio, lift weights to increase their upper and lower body strength, and perform sit ups to increase their core strength. The focus on improving their bodies gives the athletic greater than normal speed and endurance, but the time they spend tending to their bodies cuts into their time for studying, and their focus on improving themselves may stem from insecurities about their image.

### Characteristics

The Athletic Template provides the following bonuses and penalties to Base Characteristics:

* Agility: +2
* Body: +2
* Ego: -2
* Intelligence: -2
Wrathful

Your character is quick to anger and holds grudges for a notoriously long time, either demanding immediate restitution or taking revenge as soon as possible.

* Effect: If the character is damaged by an enemy, they take a Disadvantage on all rolls against any other targets until the person who damaged them is defeated. If attacked sequentially by other targets, the character doesn't take Disadvantage on rolls against them.
2040

## History

On the Bering Exchange (BerEx), Amari Corporation obtained a 54% share of the world's terbium, scandium, and neodymium exchanges, notably from its Lunar Mining Operations in June. The Amari Lunar Base was completed previously in May.

Using the Nostrand Industries shipment in 2039, Melton Industries commenced the construction of the first Tier-2 nuclear fusion reactor, the DHX-04, scheduled for completion in 2043.
Aquatic Template

Aquatic creatures spend most of, if not all of, their lives in water. They swim for food, to travel, and to escape predators. Common aquatic habitats include lakes, oceans, and rivers.

### Characteristics

Body is hugely important to surviving underwater; creatures that can't hold their breath or filter air from water cannot survive in aquatic environments. Because Aquatic creatures spend most of their lives shifting through substances thicker than air, their muscles are also stronger and more developed. However, because water-based creatures tend to be more primitive, they're lacking in Intelligence compared to land-based creatures, and they don't have a sophisticated sense of identity because they're lacking in Ego.

* Body: +2. Maximum Cap: +4 to Body Cap
* Ego: -2. Maximum Cap: -4 to Ego Cap
* Intelligence: -1. Maximum Cap: -2 to Intelligence Cap
* Strength: +1. Maximum Cap: +2 to Strength Cap

### Skills

Food sources underwater can be far off from the Aquatic creature's location, so they need a high Perception to pinpoint food sources. Many Aquatic predators rely on grappling to slow down enemies, so Contortionist is a natural counter to underwater hunters. Bottom-feeders commonly use Stealth to hide from prey and predators alike. Because there is little terrain to speak of underwater for creatures to leave tracks in, the Tracking skill is a weak point for all underwater inhabitants.

* Skill Bonus: +1d6 Perception
* Skill Penalty: -1d6 Tracking

### Traits

All Aquatic creatures come with Terrain Mastery over their underwater habitat, and most spend an additional 5 character points so they can breath underwater and never have to surface for air. Aquatic creatures that live near the poles commonly invest in an additional Terrain Mastery over Arctic environments so they can withstand the cold.

* Bonus Trait: Terrain Mastery (Aquatic)

### Flaws

Life underwater has very simple objectives: Find food, find a mate, and don't get eaten. Even the most intelligent underwater inhabitants think about life mostly in terms of where their next meal is coming from, and therefore all Aquatic creatures come with the Simpleton Flaw.

* Bonus Flaw: Simpleton

### Recommended Abilities

Extra Limbs for fins and the Swim Power are must-haves for Aquatic creatures; traversing the seas requires fast swim speeds. Enhanced Senses for telescopic sight, hearing, and smell are also common, since spotting food is more about dealing with distance penalties than combing for hidden creatures.
Persistent

Powers that aren't Persistent can have their durations increased so the player doesn't have their Power deactivate if they're knocked out.

* Cost: 1 Total Active Point per 5 base Points
* Details: The character's Maintained Power goes up to being a Persistent Power. The character still has to pay a Stamina cost to keep the Power active, but they won't take Accuracy or Dodge penalties for Maintaining another Power, and it won't deactivate if the character is Stunned or Unconscious.

What's the difference between this Addition and the persistence of Natural Abilities?

* The Persistent Advantage and the Persistent duration listed in the description of each power's traits are not the same thing, though they have similar mechanics. When a Power is listed as a Natural Ability, what it's referring to is the description at the beginning of the Powers chapter, listed under Duration. That version of persistent does not require the character to pay Stamina to keep the power active. What this Advantage is for is to let Prana, Primal, and Psychic fueled Powers to stay active while the character is not in battle, and as described above, there is a Stamina cost attached to it.
Hina Doll/Hell/Merchant

Click here to edit

C3- Buffing Defense of the team with a Magic Shield. If card isn't available either use a card that debuffs physical damage to debuff Sleeve Claw or use a card that grants any form of Defensive Shield.

C4- Buffing defense of team with a Magic Shield. If card isn't available use a physical shield or debuff on Sleeve Claw to prepare for the next turn.

C5- Buffing defense of team with a Physical Shield or Domovoi. If card isn't available use a physical debuff/ Attack the targetted part that is being focused by the team.

C6- Buffing defense of the team with Magic Shield to prepare for the AOE magic Damage coming from boss. Optional on choosing whether to Attack if there are enough shields from the previous turn.

C7- Critical on taking down one of the Parts. It is Situational on this turn on whether you want to go full attack or partial attack and partial physical shield, in attempt to destroy part the team is foccusing of destroying first.

C8- If there are 2 parts still it is very Critical that one is taken down this turn. Magic shields if still applied from previous turn Go full attack on the specific part or prepare to shield for the next turn.

Otherwise; if first part has been destroyed, Focus on Full attack on the last part in hopes of being able to destroy it by next turn.

C9- It is Critical to take down the last part on this Turn. If there is no chance of taking down the last part it is critical to Buff defense of both magic and Physical Shields for the on coming aoe magic Damage and the claw damage (if claw was not first target).

C10- If last part has not been destoryed yet destroy it this turn. Afterwards just use a deffense buff of Magic Shield whenever possible while foccusing on Attacking to Destory the Main Body of Hina Doll.
Broad Sword

Broad Sword: Blades ranging from 24 to 36 inches are considered broadswords. This term usually describes basket-hilted swords made in the 16th and 17th centuries, but it also includes Middle Eastern scimitars, Medieval arming swords, Japanese wakizashis, and other blades meant to be used in one hand rather than 2.

* Type: Heavy Blade
* Weight: 4 lb
* Required STR: 12
* Damage: 4d6

* Special Effects: Variable
	+ Variable: Broadswords can deal either slashing or piercing damage on an attack.

* Recommended Price: $217 USD
Hina Doll/Hell/Bard

Click here to edit

C3 - Buffing defense or debuffing the boss should be your primary focus. If those cards are unavailable to you, your secondary focus is to use an "increase heal" buff on yourself to supplement the healing needed on the next turn.

C4 - Use a single heal card on the player with the lowest health. Chaining elements would be ideal for some extra heal (ideal, not necessary). The ideal scenario is to use Supporter Lyonese (c2 AOE heal + increase heal) and another c2 single heal on the most wounded ally. This would most of the time fully heal your party.

C5 - Use Claire to buff your Mercenary if possible , you'll want to break the cannon by c7 to reduce casualties. If an ally is left around half health after C4, you could either gamble, or stick to healing.

C6 until Victory - Heal, buff, debuff, or even attack base on your own judgement and circumstances. Try chaining if your team is in a healthy state. Aim to break claw by C9, after that it's just a matter of time until victory.
Hina Doll

## Hell Mode Boss Details ( Not fully confirmed )

**Body:**

Intervals of 3
C3, C6, C9, "C12"
 (Otherwise) Single 9k Magic

**Cannon:**

 Even Turns
 (Deal 25k+ Damage) Single 7.5k Magic

**Claw:**

 Even Turns

## Hell Mode Strategy

**Overall Strategy**- two Strats Destroy Sleeve Cannon first or Sleeve Claw first. Must Destroy 1 Part by C7 and the Last part by C9

* Mercenary
* Merchant
* Thief
* Bard
Blast

Blasts release a burst of concussive energy to attack a foe

* Sources: Prana, Primal, or Psychic
* Target: 1 Target
* Duration: Instant
* Range: 5 meters per 1 Base Point
* Cost: 4 Base Points per 1d6 dice of damage
* Available Additional Effects: Area of Effect, Armor Piercing, Delayed Effect, Imperceptible, Penetrative, Rapid Fire, Selective, Trigger
* Characteristics Bonus: Add Charisma, Ego, or Intelligence dice to damage

The character fires a blast of energy, dealing multiple dice of damage. For every 5 Charisma, Ego, or Intelligence the character possesses, their Blast deals an additional 1d6 damage. When a character creates a Blast, they must specify a damage type aside from dealing Physical, Energy, or Psychic damage; this subtype comes into play for the Limited Defense Disadvantage. The options are:

* Physical Damage can be categorized as Bludgeoning, or Piercing, or Slashing damage
* Energy Damage can be typed as Acid, Cold, Electricity, Fire, or Force Damage
* Psychic Damage has no subtypes, as Psychic attacks are typically the rarest attacks in any fantasy setting.

Source Specific Effects:

* Prana: Prana Blasts can only target Energy Defense
* Primal: Primal Blasts can target either Physical or Energy Defense.
* Psychic: Psychic Blasts are targeted against the opponent's Discipline and can hit either Energy or Mental defense.

### Examples

Fireball: The character conjures a ball of super-heated energy and throws it at the enemy

* Base Power: Blast, 7d6 Energy. Base Points: 28
* Source: Primal
* Target: 8m Radius (Addition)
* Duration: Instant
* Range: 140 meters
* Additions: Area of Effect (8m Radius) Charges (16). Total Cost Increase: +10
* Limitations: Implement (Component), Incantation. Total Cost Reduction: -26
* Total Active Points/Actual Point Cost: 38/12

Ki Blast: The character harnesses their inner energy and releases it in a shotgun-like blast.

* Base Power: Blast, 5d6 Energy. Base Points: 20
* Source: Prana
* Target: 16m Cone (addition)
* Duration: Instant
* Range: 0 meters (limitation)
* Additions: AOE (16m Cone). Total Cost Increase: +8
* Limitations: Implement (Acc), Range (No Range). Total Cost Reduction: -14
* Total Active Points/Actual Point Cost: 28/14
2031

## History

In January 2031, Amari Corp announced sales of class A preferred shares of the company (AMC:A) on the JPCC Stock Exchange (JPSE) to fund its lunar base. By March, $50 billion was raised for the project, while most of the capital came from JPCC member nations, 4% of the funded capital came from sales of Amari Corp American Depository Receipts sold on the PAGP Market Exchanges (PMEX).

Facing JPCC Mandates set in 2030, US Congress passed the Intergovernmental Space Agencies Act in July 2031. The Act merged certain sections of NASA and ESA together, allowing for joint projects. In addition, the budget for NASA for FY 2031 was increased from $21.3 billion to $39.2 billion. As such, NASA and the ESA planned a non-rocket space launch system known as the SpaceRing to be completed by 2040 in French Guiana.
Executive Order 14325

**The Pacific Expansion Response** executive order (executive order 14325) is an order of the President of the United States signed by 46th President Gordon Cormick on 16, April 2020. The order was signed into effect after invoking the International Emergency Economic Powers Act of 1977 as a response to China's illegal annexation of the Senkaku Islands, a disputed territory in the Pacific Ocean for oil deposits. The purpose of the executive order is to prohibit the sale, supply, transfer, or export of crude oil from any state-sponsored Chinese oil enterprises, thereby establishing international oil sanctions on China.

The executive order is overturned on May 15, 2027.
Advanced Nuclear Technology Act

## Advanced Nuclear Technology Act H.R.6130

### Long title

An Act to Create Appropriate Nuclear Technology for the Sustainability of the United States of America

## Legislative History

### Introduced as

House Bill 6130 by Corey Jacobson (D-CA) on February 13, 2023

### Signed into Law

President Gordon Cormick on February 22, 2023

The **Advanced Nuclear Technology Act** is an Act of Congress that was signed into law by 46th President of the United States Gordon Cormick. The act allowed for the appropriation of funds allocated by the Office of Management and Budget for more extensive nuclear fusion research following concerns for global warming. The primary concern for global warming came from the oil glut of 2021 that increased oil consumption on CECF participating nations by 44%.

Corey Jacobson, a House of Representatives member representing the 15th congressional district of California, put forth the bill, deciding that nuclear fusion is the key to ending dependency on oil.

The Act was later invoked by 47th President of the United States Brooke A. Connell to start the intergovernmental research organization, the International Nuclear Power Agency in 2030.
2030

## History

47th President of the United States Brooke A. Connell invoked the Advanced Nuclear Technology Act to form the International Nuclear Power Agency (INPA), under the governance of the PAGP on 27 June 2030 to centralize research and increase the budget for nuclear fusion. It is an intergovernmental research organization led by PAGP founding members, including representatives from the United States, Canada, and the European Union.

On August 24, CEO of Amari Corporation, Sal Amari initiated plans to construct a lunar base for future lunar mining operations in hopes of diversifying the company's assets due to JPCC mandates. The first draft for the lunar base was completed in October 2030.
2D Boss

## Super Rare Faeries

Light ★ 4 (SR) Faerie Gilidydu [Mercenary]

* 2/5

Fire ★ 4 (SR) Faerie Barghest [Thief]

* 3/5

Wind ★ 4 (SR) Faerie Rusalii [Bard]

* 4/5

Ice ★ 4 (SR) Faerie Peg Powler [Thief]

* 5/5

Wind ★ 4 (SR) Faerie Brownie [Mercenary]

* 6/5

Dark ★ 4 (SR) Faerie Dancer [Merchant]

* 7/5

Fire ★ 4 (SR) Holy Night Blanchefleur [Bard]

* 8/5

Ice ★ 4 (SR) Holy Night Damas [Thief]

* 9/5

Dark ★ 4 (SR) Iron Scythe [Mercenary]

* 10/5

Fire ★ 4 (SR) New Year Cu Chulainn [Merchant]

* 11/5

Light ★ 4 (SR) New Year Sigrun [Thief]

* 12/5

Dark ★ 4 (SR) New Year Ither [Bard]

* 13/5

Fire ★ 4 (SR) Faerie Vannik [Mercenary]

* 14/5

Ice ★ 4 (SR) Faerie Huldrefolk [Thief]

* 15/5

Dark ★ 4 (SR) Faerie Wild Hunt [Merchant]

* 16/5

Wind ★ 4 (SR) Morale Brangaine [Bard]

* 17/5

Light ★ 4 (SR) Morale Klackie [Merchant]

* 18/5

Dark ★ 4 (SR) Morale Whitehand Iseult [Mercenary]

* 19/5

## Ultra Rare Fairies

08:00 ~ 09:59 / 14:00 ~ 15:59 / 20:00 ~ 22:59

Ice ★ 5 (UR) Faerie Kelpie [Merchant]

* 2/5, 14/5

Dark ★ 5 (UR) Faerie Baobhan Sith [Bard]

* 3/5, 15/5

Light ★ 5 (UR) Faerie Pixie [Bard]

* 4/5, 16/5

Fire ★ 5 (UR) Faerie Silky [Mercenary]

* 5/5, 17/5

Light ★ 5 (UR) Holy Night Santa Claus [Thief]

* 6/5, 18/5

8:00 ~ 9:59 / 14:00 ~ 15:59 / 20:00 ~ 21:59

Wind ★ 5 (UR) Holy Night Mercenary Arthur [Merchant]

* 7/5, 19/5

Ice ★ 5 (UR) New Year Aife [Mercenary]

* 8/5

Wind ★ 5 (UR) New Year Bisclavret [Merchant]

* 9/5

Wind ★ 5 (UR) Faerie Tom/Sam [Bard]

* 10/5

Light ★ 5 (UR) Faerie Domovoi [Merchant]

* 11/5

Fire ★ 5 (UR) Morale Pelleas [Thief]

* 12/5

Ice ★ 5 (UR) Morale Thief Arthur [Bard]

* 13/5
2035

## History

In January, INPA directives listed nuclear fusion as a very high priority (upgraded from high priority) for international security due to the potential for antimatter based weaponry applications, as such, it started the Advanced Energy Challenge Program, awarding $10 billion in grants and contracts for private corporations within the PAGP to develop energy-efficient nuclear fusion reactors.

The mining capabilities of the Amari Lunar Base were initiated in March 2035 and its first payload delivered to Earth via a dropped re-entry vehicle through the atmosphere in July 2035. The first round of payload dropping netted the company $5.1 billion in titanium and rare earth metals totaling over 2,000 tons. This marked the first recorded usage of Lunar Mining equipment in human history.
Golden Nomads

The Golden Nomads follow, and protect the Pokemon herds in the
Grasslands throughout the changing seasons. Originally made of
tribesman, the Nomads have come to have population from all walks of
life. They offer races on the backs of Pokemon for tourists and more
competitive trainers. Though most members have little possessions,
wagons and mobile homes have let them lead rather modern lives, despite
always being on the move.
*main page Sileda Island*
Ambidextrous

The character can manipulate items as will with their off-hand as they can with their right. Normally, a character must specify whether their right or left hand is their dominate hand and which is their off-hand; performing skills or making attacks exclusively with their off-hand incurs a Disadvantage to all rolls. If the character is ambidextrous, both hands are considered dominate, meaning they won't take penalties for completing tasks with their off hand. This also allows the character to fight more effectively with multiple weapons, since they can better coordinate their movements.

* Benefit: The character doesn't take any penalties for completing tasks, including Skill checks and Accuracy checks, with your off-hand. Additionally, if the character uses a Martial art with the Multiple Attack addition, the penalties they take for each blow after the first are reduced by 2.
Gordon Cormick

## Gordon J. Cormick

Seattle, Washington, United States

**Gordon Joseph Cormick** (born September 09, 1964), is an American politician who served as the 46th President of the United States from 2017 to 2025, after Barack Obama. The only child of Gordon and Ethel Cormick, he graduated from the University of Washington in 1989, earning a B. A. in finance. Cormick went on to obtain an MBA degree from the University of Pennsylvania in 1994. He served one term as a senator of the state of Washington from 2000 to 2014, eventually running unsuccessfully in the Democratic primary against Francis Uprock. Cormick won the presidential election of 2016 against Republican nominee Donald J. Trump. He was inaugurated on the 18th of January, 2017.

Cormick's administration saw the invasion of the Senkaku Islands by China in May 2020. His responses to the Chinese aggression later became known as the Cormick Doctrine, signified by the signing of the controversial Executive Order 14325 that issued oil based sanctions on China, which was the largest trading partner of the United States at the time. Cormick's foreign policies are heavily criticized as an exaggerated form of American protectionism and mercantilism that stifles American growth rather than support it.
Contortionist

Contortionists represents the character's flexibility and ability to contort their body to get our of holds and entangles.

* Primary Characteristic: Dexterity
* Time to Perform: Instant

A character can attempt to escape from Grapples and Entangles by contorting their body to slip through restraints. When the character is prompted to roll against an Entangle or Grapple attempt, they can instead make a Contortionist roll versus the opponent's grapple or the Entangle's Health.

* If opposing a Grapple, the character escapes if their Contortionist roll is higher than the opponent's Grapple check.
* If opposing an Entangle: If the character's roll is higher than the Entangle's Health, the character breaks free.
Bluegull Port

Located in the center of Faraway Beach, north of Potterwheel, is the
most accommodating port in Sileda Region. With predictable currents,
cruise liners, and passenger ships often land here from other regions,
bringing both travelers, and trade with them. It is here, due to its
convenience, that one can register to the Sileda League, and qualify for
 a pokedex, given by Professor Palm in Potterwheel.
*main page Sileda Island*
2036

The Domestic Energy Independence Act is passed and signed into effect by US President Connell in February as per the agreements made with the Pacific-Atlantic Global Partnership's Twenty-Year Vision. The DTX-03 Experimental fusion reactor is constructed by the INPA along with domestic partner Melton Industries that partially funded the project in April.

Amari Board of Directors approved a budget of $160 billion for the Lunar Base in June. As well, PAGP affiliated resource development company Nostrand Industries commences its first Lunar operation in September, thereby becoming the second private corporation to attempt to exploit resources on the moon.
Southern Prairie

On the surface, literally, is prairie lands, filled with tough plants
 that could survive the harsh winds of the flatlands near Raptor
Mountain. Many pokemon move through here on migratory paths, making it
very potent to Swarms from different regions at variable points in the
year, even watertypes off the southern coast, pass through on their
journeys.

#### *Sileda Fossil Beds - 26*

Located in Southern Prairie, is an ancient buried by ash in an
eruption from Raptor Mountain a millenia ago. Once a thriving city, the
Fossil Beds are picked through carefully by archaeologists, studying the
 ways pokemon, and humans lived in those ancient times. Trainers can
seek fossils of varying types here, or help a willing archaeologist out
for a specific one if they have it. Mysterious pokemon can be found
wandering these ruins.

#### *Southern Catacombs - 27*

Beneath the Sileda Fossil Beds, lies a network of both natural, and
carved out tunnels, that is not entirely mapped out. Many of the tunnels
 are unstable, and without any sort of lighting, making Rock Smash, and
Flash both a basic necessity within. There are chambers that are both
naturally carved out by dripping waters, and carved out by tools and
pokemon. Some were once used for storage of perishable items due to the
cooler temperatures, some in ancient rituals regarding hte worship of
pokemon. Some are even used as a burial ground. Mysterious pokemon like
above, are found within, a bit more commonly than in the excavation
sites. THere are rumours of extinct pokemon living in the catacombs,
hibernating.
2032

## History

In March 2032, the JPCC Supreme Court ruled that the Outer Space Treaty of 1967 is nullified *de facto* upon the dissolution of the United Nations. On 13 October, the Chinese rocket "Long March 14" is launched near Macao in China. The launch signified the breaking ground of the Amari Lunar Base as the first permanent human presence beyond Earth.

In November, the DTX-02 experimental nuclear fusion reactor was completed by the INPA, using a stellarator as the reaction chamber to reduce reaction requirements.